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UbioZur

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Everything posted by UbioZur

  1. Procedural Fairing already avoid you to have lot and lot of wings. So I am not sure I will manage it especially since the wing data are not in the config file but the craft file. Thanks I will have a look, I never had a problem with command elements (non kerbal ones). I do add the Torque value on the config files. It should work, unless the game actually cap them at one point. Looking good, added to the showcase Did you tried engine with fairing or those that don't have fairing (only jet, aerospikes and radial don't have fairings), welding those with fairing does spam a NULLException error, and could crash the game (it's said on the change log). Thanks for those updates. It has been reported that the drag is not well done, and mess a lot with FAR. I have changed it for the next version to average the value of all parts. the difference between 5.38657E-12 and 0.0 is what the game have stored in the system. Next version coming later today, I just need to make sure it works great with .22.
  2. Read the change log and the last few KSP weekly, the answer is yes for optimisation. (high part count ships is different!) Sub assembly managers as the vanilla now have its own. most mods should still work on sand box, for the career, give the modders and user the time to report/update.
  3. Only steam and the store page. Waiting a hour could help you get over the load of people downloading.
  4. this has been suggested a lot and lot of times http://forum.kerbalspaceprogram.com/threads/49955-Flight-History-and-Museum?highlight=museum http://forum.kerbalspaceprogram.com/threads/48447-Mission-Pictures-Rock-Samples-Kerbal-Museum?highlight=museum http://forum.kerbalspaceprogram.com/threads/46699-Recoverable-Randomly-Generated-Artifacts-with-Display-Museum?highlight=museum http://forum.kerbalspaceprogram.com/threads/45688-Space-and-aeronautics-museum?highlight=museum
  5. Do you have a part associated to your plugin that has the MODULE { name = TestModule } If you are not looking to make a plugin associated with a part, look at that thread: http://forum.kerbalspaceprogram.com/threads/48311-How-to-make-a-NON-PART-plugin
  6. Bienvenue a toi Adonfff. Et bienvenue sur le forum. Hesite pas a poser des questions ou rapport de mission sur le forum pour partager tes experiences.
  7. I though drag would work like that but it has been reported that it's not and it mess up with FAR, so I will do an average on the next version. The first version of 2.0, had CoM issue that could be the cause of the bug. Make sure to use the lastest version (playtest 2 at the moment, will release the 3 soon after .22 is out if it's not the middle of the night for me)
  8. The problem with the RCS thruster is the impossibility to use them as rotation if they are welded together. The first error mean than they have a MODEL node, but they don't use the model=pathofthemmodel, which is strange from them. For the second one, are you trying to weld engine with fairing? is it blocking the game or kind of just spaming the log? I have had a few people where this happen, it looks like the recorded position is way out of the VAB/SPH, can you pm me the ksp.log and the config.cfg please? Thank you What does it do? Please enki and Ryugi, can you keep either to the subject and pm yourself for that kind of chat.
  9. I would guess that if the animation name is different it would work. And you answerd yousrself. (I need to manage the check of the name of the animation if the names are different that's why it's still considered as not managed. Note that it is not an error but a warning. It mean I did not know what to do with them so I just copy/pasted the whole MODULE{}, that way it's not lost and may work. I know everyone give me this idea! and it is definitly a good one, I will try to get part catalog working asap, as it would be more flexible than just one tab. All parts are saved in the plugin folder, and so are not distributed with the craft file unless you include them. I want to keep all the plugin files inside the plugin folder so it is easy to backup/install/share. It is easy for sub ass to save/load craft file, it is 2 in game function already existing. for the config file, it is "ok" to save them, but loading them on the fly is a bit hard (else I wouldn't make reload the whole database). I am sure for Part Catalog it's a matter of changing the sub category. I will have a look asap on it. and it it doesn't work I will have a look to ad my own tab. This is the problem with lot of small parts, there is lot of nodes, and so the game can get confused about where to attach it. You can try to delete some of the nodes in the config file especially if you are not using them. However once it is done, I would be happy to have a screen of it and how mch performance gain you have
