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HB Stratos

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Everything posted by HB Stratos

  1. This is my patch for the panther, but it doesn't appear to work. As in, it works and provides two different modules that can be used with the editor, but the throttle for both is linked to the non-afterburning throttle Regarding textures, for some reason it works now while it wasn't working earlier, or I just made a mistake earlier. Something I notice with all the fx though is that they look pretty bad when viewed from behind. They become static due to the way the simpleplume is set up (the waterfall_plane s become the only thing visible and they are not animated) and this gets far worsened by fresnel fading out the main mesh as the camera is rotated. I wish there was a way to soften the edges of the plume mesh without using fresnel or at least limit fresnel so it doesn't affect viewing the plume from behind. Oh and sometimes entering values in the UI instead of moving sliders doesn't update the plume, making it really hard to reset something. Specifically with the sliders that control the shape of a dynamic shader cylinder.
  2. disregard the textures not working with normal additive shader, however the UI completely breaks if the engine that is being edited gets destroyed, same error as in the above screenshot
  3. I also can't take a look at the poodle engine, I don't have restock and when I remove the dependency in the patch and load in the effect everything breaks once I try to click on the engine in the Editor
  4. Thanks for the response, I'm still struggling with some weird issues in the mod. Though my main problem currently is that textures don't seem to work with the non-dynamic shader and that I don't see a way to get a controller for throttle on an afterburning/mode switching engine. When using the normal throttle controller it just drops to zero when switching modes, no matter what moduleID is used. I also can't figure out how the meshes were shaped in the non-dynamic workflow as they are clearly a cone shape, but I was unable to recreate that from a premade plume.
  5. ok my MM issue from earlier still stands, but I've managed to bodge it together a little so I can at least try and create effects in KSP. However experimenting with the effects has shown a bunch of weird issues. For example when using the Additive dynamic shader premade plumes models only show up cut in half while a cylinder model works just fine. When using an additive shader the premade plume models work fine, but there are no controls for the shape of the cylinder mesh and textures/noise appear to be broken as well. Premade models also seem to be the only way to get the planes into the exthaust which make it look good when looking directly from behind/from the front. However those also get broken by the additive dynamic shader. Additionally, I often get NullReferenceExceptions when trying to use certain premade plumes (in my case ion), so effects that exist but also don't. They show up in the list of effects, but are broken. Could anyone help me here? I'm quite confused why this isn't working properly
  6. I'm trying to make a MM patch to generate effects for the panther engine, but that's making troubles as it is a engine that can switch between two modes. Could someone help me write a MM patch that allows me to make effects for both dry and wet mode of the engine?
  7. This is crazy! Will we also get integration for jet engines and their afterburners? This would be so damm cool, what an awesome mod!
  8. Just a suggestion: give KerbalX the ability to handle crafts bundled with custom flags. They are becoming quite a big thing in the replica community now so it would be great if there was native support for them.
  9. Cool! Also, is there a way to get the map you're using as a full res image? My googling didn't lead to any results and taking screenshots doesn't seem like a good idea.
  10. This is really cool, thanks for making this! I have a suggestion, what about a globe view? The pole areas are very distorted and a globe view would imo be a good fix for that.
