Citizen247

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About Citizen247

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  1. I've noticed a problem with robotic parts and FAR. They don't seem to re-voxilise properly if moved during flight, with both stock expansion parts and IR. I was trying to get a swing wing aircraft that used to work great working again, but as soon as the wings move away from the position the craft was loaded in it gets huge amounts of lateral lift and drag. i.e. if I load the craft with the wings out moving the wings to a swept position causes a massive amount of drag to appear from nowhere. If the craft is loaded with the wings swept, it's fine but moving them to the unswept position now causes huge amounts of drag.
  2. I'm still fighting with the updated part-tools, but I'd thought I'd drop a quick screenshot of a prototype part for the Liberty L12 styled after the DH9a:
  3. I'm getting this exact same error: But I'm using the correct version of Unity. What else could cause it?
  4. You do need to define it somewhere, you just don't need that definition to be a folder. Somewhere there should be a :FOR[ZZZ-MoS-Tweaks]. In fact I don't think those will work as they are because there isn't a FOR... Good catch
  5. It's just a trick to get the patch to be applied near the end of patches after other mods have done their thing, without using "final" which is generally bad practice. But yes, to get the patches to work all that is needed is the partname and NEEDS[KSPWheel] (though that's not strictly speaking necessary, it just stops things getting broken if KSPWheel isn't installed). Using on your own installs you might as well delete AFTER and put :FINAL after NEEDS[].
  6. Personally I find stock wheels to be complete unusable garbage. If they're not skating around like they have less traction than a drunk duck on an ice rink they'll hit a non-existent pot hole at 2m/s and launch a fifty ton aircraft five hundred metres in the air for literally no reason. I play on a heavily modded game with a 10x rescale so maybe stock wheels just can't handle that, but either way KSPWheels work fine. So I have patches for every landing gear I use to convert them. These are the configs for Airplane Plus. It's not all the landing gear, just ones I've need so far, if I configure anymore I'll try to remember to update them. Copy paste them into a text file with the .cfg extension somewhere in gamedata: //KS-H1 Fixed Landing Gear @PART[biplanegear]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDamage]{} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0.065 //0.00625 wheelRadius = 0.45 wheelMass = 0.035 suspensionTravel = 0.01 //0.09 maxLoadRating = 5 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = wheel rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = suspension wheelColliderName = WheelCollider suspensionOffset = -0.1 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelBrakes wheelColliderName = WheelCollider maxBrakeTorque = 2 } MODULE { name = KSPWheelDamage wheelColliderName = WheelCollider wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } } //KS-V1 Fixed Landing Gear @PART[blackhawkgear]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDamage]{} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0.065 wheelRadius = 0.35 wheelMass = 0.018 suspensionTravel = 0.05 maxLoadRating = 10 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = wheel rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = suspension wheelColliderName = WheelCollider suspensionOffset = -0.1 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelBrakes wheelColliderName = WheelCollider maxBrakeTorque = 2 } MODULE { name = KSPWheelDamage wheelColliderName = WheelCollider wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } } //KS-X1 Assymetric Landing Gear @PART[x1sidegear]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDamage]{} -MODULE[ModuleWheelDeployment] {} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0.065 wheelRadius = 0.26 wheelMass = 0.014 suspensionTravel = 0.05 maxLoadRating = 10 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = wheel rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = suspension wheelColliderName = WheelCollider suspensionOffset = 0 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelBrakes wheelColliderName = WheelCollider maxBrakeTorque = 2 } MODULE { name = KSPWheelDeployment animationName = x1sidegear retractEffect = retract retractedEffect = retracted deployEffect = deploy deployedEffect = deployed } MODULE { name = KSPWheelDamage wheelColliderName = WheelCollider wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } } //KS-X1 Steerable Landing Gear @PART[x1gear]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDamage]{} -MODULE[ModuleWheelDeployment] {} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0.065 wheelRadius = 0.24 wheelMass = 0.012 suspensionTravel = 0.1 maxLoadRating = 10 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = wheel rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = suspension wheelColliderName = WheelCollider suspensionOffset = 0 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelDeployment animationName = x1geardeploy retractEffect = retract retractedEffect = retracted deployEffect = deploy deployedEffect = deployed } MODULE { name = KSPWheelBrakes wheelColliderName = WheelCollider maxBrakeTorque = 6 } MODULE { name = KSPWheelDamage wheelColliderName = WheelCollider wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } } //KS-16 Slant Landing Gear @PART[sidegear]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDamage]{} -MODULE[ModuleWheelDeployment] {} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0.065 wheelRadius = 0.33 wheelMass = 0.09 suspensionTravel = 0.1 maxLoadRating = 10 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = wheel rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = suspension wheelColliderName = WheelCollider suspensionOffset = 0 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelDeployment animationName = sidegeardeploy retractEffect = retract retractedEffect = retracted deployEffect = deploy deployedEffect = deployed } MODULE { name = KSPWheelBrakes wheelColliderName = WheelCollider maxBrakeTorque = 4 } MODULE { name = KSPWheelDamage wheelColliderName = WheelCollider wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } } Disclaimer: These are just personal patches I use for my own games. They're not a mod, I've done no rigorous testing and in some cases no testing at all. I can't guarantee they'll work for you, nor that they won't set your computer on fire or any other adverse reaction. If I fix bugs and or add configs I'll try to remember to update these, but I can't guarantee that either. Use at your own risk so on and so forth.
