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bckspstuff

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  1. @ferram4Thanks so much for your help. I think that clarifies everything I need to know. Yeah, I hear ya' on odd things in stock modules. I get both sides; sometimes devs need to do what they need to do to get it out the door, but from the community side it would be helpful if the code were more rigorous. Seeing under the hood of a favorite game when modding is sometimes a little like seeing your best friend in sweat pants: no one looks good in sweat pants, but you just have to remember how much you love them or you wouldn't have been hanging out in sweat pants in the first place. BTW, you've done a great job. So far I've checked the voxels on every part for well over 100 mods and by-and-large FAR has handled everything with flying colors. Nice job!
  2. Love the mod! Soooo much fun! I had a few questions about how to add FAR support to custom parts. 1) Lifting Bodies What is the correct way to configure parts that are intended to be used as lifting bodies? I see that for the mk2 pods, you removed ModuleLiftingSurface and set minimum_drag, maximum_drag, and angularDrag all to zero but did not add FARWingAerodynamicModel. However, the mk1pod, Mark1-2Pod and all sizes of heatshield still have ModuleLiftingSurface and their original drag settings. Is this intentional? I was under the (perhaps mistaken) impression that ModuleLiftingSurface needed to be removed in all cases. Obviously the capsules fly just fine, I simply want to understand the best way to implement configs for making other capsules support FAR. 2) Gimbal increase (stockEngineGimbalIncrease.cfg) What is the purpose of the patch that increases the gimbal range and sets the gimbalResponseSpeed? My gut instinct is to nerf the change and/or remove it. Some of the parts I'm using already have higher gimbal ranges/speed. I wasn't sure if there was a reason FAR needed gimbals to have these settings that wasn't immediately obvious. I'm aware that SAS could use a better controller, but is there any other reason? 3) Propellers and FARPartModuleException It's my understanding by looking at the configs that propeller and rotor blades should not be voxelized. In a few cases, I noticed the blades were not voxelized, but the blade grips and rotor nut were. Is this ok? Should I add exceptions to make sure the other moving components of the rotor are also removed from voxelization?
  3. Here's the vanilla answer. MODULE { name = ModuleFuelJettison ResourceName = Mulch } Based on these docs: https://kerbalspaceprogram.com/api/class_module_fuel_jettison.html I hope this helps.
  4. Awe but some of us enjoy spreadsheets. See ... https://drive.google.com/open?id=0B5ueM3XtKbZ7bVU0b3l4TmhKRzg BTW, love the mod!
  5. In case anyone is interested, I have an updated RemoteTech ground station config that matches the exact locations (and names!) of all the CommNet ground station locations in vanilla. I'm not sure the best way to share this but I have it on my drive account here if you're interested: https://drive.google.com/open?id=0B5ueM3XtKbZ7azNLVjQteXQzV3c Cheers!
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