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About Fengist

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  • Website URL http://www.datainterlock.com/Kerbaltopia/

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  1. Fengist

    [1.4.x] - KerBalloons v0.4.4 - Real Science?

    Actually, just Curse. Download link in the OP.
  2. If you're talking about an MM patch, feel free. I'll even post a link to whatever download you feel like setting up. Do note though, I won't be distributing MM with the main zip file so you'll have to put that in yourself. Anyone who wants to make any MM patch changes to any of my mods is free to do so and I'll be more than happy to add links in the OP to those downloads.
  3. Took a while to get here but the addition to the OP is what you suggested.
  4. Update to the OP - The beans are burning In this installment I experiment with creating hot air (which I too am full of) and stuffing it inside an airship. Further research - How much more could you lift if you heated helium or hydrogen?
  5. If you look, there's a cargo bay in the submarine parts. Once upon a time, my intent was to make a mini-sub that could dock inside the bigger one. Hummm...
  6. Love it when you guys post screenshots. Thanks! Ingenious use of the bitts. I like it!
  7. Actually, not so much. While it's still amusing to have Kottabos review your mod, I think there's been one download since. While I like Kott's stage personality and his reviews can be entertaining, he has a tendency to find something wrong with a mod when it's usually a result of something else entirely. Like he claimed the fonts get buried inside parts when they're scaled down. Well... yea, they do. If you use a Squad part that has a collision mesh that doesn't match the size of the actual part , small flat fonts and anything else that barely sticks above the surface is going to get buried because they stick to the collision mesh. The connection node for the fonts are in the dead center so that half should be inside the collision mesh and half outside. In his example, they definitely weren't. Ah well. You'd think he'd have recognized that after reviewing so many mods. Then again, he reviewed a mod for lights once and blamed the mod for being faulty. In reality, he didn't even consider the fact that the lights used electric charge. He kept running his rover out of battery and the lights would shut off. Again, amusing guy but a bit of a head-scratcher at times. Thanks for letting me know about the review. I'll be interested to see if the downloads increase over the weekend.
  8. Then what you may want to do is lower those specific mass numbers and try to refloat them. I didn't spend a huge amount of time checking the buoyancy of the resized parts but I'm sure that added mass has a lot to do with it. The other thing to look for is the hull parts that contain LF. The resizer also recalculates the amount of fuel they should have and I did notice it could get to be HUGE. Reducing the amount of starting fuel may be the solution. Then again, I may have to rework the code to keep that from becoming unrealistic. Let me know if you come up with some numbers that seem realistic and work well for buoyancy and I'll take a look and if they seem good, I'll use them when I update the code. There aren't a lot of parts that do use them. I think the hull parts, cve deck parts and the catamaran deck parts. Oh, and one other trick you can try. Add that resizer module to the blisters and make the mass really small. That way, you can resize them and the low mass should add a lot of buoyancy.
  9. Glad you like it. Since this is a pretty simple mod that's easy to create, one of the things I was thinking of doing is creating a tutorial on how to make your own letters from any .ttf font built into Windows. Any interest in such?
  10. Once upon a time I had some serious buoyancy code. Then, the physics of water got changed and found it wasn't really needed. The larger parts probably float REALLY well. What you may need to do is add some 'bitts' around the ship and fill them with compressed water give it more ballast. I'll look into this in the coming weeks/months. Right now I have a couple of other projects I need to complete and then I can look back at MP and fix a few things. Got so much code now I only have room in my head to keep part of it straight.
  11. The code is available from here: https://github.com/allista/AnisotropicPartResizer For the moment, the compiled copy you have is from that code. I have made changes to my working copy and will post it on Git when I release it. For the moment, even I haven't waded through his code that deeply to give a solid answer to that question since it seems to be working. I have played around with those numbers and they are related to how much mass gets added to the part when it's resized in x,y,z dimensions and overall. Another option I don't use is 'aspectOnly = true'. If you remove the sizeOnly you'll be able to use the aspect resizing as well. I have that disabled in MP because it stretches textures and makes them look horrid. If you don't care how how your parts look, you can make some extremely long parts. I thot I had a link to the source in the op but you're correct, it's missing. I've added a link to all of my repositories which you can find here: https://github.com/Fengist?tab=repositories
  12. Update to the OP - Time to get serious In this installment I take the Lighter Than Air mod and attempt to recreate the Hindenburg (crashes and burns excluded). Also, some details on how the exhaust gas condenser will work and how you will be limited by physics, but not by your imagination. Further research - Which of these gasses would make a potential lifting gas and how will changes in temperature affect their lifting ability. https://www.engineeringtoolbox.com/molecular-weight-gas-vapor-d_1156.html
  13. Looks great. But here's a problem I stumbled into with it. If you have a mirrored part with APR on it and try to attach another mirrored part with APR on it, it makes that part hop around and difficult to attach. It keeps trying to create the mirrored part, then change the drag cube. When it changes the drag cube, it kills the mirrored part, which then, recreates itself because your'e trying to attach it. He's aware of this minor bug so he's probably working on or has already fixed it.
  14. Yea, I gotta add that drag cube next. Thanks for the tip. Again, a problem is that the scaling plugin I'm using expects to find a drag cube. And I've already had to play with that to get my other parts working. But I can figure out a way around it I suppose. At least for now the letters should stay where they're placed. As for Firespitter, yea I was majorly dependent upon it like a lot of other mods. And, having a close friend who knows snjo and games with him, I'm well aware that he has no intent of coming back to modding. While the devs are doing a good job of keeping it up, it's kinda in maintenance mode. I seriously doubt they'll have the time to do any upgrades. Fortunately, snjo's license is very permissible and I didn't need the entire plugin. So I snipped out what few parts I needed (fuel and texture switch) and wrote my own for the prop spinner and engine sounds which I now use for a bunch of things. The scaling is from allista's (I won't bother him with another @) anisotropic part resizer. It's not as robust as TweakScale and I'm finding I'm having to add in bits (like changing the ctrlSurfaceArea when a rudder gets scaled). But it has 2 redeeming qualities. 1 - an MIT license which means I can use and change it as I need. Plus allista is a great guy who I've spoken to and gladly gave permission to use it freely and 2. All of my mods now have ZERO dependencies. I hated when my mods didn't work because another modder had a RL intervention and wasn't able to update theirs. The downside, if my mods screw up, I have no one else to blame :{. *edit* Oooh, removing the collider! Since I'm getting the rigidbody to make them kinematic, that's a 2 liner! if (HighLogic.LoadedSceneisFlight) rb.detectCollisions = false; Thanks!!!