  10. I could use either the part.cfg or a screen or even better both. So I can try I thought of it for docking port, but nothing on the plan so far, because I want the editor one to be robust LLL is the first mod I know of that use fully the MODEL{} node. I just have to complete the welding with parts that use them, and then hopefully it will work. Yeah we do reload the database, but you do have an option in the config file to not reload it. It could make it compatible with ModuleManager. Thanks for the report. Welcome to my world, there is a lot and lot of things that ksp can't do if there is 2 object in the model with the same name, so animation/light/gear/etc.... it all doesn't work. I will have a look for that Looks like a texture error, may be similar than the LLL bug. I'll try my best for the mods to work, but I can't support all the mods out there (check OP). [quote name=K3| Also not sure I like that it adds these combined parts into the regular part list' date=' feels like they could go into their own separate list/category, it's fairly annoying having to find these parts in my really long part list especially because they can look almost or exactly identical to other parts, would be nice if after the database re-load you automatically got the part you just made to place, some quick way to remove non-working ones would also be nice. I am trying to get it to work with PartCatalog, but at the moment it doesnt. For the deleting them, sadly you will have to go to the folder and delete them there (for now)
  11. Best bet to find something like that is to use a multiple text file search like that one And for your answer: GameData\Squad\Parts\Utility\largeAdapter
  12. Thanks for the report, I had a quick look and it seems that LLL use texture data in the MODEL {} which I did not managed, it should be easy to fix that. not sure for all the rotation stuff however. Ok it is how I though it would be managed in game, but I can do the average without problem and we can test if it's better. Thanks for the report.
  13. I saw something similar not long ago. Best bet at the moment, just alt+f4 (Warning: there is no quit message, it will just quit the game and done).
  14. By the way guys, http://www.twitch.tv/ksptv/c/3069487 Around minutes 33. you get the official point of view from C7, yargnit, maxmaps on why it is kerbal first
  15. A group of people who make video that Squad have contacted. That I know of: HOC Gaming LeGoldfish OperationDX WhiteOwl Scott Manley Streetlamp Production Danny2462 EnterElysium Pleborean Make video of KSP, And if they are good you may get spotted. Share them on the Live mission control forum They are still here. I don't have any info on what they get / have to do. I only know they have access to the experimental before an update to promote the update (like allowed to make one video as a preview).
  16. Thanks for the info. The part left over warning is because there are some module that duplicated and it's not managed to know how to do it (mainly all the mods modules, since I can't go through all the mods) Humm strange, may be FAR add some things to the config file that i don't transfer. thanks for the info. At the current date, one docking port will work as normal, several docking port should work but the undock button doesn't tell you which port it is for.
  17. You can have a look at how Kerbal Live feed does. There is also a mod that allow you to use a tablet as a controller but I don't remember the name.
  18. Sometime the breaks doesn't release. I usualy play with pitching up and down for it to release.
  19. As said everywhere, it's not released so unless you are part of squad or a tester or part of their media group, you can't have it yet, which is good because it's not finished.
  20. Well the idea being to lower the fps by avoid the process of physic on every parts, of course then the physics is not process. After it all depend how badly you merge parts, I like to do it for structural parts (grider/stuts etc) as it's what take the most part amount, and usualy don't get disconected that easily. and also for those dual/tri/quad coupler for the look of them. Yes it does as at the end you end up with just one part. Edit: Just saw that Scott Mnley did a video, and that anwser your question too Piloter
  21. Go for it Sadly not. I could says use Part catalog, but apparently there is a bug with my mod and Part Catalog (I will try to look into it). A solution for this is something that I will look for. I don't know. I can't even really see what the mod do, and mainly how it change the data in the game.
  22. A quick search on the forum would have answer your question. In the suggestion forum on the what not to suggest list A simple search on google or the wiki would have bring you to the wiki page. Please don't beat that poor horse. and for now multiplayer on KSP is no. You can use a mod call Kerbal Live feed. Or follow those two mods during their develoment. Working proof from pWolf The L.O.G. multiplayer project Edit: let me also link you to harvester post:
  23. not a new set, they modify the look of the medium landing legs. the pistan can get stuck in case of major inpact with them, blocking the piston to a certain position (like retracted or fully extended etc...) EVA repair with the kerbal just like the wheels This is so they can absorb more shock during the landing, you don't have to land a 0.1m/s now, 5/7m/s should be ok with the medium I guess that's for the look.
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