  11. I also have the issue that a vessel becomes unparked as soon as it's not focussed by the player. Is there any fix for that? (I'm 1.8.1)
  12. TWIN CROWN AEROSPACE A-501-1A-ER/A301-2A - TEST PILOT REVIEW Figures as Tested: A-501-1A-ER funds: 72,061,000 fuel: 8360 kallons cruising speed: 277 m/s Cruising altitude: 5,000 m 0.22 KaL/s Range as calculated: 3105 km --- 15th. of May 2020, 7:30am --- “Why… Why do test flights always have to start early in the morning?” I thought to myself as I was walking up to our newest Prototype. It had only arrived at our Kerbol Field testing facility yesterday and the ground crew was already inspecting the plane. “With the engines this low this is gonna be a breeze to service.” “The suspension is so bouncy though, it almost looses it’s engines just bouncing on the runway! Someone must have set the dampers wrong.” “I bet that’s just a prototype issue.” “It’s even got an APU, so we finally don’t have to carry this huge cart across the fiels.” All these were just a few voices I overheard as I was approaching the stairs leading up to the cockpit. The ground crew seemed to be particularly pleased with this plane. I must admit, I do like it too. It has a sleek design, powerful engines and it even has a Concorde inspired tail strike wheel in the back. This certainly made me less nervous to push this plane too it’s limits as I didn’t need to fear to scrape a hole into the airframe. I had to shake a few hands, but now I was finally on my way up the airstairs and towards the cockpit. I took a left turn in the spacious cabin and headed into the cockpit. A remarkably modern one as I immediately noticed by the sheer number of screens in it. They didn’t call it a glass cockpit for no reason. Soon my copilot came up next to me and sat down as he had just finished the obligatory walkaround. “It’s a beautiful new plane huh?” I asked “Well yeah, but it has a few little problems. I was looking at the tail section and there was a gap in it. I pointed that out to the ground crew and they just put some aviation grade duct tape over it.” He said, still a little puzzled. “Guess our job is to pray this bird flies then.” --Static noises— “Tower, Proto501 Echo Tango is requesting permission for engine start” “Engine start approved, advise ready for taxi.” “Engine start approved, Proto501.” And with that our engines roared to life. Well, roared is actually not really accurate, they were actually pretty silent due to their position on the aircraft. The rest of the engine start checklist and subsequent taxi seemed to rush by in seconds. This aircraft was simply beautiful, it handled great and it was easy to operate. Now it would have to prove its capability to fly though. “Flight instruments?” “Check.” “Engines?” “Check” “Take-Off Data?” “V1 40 m/s, VR 50 m/s V2 70 m/s.” “Tower, Proto501 is ready for takeoff” “Proto501, cleared for Takeoff, wind is calm. Good luck!” “Thanks, we’ll need that.” “Landing Lights?” “On.” “Strobes?” “On.” “Taxi Lights?” “Off.” “Before Take-Off checklist complete.” “Let’s get this baby flying!” I firewalled the throttles and the plane accelerated. Slower than what I had expected, but still remarkably fast for a plane this size. It was at this point that I realized we had no manual for this bird. It was supposed to be in the bin to the left of my seat, but apparently the manufacturer had failed to provide one. Still though, the plane flew with truly impressive performance. (No, I totally didn’t loose motivation to write more.) - - - - - F I N A L R E P O R T - A – 5 0 1 – 1 A – E R - - - - - P O S I T I V E: - Q U I E T - C O M F O R T A B L E - G O O D C L I M B P E R F O R M A N C E - E X C E L L E N T L A N D I N G P E R F O R M A N C E - E N G I N E F A I L U R E S C A N E A S I L Y B E H A N D L E D - D I T C H I N G I S F L A W L E S S T O BE R E V I S E D - L A N D I N G G E A R D A M P E R S W E A K - E N G I N E F A I L U R E D U R I N G R O T A T I O N A T 5 0 m / s I S D E A D L Y W I T H F L A P S O U T - T A I L S T R I K E P R E V E N T I O N C A N S T I L L A L L O W A P U D A M AG E O N R O U G H L A N D I N G S - R E V E R S E T H R U S T P R O D U C E S A D D I T I O N A L L I F T D U E T O E N G I N E R O T A T I O N - - > C H E C K W I T H C O L L I D E – O – S C O P E M O D - F L A P S C R E A T E E X C E S S I V E D R A G O N T A K E O F F - C R U I S E F L I G H T R E Q U I R E S D O W N P I T C H I N P U T - T H E P A S S E N G E R V E R S I O N H A S A V I S I B L E C R A C K I N T H E T A I L - - - - - V E R D I C T - - - - - T H E P L A N E O F F E R S G O O D C O M F O R T W I T H E X C E L L E N T R A N G E I N A R E L I A B L E A N D E A S Y T O M A I N T A I N A I R F R A M E . I T ’ S R E L A T I V E L Y C H E A P A N D P E R F O R M S W E L L I N A L M O S T A L L F L I G H T A N D E M E R G E N C Y S I T U A T I O N S . I T ’ S S L E E K D E S I G N W I L L A L S O S E R V E W E L L T O A T T R A C T P A S S E N G E R S . T H E F R E I G T E R V E R S I O N P E R F O R M E D W E L L T O O A N D H A S T H E A D D E D B E N E F I T O F R E Q U I R I N G A L M O S T N O E X T R A P I L O T T R A I N I N G T O F L Y B O T H . W E ’ L L O R D E R T W O P R E – P R O D U C T I O N A I R C R A F T , W H E N A L L K I N K S A R E I R O N E D O U T A L A R G E R C O N T R A C T S H O U L D B E C O N S I D E R E D .
