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superm18

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Posts posted by superm18

  1. 5 hours ago, Gordon Fecyk said:

    Looks like I need to make an updated instruction video. This one still works, but the following changes are needed:

    • Get a matching Kopernicus version for your KSP
    • Make a separate copy of KSP outside of your SteamApps folder so Steam doesn't mess with it, and make sure the Users local group has Modify permissions in it
    • Install a matching version of Kronometer
    • Test first with Kopernicus and JNSQ Only, before piling on additional add-ons
    • When piling on add-ons, keep the Module Manager and Modular Flight Integrator versions included with Kopernicus

    Worked like a charm! Thank you for speedy response and on point support

  2. @buguniao Thank you for your work!

    Correct me if i'm wrong here, but do i have to quit KSP to run the .exe file in both SPH and VAB folders in order to "auto"-strut a craft just built? This surely can be done with a .cfg file? Not to mention me not liking executable files from "random" places.

    Also a small other thing, you have misspelled the headline "One Key Autostruct"

  3. 8 minutes ago, bghyt said:

    i got the game on the store in 2012 but i only got a steam key in may 2013 will i get a key for the DLC in the store page or another way? Or will it be before april 2013 steam only? my question is will i and many others in the same situation get a key or will we have to buy it?

    And yes, we’re keeping our promise that all players who purchased the game through April 2013 will receive the expansion for free. We’ll provide more details on how that will work before launch.

  4. On 26/5/2016 at 9:01 PM, Shadowmage said:

    Bug reports belong here: https://github.com/shadowmage45/SSTULabs/issues

    The bug appears to be an error in the config file for the part; specifically in the default resource definitions for the container; it was missed during the update when I changed how the default resources are defined (now uses ; instead of , inbetween each resource set).

    I have opened a bug-ticket for you with the relevant information, and already fixed the problem in dev version.  https://github.com/shadowmage45/SSTULabs/issues/321

    Fix will be available with this weekends' release.

    Ahh of course...should have known, thanks for the pass on that one.

    Good to see it was an easy fix.

    2 minutes ago, Shadowmage said:

    While I'm contemplating the 'cleanup' and 'polish' of the mod...

    What are the thoughts on adding patches to convert the stock tanks to use the SSTUVolumeContainer system?

    Similarly/alternatively, I could potentially combine all of the standard stock tank models into a single stock-model-based MFT fuel tank (including adapters).  Any want, or need, for this?  (Could do a separate MFT each for the Mk2 and Mk3 shaped tanks).  This would give diameter scaling (and possibly limited vertical height scaling) to the stock tanks through the MFT module and allow variable resources through the VolumeContainer module.

    Either of these would be fully config / patch based, and would not require any additional models or plugin-code-changes.  If done through patches they could even be setup to patch only if certain mods were present/not present (e.g. default to using RF if it is installed, otherwise use VolumeContainer).

    I'm all for it. I use your parts whenever I can since the level of customization is unparalleled.

    The only downside I can think of is that its going to take more time to build a rocket/plane (at least for me) with all the variants to go through, instead of the Lego building style. but then again I quickly learn where everything is and that together with very good balanced part stats is a win. (Hope that made any sense)

  5. 12 minutes ago, Garibaldi2257 said:

    meh, KRnD is more useful.

     

    4 minutes ago, JeffreyCor said:

    Ditto, never used procedural parts apart from the stock fairings and dumped fuel switchers in favor of KRnD :)

    SSTU Labs is not just procedural parts, the customization is incredible and far more than just a stretchy tank with different textures.

  6. 2 minutes ago, -MM- said:

    I took a quick look at SSTU and while it does look pretty cool, I don't see any easy way how we can get procedurally generated parts like the engine-clusters to work.

    To bad, but thanks for taking a look. I really enjoy your mod, but its hard to beat procedural parts, right?! :)

  7. 2 hours ago, Mister Spock said:

    @-MM- Pardon me for a dumb question, but I don't seem to have downloaded the mod correctly.  I see download links for source code on Github but nothing else.  Is that what I want?  I downloaded one, but when I tried to extract it, I was told there was no archive.  I don't use CKAN; I prefer to install mods manually.

    Looks like a great mod -- it addresses one of my pet peeves, the lack of an endgame!  Look forward to trying it.

    Try this: https://github.com/mmoench/KRnD

  8. 1 hour ago, Shadowmage said:

    Wheels:

    In the image below I have replaced the stock wheel modules with a custom module, removed the U5 wheel collider component and replace it with a custom solution as well.  Suspension forces work, mesh animation works; input handling, throttle, steering, brakes not yet implemented (at the time of the image, but are partially/tentatively implemented now).  No twitching, jumping, bouncing... or any of the other weirdness that occurs with the U5 wheel colliders.  No exploding, or launching of craft/kerbals into the air.

    Still quite a bit left to be done; the friction model is overly simplistic (though -seems- good from a gameplay standpoint), and the sticky friction setup is only partially implemented (works, but with caveats); animation handling is implemented but un-tested (for landing legs or deployable landing gear).  Have not done anything yet regarding impact-tolerance or wheel/legs breaking, though as this is intended as a stock-replacement-solution I'll have to get those working eventually.  Have not yet done any dynamic-setup of the wheel parameters either.  Will likely implement some sort of a dynamic configuration 'range' for each wheel; obviously light wheels shouldn't be able to support multi-ton vehicles, but they do need to be usable across a wider range than a single set of spring/damper/friction values would allow (more the spring/damper... friction is already mass adjusted).

    Will likely go with a similar setup for SSTU wheels, though they will likely use a custom module that enables multiple wheels in the same part (baking that into the stock replacement module might be doable... still thinking on it a bit).

     

    Maybe Squad should hire you to do the wheels :cool:

  9. 46 minutes ago, Shadowmage said:

    Thanks for taking the time to research.

    I do not use that mod, and have never even heard of it before.  Any 'fix' that is needed will have to be done on their end (they are the ones messing with other peoples' parts/mods, thus it is their responsibility to ensure compatibility with any parts/mods they are messing with).  I suppose you can let me know if there are any API level changes that they need to make it work.

    Np. Sure, ill do what I can.

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