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Posts posted by Starseeker
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A very solid proposal - the stress-calc visualization would definitely be helpful! One thing that'd have to be kept in mind is how the simulation would know which engines should be considered as applying force, though that could probably be pretty easily done using a selector that tells it "calculate for stage X".
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15 hours ago, CytauriKerbal said:
Anyone else have this problem? Some engines in Restock do not have and Waterfall effects applied to them. I installed the Restock Waterfall Config. As you can see in this picture --> https://imgur.com/gallery/Ih85ikS the engines have the stock plumes but the RCS Thrusters have the waterfall effects on. Anyone know what the problem is?
iirc, all the C7 Aerospace parts aren't touched by Restock - you'll need Stock Waterfall Effects to add plumes to those engines.
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1 hour ago, Big Katz said:
nertea are you involved in the software or gaming industry? i hope you are able to make money of your skill.
Well, considering he's on the KSP2 dev team now, I'd say probably yeah
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1 hour ago, Clayel said:
The folks over at Real Plume have directed me to here with this bug, and I can confirm it is definitely caused by the Waterfall plumes. The RAPIER engine has a very noticeable 'gap" between the engine and the actual plume, and I'm wondering if the creator of this mod could possibly fix this? Thanks. (btw this is with a fresh install of Waterfall)
--image snip--
Probably better to ask over in the Stock Waterfall Effects thread, since that'll be the mod that adds effects to the Rapiers; this is just a framework mod, and doesn't change anything by itself
If you're comfortable enough w/ ModuleManager to write your own patch, you could use the ingame editor to move the templates used and then copy those offset values to your patch; been a while since I was trying my hand at doing Waterfall stuff though, so can't give much more help than that ^^;
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Btw, has someone put together a list of IVA mods that feature MAS?
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6 hours ago, Windh said:
Hi! Just installed the ReStock version of waterfall, and the "default" changes are really nice!
Just wondering, the boosters doesn't seem to be affected by the mod. Is there a way to change, or place to find settings for ReStock's boosters?
If you're meaning the SRBs, those're left out intentionally, since their opaque, smoky plumes are much, much harder to make work with Waterfall. There *have* been a few attempts to make hybrid RealPlume + Waterfall effects for them - however, I don't recall how those turned out ^^;
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1 hour ago, kerbmario said:
Does it work with jet engines? when yes, could you share screenshots?
Works with any engine, if you have a mod that adds effects to them! Here's one that adds Waterfall effects to the stock engines, including the jet engines:
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8 minutes ago, strider3 said:
So...any problems running the latest SCANsat in 1.11? It's one of only 3 or 4 MODS that aren't stated as 1.11 compatible.
I run it in 1.12 just fine, at least so far!
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Those models are looking excellent @Daishi!! Great attention to detail, as always. Hope it stays mild and that your recovery is swift @linuxgurugamer!
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Sorry to bug ya about this, but I can't seem to find the "Micro-Dawn Electric Drive" mentioned in the release notes in the parts list. I poked around in the mod files to double-check, and there doesn't seem to be any engine part added by USII?
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7 hours ago, shimmy00 said:
@modus : Thanks. Yeah just recently I was digging and actually didn't realize (likely because I got introduced to mod parts early) that the fold-out radiators were also part of the stock game. With this SystemHeat stuff, that makes more sense; I guess I'll have to look at that. I presume though that for this series of mods (NFT, FFT), SystemHeat is the preferred method, right?
Looked over that and looks like it was mostly a misunderstanding, though I do believe that I identified at least one bug (the strange phantom temperature in the VAB) and the descriptions in the text could be clearer (e.g. that 400 K is the max radiator temperature). Just mentioning that here to close this off.
The temperature stuff in the VAB is an intended feature afaik; it's running the temperature simulations so that you can see the results of adjustments to your cooling setup immediately.
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13 hours ago, Gordon Dry said:
Main issue:
It's not possible to build a US core + fairing + wedges when building from bottom to top in VAB, it has to be built from top to bottom.
Try placing a US core above another part - it's not possible anymore to attach the fairing.Even flipping parts 180° and trying to build upside-down is impossible - it seems to be restricted by the US code.
Huh, that's odd - when I last played with the mod (which, granted, was a version or two ago), I could attach fairings and cores in any order.
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On 12/19/2021 at 12:19 PM, Gr@y said:
@Nertea, I've found a bug in Near Future Aeronautics Eeloo nuke engine. Its' center of mass is outside
Also, we can see 4 inline air intakes on the mesh, but there are no intakes in the part properties. I've tried to fix it, but only has broken the part.
I think the CoM's location might be intentional; the stock jet engines' CoMs are forward of their visual volume IIRC, to simulate the "buried" engine they are only a nozzle of, and I suspect Nertea is doing the same (for consistency's sake, if nothing else).