  13. OK, I've tested the dev branch and sadly all problems remained. Until there's a reliable fix I'll step back to stock aero, as much as I hate this step.
  14. @Lisias here's a boat that tends to lock itself in place, it's kinda random so pitch up/down a bit to see the result. Required mods are Large boats pack, hull breach an tweakscale. Game version 1.8. NOte: the ship also behaved weirdly when no tweak-scaled fins were installed. Namely it tends to sway from side to side without the extra pontoons I added. Another thing you can test with is the USS enterprise from Kerbal AircraftCarrier Expansion. It's a single-part ship that also locks itself into place... or it flies to space
  15. The parts do have a tweakscale component, but at least some don't use it. I'll fire up my KSP install later today and build a test vessel that I can share here. I noticed something too, there are no drag vectors showing when I press F12 and still parts are locking up.
  16. the issue is that it seems to happen mainly with modded vessels and very large single parts. a ship built from regular parts usually works fine, but large single parts often just lock in place on the water
  17. Another problem I'm experiencing if the ship that's frozen (the one spawned by vessel mover) decides to move against all odds then it's capable of double the speed of the one spawned from the SPH
  18. Could someone help me here? The right ship was spawned from the hangar and works fine but with unusually high drag, the ship on the left was spawned with vesselmover and is completely unmovable, it sinks until it's almost below water, then it teleports up again. Sometimes firing the gun fixes it, but everying is behaving very random. is there a fix for this?
  19. Hmmm, if I can figue out how to work with DDS I may make my own ones by combining the two variants... but "high performance" doesn't really make sence in a prop plane
  20. I am already using the stock variant switcher, but I dislike most of the given 'stock' textures since they have a space shuttle style heat shield which makes no sence for prop aircraft. I was wondering if there are any variations for the textures that remove this heat shield.
  21. Is there a tweakscale patch for this mod? And are there stockalike texture that don't have heat shield plating on the bottom?
  22. Hey! I've been testing this 'mod' with FAR for a while now, and while it works for the basic features (I'm damm impressed by that, even havign a custom UI with kOS is crazy!) it does have a few problems: - While the oszilation dampening for the pitch control works I'm experienceing low frequency oszilations when using the autoland function. These oszialtions are so bad that the plane slams into the ocean or the landing lights before even reaching the runway. This seems to happen with planes of any size. - Landing speeds aren't customizable leading to stalls on most planes since FAR requires higher speeds. - the custom UI stays visible when switching to another vessel which leads to screen clutter when using multiple vessels. - Waypoint mode leads to my plane just diving into the ground - This is a kOS problem, the pilot doesn't work with SAS enabled, so it would be useful if SAS was automatically disabled when the pilot is on - This is just a suggestion but maybe add a boot scrip that can be selected in the hangar so the autopilot is ready to go when the vessel loads -Another suggestion, add a bank angle mode. I frequently need a plane to just fly in large circles and this would be really helpful Keep up the great work! -HB Edit: It would also be really cool to have a feature where the plane is placed at the intended touch-down spot with the right heading and then this info can be put into the autopilot to generate an approach path that can be later used to automatically land at this destination. Edit 2: I'm also facing a problem where the autopilot aborts every landing attempt at Island 09 Edit 3: It would be really nice if we could save plane profiles from in game.
  23. Hey everyone! Is there a way to switch back to stock aero for certain vessels? I'm experiencing some severe problems with large, single part ships and FAR. For all those curious, these problems:
  24. T5m is gone, but after installing some more mods I have trouble again... Is there a way to stop TweakScale from accessing a single mod so it just gets ignored? Here are my current logs, could someone help me fix this? https://cdn.discordapp.com/attachments/648952609792851978/698637698046623754/KSP.log https://cdn.discordapp.com/attachments/648952609792851978/698637724491710494/ModuleManager.log
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