  7. So, I've been looking at getting back to work on this, and honestly the state of the source files and project is an insurmountable obstacle to my motivation. Problem is I was learning how to create models and rig them for KSP and over time the project has become a mess that's getting increasingly difficult to deal with. I'm not happy with some of the assets while also struggling to deal with fixing them as they are. Also, while not making my own textures makes the mod relatively light-weight and easier to add assets, it also makes it extremely difficult to get things looking how I want. So. My current plan is to start again from scratch. Recreate much of what I have here better and better organised with my own texture assets. I'd also like to set things up to reuse certain assets like IVAs so I can create higher quality ones with less effort. So my next update to be expected at some point, probably be to recreate what you have here, but with better assets. So a refresh, which will hopefully also make it easier for me to start adding new parts.
  8. I actually have some patches for some Airplane Plus wheels to convert them to KSPWheel if those would be of interest to anyone.
  9. I'm hoping this is a good sign that the new update fixed your issue?
  10. You can use the new engines for replicas of early aircraft. Just remember they're very low powered, so you need to keep the planes light and ensure they have very low wing loading. I took them for a spin myself: The Sopwith Camel (c1917): Engine: Clerget 9b (130hp) Mass (Empty): 440kg (0.44t) (Fuelled): 537kg (0.537t) Speed (Take-off): 26m/s (58mph) (Max): 80.5m/s (180mph) The Hawker Fury (c1931): Engine: Kestrel-VI (740hp) Mass (Empty): 1538kg (1.538t) (Fuelled): 1806kg (1.806t) Speed (Take-off): 40m/s (89mph) (Max): 117m/s (262mph)
  11. It's a long way to Tipperary v2.0.4 is up. Adds a number of WW1 and inter-war engines: Added engines: Hispano-Suiza 8Aa variants: 8Ab and 8Bc Clerget 9B and 9Bf Oberursel Ur.I as a variant to the Oberursel U.II BMW-IV variants: 6.0 and 7.3 Rolls-Royce Kestrel variant: VI Added Templates for (but not currently in game): Liberty v12 Mercedes DIII and DIIIaü Le Rhone 9C and 9J Bentley BR2 230 and 250hp variants Hispano-Suiza 12Y Tweaks: Various tweaks to low HP prop engines Kestrel now produces closer to it's real-world HP and performance across all variants Altered some engines to use better propellers. The Kestrel especially now uses a more suitable variable pitch prop config. Some supercharger tweaks. Bugs fixed: Incorrect code on some engines for resizing Fixed FAR voxelization of Airplane Plus Fokker spinner Download Future Plans: Add engine configs for more of the templates in the database More tweaks to low HP engines A sanity pass. Especially to ensure propeller engines are using the correct props and superchargers I'd like to produce some optional configs that use rotor modules for turboprops to see if they work better. Some more engines: British: Rolls Royce Eagle, Falcon, Hawk, Peregine and Buzzard. Bristol Jupiter. Siddeley Puma. Armstrong-Siddeley Cheetah. American: Hall-Scott A-7, Curtis OX-5, Curtis K-12 I'd like to add some models for propeller engines next. These would be used as defaults and replaced with models from other mods where appropriate. I'd also like to look at the feasibility of using variant themes to switch models rather than the current hard overriding. I'd probably aim eventually for having at least one default in the following categories: Early (WW1): Radial engine, Rotary engine, Inline and Vee Mid (Interwar): Radial and Vee Late (WW2): Radial and Vee
  12. Interim bug fix is up. Also adds Textures Unlimited support for shiny parts. https://github.com/seanyoung247/MAD/releases/tag/0.6.1
  13. The engines are sized to their real world size, or should be. Or at least my best guess. Most Turbojets and low bypass turbo-fans should be around the 1 metre diameter mark (i.e. slightly smaller than stock size 1). I do fudge it in places, if the real world size is close to a stock size I'll usually bump it up or down to that. The High bypass turbofans should be pretty big, I think some are over three metres. ETA: While rocket engines tend to be 1.6 times the size of KSP ones, Jet engines tend to be smaller, if anything, in the real world. EETA: Having said that I've noticed a possible bug in the resize code on some engines, so they may not be resized properly. I'm in the process of uploading an update so try that when it's up (should be in the next hour).
  14. Thanks. I wonder if that approach would work by adding a dummy property rather than a module?
  15. Is there a way to only apply a patch if a variable is set to a value? Like if #$@MY_MODS_SETTINGS/USE_SETTING$ was set to true than certain patches should be applied, otherwise they're ignored? Like NEEDS but for variables?