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5 hours ago, darthgently said:
I'm trying to run a minimal mod game, but am caving in to the need for the "service airlock" part I found very useful in previous games. Are the "Scatter" service airlocks in this mod? Sorry if wrong mod forum.
If there is a streamlined way to find what mod a given part is in, without installing said mod, I'd appreciate the education (in a PM is fine)
I was directed to KerbalX site where a fairly complete search for parts can be doneShould be, yep. The small 1.25m version, and a larger 2.5m version with integrated docking port.
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18 hours ago, panarchist said:
I can't think of any outside of that list, unless you can somehow convince Daishi to create a re-skin of an existing tank for Nitrogen. (it was on Daishi's to-do list at one point, I and others requested it to support Kerbalism and other mods using N2 as a resource.
13 hours ago, linuxgurugamer said:Probably not, but you never know.
OTOH, I might be able to get another modder to do a reskin
I feel like you could make a copy of one of the existing tanks (the H2 tank comes to mind) and put some sort of nitrogen label on a copy of the texture - though, might not be possible to do things in "reverse" from the mod files like that, and it would also most likely require getting permission to redistribute modified assets from the mod.
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On 11/6/2021 at 7:04 PM, panarchist said:
Given that Paul Kingtiger hasn't been on since June and last posted about KSP back in January, I agree it's unlikely. At least the mod works in the final version of KSP. Never say never, though - plenty of modders have returned after months or years away, you never know when someone decides to hop back on. Kingtiger appears consumed by fighting sail era miniatures, and honestly, I totally can understand that. I took a 5 minute look at his Twitter feed and now *I* want to play that game.
And hey, with KSP having a truly stable version and the constant battle against mod-breaking updates a thing of the past, that might encourage all sorts of people to come back to modding, so who knows?
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3 hours ago, CreepyShadow said:
It seems that there is a problem with the 1.25m to 1.875m tapered fairing. It uses the 5 bay service core, which leads to the wedge brackets clipping through the fairing at the 1.25m side. It should probably be changed to use the 4 bay service core instead. Also, a 1.875m cylindrical fairing would be great, but that's not too important.
A 1.875m cylindrical fairing's been on the burner for a while now; however, a hard drive failure & a bunch of other stuff in the lives of the devs have kinda stalled development momentum. I wouldn't call it "dead" per se, but it's definitely on hiatus.
IIRC, the description for the 1.25->1.875m tapered fairing says it should only have low-profile stuff in the "top" slots - though last I remember, the localization files are a bit borked, so it might not show up properly. It'd be nice to have a 4-segment variant, but that's also a lot of re-modeling work and stuff. -
5 hours ago, Kumquatmonkeyfun said:
I'm an idiot. I followed the instructions on the Readme file wrong. I got it working now
well, glad to hear it's working now!
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11 hours ago, Kumquatmonkeyfun said:
waterfall doesn't seem to work for me. I've tried everything, but when I test the engine plume effect, the editor says "couldn't find any effect modules on this craft, add modules via config before using this editor.." I don't know what this means at all. sometimes the mod completely craps out and there's no plume, sound, and the editor says absolutely nothing. I can tell I'm doing something wrong but I have no clue what it is.. can anyone help?
Do you have a mod that adds waterfall effects?
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5 hours ago, Rakete said:
Little hint at @Nertea: Don't know if the octagonal (not rounded) docking ports, which snap in 90 degree increments, belong to NFC or SSPXr: If two of them are docked to each other, there is a gap between them. So if you touch the things some day you might adjust the colliders slightly. But it's not worth mentioning or writing a bug report on it :-)
They're NFC, part of the octo-girder set!
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1 hour ago, Angel-125 said:
Have you seen the wiki? The way it works, warp engines make the ship go, warp coils make the ship go fast, and gravimetric generators give you the power to energize the warp coils.
The generators can be used without the warp coils and engines; they're intended to power the jump engine that I'm planning on.
I took a look at that, yeah, but it seems to be more for explaining the part modules than the actual parts themselves - at least, from what I understood. My question was more of "can the gravimetric generator parts be used in place of warp cores?"
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Is there a guide on how to use the warp cores, gravitic generators, and warp coils? The description of the gravitic generators implies they can be used without warp cores, but looking at the actual part info they lack the "engine" module that the warp cores have.
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11 minutes ago, linuxgurugamer said:
Known problem, no idea what's happening, which is why I added that option
Ah, gotcha! Well, at least there's a workaround
[1.12.x] Waterfall - a framework for continuous, mesh-driven engine effects (Aug 2)
in KSP1 Mod Development
Posted
You shouldn't need to turn it on - if it's not showing up, double-check that it actually does have Waterfall (and not e.g. a set of plume templates put in the Waterfall folder) bundled.