FireFaced
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Posts posted by FireFaced
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1 hour ago, eightiesboi said:
Visuals aside, I don't see anything in the description that there is an integrated heatshield or that ablative material is used on any of those command pods / landers. There is no ablator resource included in the configs for those vehicles, which suggests that that Nertea (the mod author for NF) didn't intend for these pods to have integrated heatshields.
Visually, the parts that are exposed appear to be ablative. With a heatshield on the bottom of the pod, those sections are still exposed, and overheat during reentry. My theory is that perhaps the stock reentry model doesn't necessitate the addition of an ablator module there, but with DRE it is necessary. Perhaps I'll contact Nertea.
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Could support for NF Spacecraft pods be added? Some of them (notably the Mk1-L 'Nereld', Mk3 'Tethys', and Mk3B 'Pandora") have segments that are exposed to heat during reentry, and visually appear to be ablators, but there is no ablator module. This causes explosion on reentry, which is less than ideal. I would contribute the patch myself but I can't for the life of me find documentation on what modules to use.
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Shadow Box
Because reasons
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I'm feeling positive today
-10 (+)
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I have some higher quality sounds and some programming knowledge, so I could help out with improving this mod
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16 minutes ago, blowfish said:
No way around that, I believe. It has to do with the way Kerbal Konstructs defines each base.
Do you know if it would stay in place if I moved the bases?
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So this happens to KerbinSide with 64K.
I'm using the latest version of 64K and SigmaDimensions 0.5
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I don't know if this has been asked before, but could you add an MM config in SigmaDimensions to adjust Kerbal Konstructs' statics?
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@AlphaAsh What attribute in the configs for the statics controls altitude ASL?
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38 minutes ago, AlphaAsh said:
Your question could be interpreted in a couple of ways. Give me an example of what you want to do.
One use would be to be using KScale2, and the KerbinSide buildings are offset, so using the KK editor to move them, and save those positions.
EDIT: I've dug through SigmaDimensions, and there appears to be a formula I could follow to get the correct positions of the buildings.
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Is there some way to have KK override any configs that are installed with the settings changed in the site editor thing?
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1 minute ago, maybach123 said:
a kerbin map that has points as to where the kerbinside bases are (i am building a country map for kerbin and would like to include the bases)
I'm not sure. You might be on your own with that.
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1 hour ago, maybach123 said:
does anyone have a map that includes the kerbin side bases? or is their any way to export the game map
What do you mean?
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@AlphaAsh Do you know of any 64K compatibility configs for KerbinSide?
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How does one have MM execute math in relation to variables in configs it's editing?
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On 4/11/2016 at 10:13 AM, SilentWindOfDoom said:
You may have attempted this yourself so you probably know it already, but SMS is pretty much compatible with the 2.5m capsule from NF. It's not a perfect fit so you will have to offset the capsule cover a little, but aside from that it works visually and gameplay wise.
The one from NF needs scaling, not just an offset. @sumghai, I'd be at least pleased if you could give me/us models that can easily be scaled and edited for certain needs so that I could try myself.
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Sumghai, I was wondering if you could find a way to make SDHI compatibility packs for different 2.5m capsules, such as the one from Near Future, the one from Lithobrake Technologies, etc. Possibly use a mesh switch on the parts that change?
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3 minutes ago, blowfish said:
Probably not the exact UI control you want to use with TweakScale, but I've never really looked at TweakScale's code before.
Yeah, I might just have to wait D:
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2 minutes ago, blowfish said:
There's really not much to it - it just uses the stock UI_ChooseOption to display the part switching sliders. The relevant file is here, but if you're trying to understand it, you're probably better off just reading this post:
Thanks for linking that. Right now I'm trying to tweak TweakScale (ba-dum tss) so that it can work on 1.1. But I think pellinor0 might have to do it, depends on how TweakScale decides how to make the sliders based on the parts.
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@blowfishpro Could you direct me to the source file in B9PartSwitch that interacts with the KSP GUI?
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Just now, blowfish said:
Well since I haven't released any official versions yet, issues like this are bound to happen (AKA use at your own risk). But I did fix that bug, so re-download B9PartSwitch.
Okay, I'll tell you if it's fixed or a different error comes up
3 minutes ago, FireFaced said:Okay, I'll tell you if it's fixed or a different error comes up
Appears to be fixed
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Just now, blowfish said:
What version of KSP, B9, and B9PartSwitch are you on?
Also, your spoiler tag didn't work.
Spoiler tag fixed, and it's KSP 1196, B9PartSwitch 1.0 (pulled latest version from dev branch on GitHub), panels pulled from B9 6.0.0
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Now this is happening:
Spoiler[LOG 16:21:05.139] PartLoader: Loading part database
[LOG 16:21:05.139] PartLoader: Compiling Part 'B9_Panels/Structure_P_Standard-Frame/P1_Universal/B9_Structure_P1_Surface'
[LOG 16:21:05.153] EffectList: Created 11 effect types
[ERR 16:21:05.160] Cannot find a PartModule of typename 'TweakScale'[LOG 16:21:05.179] PartLoader: Compiling Part 'B9_Panels/Structure_P_Standard-Frame/P2_Universal/B9_Structure_P2_Surface'
[EXC 16:21:05.190] ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
System.Collections.Generic.List`1[B9PartSwitch.PartSubtype].get_Item (Int32 index)
B9PartSwitch.ModuleB9PartSwitch.get_CurrentSubtype ()
B9PartSwitch.ModuleB9PartSwitch.OnLoad (.ConfigNode node)
PartModule.Load (.ConfigNode node)
Part.AddModule (.ConfigNode node)
PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node)
PartLoader+<CompileParts>c__Iterator4A.MoveNext ()
[EXC 16:21:05.195] ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
System.Collections.Generic.List`1[B9PartSwitch.PartSubtype].get_Item (Int32 index)
B9PartSwitch.ModuleB9PartSwitch.get_CurrentSubtype ()
B9PartSwitch.ModuleB9PartSwitch.UpdateSubtype (Boolean fillTanks)
B9PartSwitch.ModuleB9PartSwitch.OnStart (StartState state)
Part.ModulesOnStart ()
Part+<Start>c__Iterator25.MoveNext ()
[EXC 16:21:35.768] InvalidOperationException: Steamworks is not initialized.
Steamworks.InteropHelp.TestIfAvailableClient ()
Steamworks.SteamController.Shutdown ()
SteamController.KSPSteamController.OnDestroy ()
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1 hour ago, blowfish said:
The folder in GameData still has to be called B9_Aerospace. Alternately, you could go into each of the part cfg files and update the model paths.
aha. Thank you
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
in KSP1 Mod Releases
Posted
Yeah I've got both DR and JNSQ, so the effects are extra spicy. I suppose for now I just can't use NF pods lol. Thanks for looking into the issue though.