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allmhuran

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Everything posted by allmhuran

  1. I will soon be releasing the vastly, vastly updated version of the timberwolf and mad dog as well as 3 other mechs. Just need to wait for 1.1 and then for the mods to get their compatability upgrades out. Here's some footage of the upgraded mechs along with some other stuff.
  2. Where by "fun" you mean 5 hours of editing preceded by 8 hours of recording preceded by 5 hours of scene preparation preceded by 500 hours of build time, right?
  3. I haven't tried, but I expect so. It would be nice if everyone with the mod had the upped heat capacity though. You know, for.... reasons PS: Here's your mod doing some stuff. Not just mech stuff. But mostly mech stuff.
  4. @NathanKell I did some additional testing, Kasuha did a little too. Our conclusion: It looks like there is no extra heat, rather the physicsless part is simply transferring the incoming heat directly to its parent instead of heating up itself, in the same way that it transfers its mass and its drag to its parent. Then it is in turn heated by convection from the parent. So, for exampe in the test with the fuel tank, the engines raise the temperature of the decoupler, but the decoupler then sends that temperature directly to the fuel tank, so the fuel tank gets hot while the decoupler does not. Then thermo runs and says "oh there's a fuel tank that's 1900 degrees next to a decoupler" and transfers some heat back via conduction, so the decoupler heats up to ~500 degrees. Whether this then becomes circular (and potentially also unnecessarily taxing on the CPU), I do not know. But (without seeing any code) that's the best guess: The problem is not anything specifically coded into thermo about physicsless parts. Its just the more general behaviour of physicsless parts transferring their physical properties directly to their parent. It seems like this technique works quite well for mass and drag, but can't be used for temperature because of the fact that temperature can move between parts.
  5. Minor suggestion and easy to implement - would you consider adding thermal mass modifiers to IR parts? Their low native mass means low native heat capacity, which makes them prone to overheating. Relevant attributes are these: thermalMassModifier = // eg 10 skinThermalMassModifier = // eg 10
  6. If that were true, then why does the behaviour of the girder change when the physics significance flag of the plate (and nothing else) is changed in the first gfy? Here's another example: And, just in case there's any suspicion that the engines are somehow heating the girder or the fuel tank directly despite not being directed at those parts, here's an image demonstrating that the fuel tank does not heat up at all if the decoupler is not there, with the craft otherwise identical. The problem is absolutely something to do with physics significance and thermo.
  7. Further investigation has revealed more info on the problem with physicsless parts. Observe what happens when a physicsless decoupler is subject to heat: All of the heat (plus, apparently, a whole bunch of extra ghost heat) is transferred to the girder, which has normal physics. This problem also affects bd armory weapons if they hit physicsless parts. But interestingly, and for reasons I do not at all understand, lasers work fine, even when firing at physicsless parts.
  8. In case anyone is thinking "meh, this is some weird custom scaled up part, so obviously this problem is never going to affect me"... I think you might care about this one:
  9. After further testing I have discovered that the weird damage I was seeing is, indeed, yet another stock KSP bug with themo.
  10. Sorry to necro this but there's definitely a thermo bug with physicsless parts if this is still supposed to be the case. Observe the following gfy. For the first half of the gfy the large plate has physicsSiginficance=1. Heat is transferred to the parent girder segment at an alarming rate, even when the rocket engines are at minimal thrust. For the second half, the physicsSignificance line is commented out. No other changes were made. The behaviour is completely different - in fact, I can put the rockets to full throttle and still only overheat very slowly, and the girder doesn't get overheated superfast. It looks like conductivity is ignored for phyiscsless parts, with all heat (and perhaps even "extra" heat) being transferred to the parent part. The conductivity of the plate is very low (0.001). This is causing me all sorts of headaches. Any chance of a fix?
  11. It looks like this can make kerbals disappear. Launch a craft, then spawn a second vessel with a kerbal in it. Revert, and the pilot of the second vessel is no longer available.
  12. Darn, I thought it might be a UAC thing but if steam is managing it that shouldn't be a problem.
  13. OK, I take it you mean you had no other mods in at the time. that wasn't very clear. Steam or store?
  14. I've never had this with BDA itself. But sometimes two mods can conflict with one another and cause problems like this. I've had occasions where the space center view is messed up when I start the game, and when I tried mods once at a time everything was fine. It was only when two were both installed I had issues. Have you recently added any other mods? It could be that BDA and another one don't like each other, and you might have to choose between them.
  15. I wonder where @BahamutoD has gone? IIRC he had some exams coming up, could be that! Think I've found an actual bug: If guns are set to "salvo" mode and the trigger is set to armed, the guns will only fire a round or two and then stop firing.
  16. Here is my confusion, in video form. You may want to pause in a few places, I kept it short to make the upload fast. I'm confused about the following: As I mentioned before, I saw in the code that explosion heat is not applied to physicesless parts, but why is the *impact* heat also not applied to the (physicsless) left forearm? It can't be due to a physicsless part not being considered for the round impact, since the round is clearly detonating on the left forearm. Do cannons not have impact heat at all? Why is the actual damage applied to the (full physics) lower left leg so much less than expected? By my calculation I'd expect about 25 heat, but I am only seeing about 0.2. The calculation I am using is =(B33/($B$24*$B$23)) *C33*C33*$B$21 which is (bullet mass / (crash tolerance * part mass)) * bullet velocity * bullet velocity * config damage multiplier. What's wrong with my math here? Why does the 50 cal instakill the physicsless right upper leg? It has the same stats as the lower left leg. By my calculation the 50 cal should do far less damage per hit than the m230 chain gun.
  17. You should be able to change the explosion sound, just not the rocket engine sound.
  18. Yeah, the code doesn't seem to have a way to change the rocket motor sound: audioSource.clip = GameDatabase.Instance.GetAudioClip("BDArmory/Sounds/rocketLoop");
  19. Looking at the code, there is a KSPField called "explSoundPath". Try adding that to your part config file with a path to your custom explosion sound. At first glance It doesn't look like you can change the sound of the rocket motor.
  20. Edit because I am going nuts trying to figure this damage stuff out.
  21. Also, it appears that the target part's thermalMassModifier value isn't considered, since the weapons change the part temperature directly. Is that correct?
  22. Addendum: I'm also curious, why is there a magic value of 4200 for explosion heat multiplier? As in, how was that value determined?
  23. Regarding physicsless parts: Are there particular limitations in the KSP engine with respect to physicsless parts and heat? I noticed in the explosion code that this condition is tested for the application of force and heat: && part.physicalSignificance == Part.PhysicalSignificance.FULL Now, I expect that's necessary for force application, since I bet bad things happen if force is applied directly to physicsless parts. But I think heat application works fine with physicsless parts, because lasers seem to damage them normally, and if you put something like a landing gear part in front of a rocket engine, its heat increases just like a normal part. Would it be possible to remove this physicsless check from the heat application component of explosive weaponry, or is there some limitation of which I'm unaware?
  24. I was playing around with some parts and noticed that when they increased in temperature their overlay wasn't changing colour (from red to yellow to bright yellow), they just stayed a constant red. The debug thermal info showed that their actual temperatures were increasing as expected. So, I built a little "test rig" with some physicsless target parts (cubic struts, landing gear) to see if maybe this was a change in 1.05, that perhaps physicsless parts didn't change colour anymore. Below is a screenshot of the result. Anyone had this before? All of the parts used in the pictured craft are stock.
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