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dumbel

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    Bottle Rocketeer
  1. Thank you very much for your input. I will try this tomorrow as soon as I can.
  2. Exactly. Using this feature the jettison process can look much cooler I've noted one (two) issues with this update: 1) I've deleted the old version of this mod and installed the new one. Then I researched the new parts in the research center. Well, I wanted to... Only the interstage fairing adapter and the thrusterplate were shown as new and researchable parts. The two different "normal" fairing bases could not be found in the tech tree. Instead I only found the old versions of this bases in the tech tree. Because of this I wasn't able to use the new fairing bases in the VHB. The parts showed in the part list, but unresearched and therefore not usable. 2) As you've already mentioned it in the changelog, crafts created with the old mod are no longer able to be loaded in the editor. Is there a convenient way to chance those craft to make them loadable again? The only solution I could think about was to edit all this crafts with the old version of the mod, delete all fairing parts and temporally stick them together without the fairings. After saving and updating the mod the fairings could be recreated by the new mod version. But I would really like to have an easier way to do this because if have some crafts that are using the fairings in a rather complicated way and my solution would be really cumbersome.
  3. Is there a solution for the lighting problem of several parts? This problem got mentioned a few times in this thread, but I wasn't able to find an answer to it. For a lot of parts the lighting gets messed up by ATM, mostly the textures get really dark and are nearly undistinguishable. In some cases it only affects a few areas of a part with harsh borders to other areas of the same part in which the lighting seems to be (nearly) correct. In other cases to complete part texture is affected. This also applies to the preview of the parts in the catalogue in the VAB and SPH.
  4. Hi, do you have a rough estimation when the next update will be released? I'm really looking forward to it
  5. I'd like to second this request. I too have problems with running out of actiongroups. I would be perfect if there were a way to integrate, or at least support, some of the mods that are adding additional action groups. Thereby you could give us the possibility to create a kind of a smart rocket instead of only a few smart parts and actions. dumbel
  6. That sounds perfect. I'm looking forward to it (Any rough idea when this update will be released?) There is another thing I just remembered: Is it possible to change the height of the interstage fairing base? I'm currently building kind of a payloadbay for my command and service module. Because it's 2.5 meters wide, the interstage fairing base takes up quite a big part of the length of the csm. Currently I'm solving the problem with clipping a fuel tank into the base ring to avoid wasting to much space, but maybe this can be avoided by reducing the height of the base.
  7. Since I'm using PF for some time now and currently work on a ship including several fairings, I would like to add a suggestion. Currently there is the possibility to select the ejection force for the parts of the fairing, which is directly affecting the radial speed of the jettisoned parts. But they are flying away in a strictly radial motion without any tumbling or rotation. For purely cosmetic purposes, I would really like to have the option to either select a certain amount of torque applied to the fairing during the decoupling process or the selection of a secondary force. In the latter case one of the forces would be applied to the base of the fairing, while the other one would be applied to the top. Using this, one could create a fairing separation in which the parts would seem to split from top to bottom for example. Additionaly this would have the effect, that the fairing parts would slowly tumble away instead of just kind of gliding motionless. It would just look more interesting and more awesome as it already does (I briefly looked into the sourcecode and found some parts about ejection force and torque, so I hope that this is possible. Unfortunately I know nothing about modding in KSP, so I wasn't able to experiment with the code by myself ) Another point I would like to add: Currently, even if you set the ejection force to zero, the force isn't really zero. Can this be changed so that we have the possibility to eject the fairing even slower? Again, it is just for looking more awesome and majestically. I just like some good locking space action dumbel
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