Jump to content

DYJ

Members
  • Posts

    659
  • Joined

  • Last visited

Everything posted by DYJ

  1. You always want to make sure you have the newest firespitter .dll, so check which one has the latest one and use that. If you are unsure which one is the latest you can download just the .dll from Snjos githubpage http://snjo.github.io/ that way you'll always have the latest.
  2. Porkjet actually made a proceduralwing and control surfaces asset, it's my fault it's not included yet. Ran into a bit of an issue with it.... You can change the lift of the controlsurfaces by changing "modelChordLenght", it's quite possible that the pWings controlsurfaces have super weird perfomance to size ratios.
  3. And over 92% of all stats are made up. Next version will have NEAR support, just trying to fix some old bugs too before I drop the update.
  4. Hate it how? can you get anymore specific? I might add NEAR support in the future, but in the meantime I suggest you give FAR a try it's not nearly as menacing as people make it out to be.
  5. Added cost support, parttools is giving me trouble so no new assets yet.
  6. There is absolutely no reason why this should work with NEAR, it currently only supports vanilla and FAR.
  7. Tutorials are always lovely. PM me when you have something I can sticky somewhere.
  8. What's with the potato sized picture? 500 × 281 doesn't really show anything off very well.
  9. Your problem might be that your replica is too good, the real F-22 is pitch unstable so a perfect replica shouldn't work in KSP. Another thing to think about is that since engines in KSP are only modeled as the engine exhaust nozzle their CoM ends up far behind where they should be.
  10. Those are some absolutely brilliant looking replica vehicles, guess I should have a look at making a " Procedural panels" extension pack thing and see if I can find a nice glass shader. Regarding the cost issue, I have literally no idea what the cost of the parts is set to and can't fix it properly until the devs make the cost parameter less hardcoded. I'm on a plane right now but when I get back home I'll have a look at potentially adding optional API Extensions support if that's been updated.
  11. These look really sweet, but one thing I'm missing from my old mod is heat effects on the guns and shell casings, like so:
  12. Somewhere in this thread there is even a picture of the MK4 wing in wetwing configuration, so it's planned. But like you'all might have guessed I've been somewhat busy with IRL work lately so I haven't had much time to tinker with this, but an upcoming holiday should fix that ! Having the cost depend on the size of the wing to make them useful in the career mode will be implemented as soon as the game supports that.
  13. Stickied this, always nice to see someone take the time and effort to make examples for others.
  14. It's compiled against .24 but it might still work in .23.5. Don't think it relies on anything from .24
  15. Updated so that it probably works with latest FAR and latest KSP update.
  16. If you are still looking at making a weapon turret you should see if you can track down Tosh's original sunbeam lazer code, that should be easier to understand and wouldn't require the rest of romfarers lazor plugin to function, you should be able to only use its tracking stuff and keep the gatlinggun code as a separate module as long as you make sure the hierarchy of the model makes sense.
  17. The wings always have colliders, otherwise the mouse interactions raycast wouldn't hit anything, and the collider (like you can see by moving the mouse cursor over the wing) matches the shape of the wing somewhat closely, as the collider is a simplified version of the wing geometry that follows the same modification as the wing. I'm not sure if the frustum culling fails because the collider generates too late in the frame or if it's caused by something else entirely. Anyhow it's not a massive problem and something you could easily live with. Better GUI stuff is something that I'd like to implement but I'll likely wait until tweakables gets some love so that's useable before starting mush more things in there.
  18. Please do start a new thread compilation, I'll gladly swap this one out for a new more active one if one is made.
  19. Chances are that the reason it doesn't work is that it's not supposed to work. This mod has an awful lazy developer who has abandoned the work but is kind enough to apply a permissive license, if you want it to work someone needs to fix it.
  20. It's perfectly valid for a mod author to dictate what parts of his/her content is allowed to be reused in what context. As such if you want to redistribute something that doesn't abide by the rules set up by the mods author I suggest you contact the author and ask for permission.
  21. Bac9 isn't gone though, as a matter of fact he's online on IRC right now.
  22. Nu borde det ju funka, tror det är 3 som är gräns.
  23. It's usually good to assume a new update will break previous saves, and I haven't heard anything that would indicate otherwise. And like previously stated the new .24 is likely to be a big change to how career plays, so even if an old save does work technically it will likely be very weird gameplaywise. Also: moved this here, gameplay questions forum is more for questions regarding released versions of the game.
  24. Thickness is indeed only cosmetic as FAR nor vanilla aerodynamics account for any variations in wingprofile yet. And once again I have to remind people that even though I might not have posted anything on the forum in a while I haven't perished, while I've been busy with work and whatnot lately I'm still active on IRC if you want to get in touch with me. And since I'm not yet dead I haven't given up on this mod and will not hand it over willy-nilly. Experience tells me that's a surefire way to kill off a mod (no offense intended to any hopeful future caretakers) . While I think DaMichels "2bonesperchord" system is cool for the current placeholder wings it makes little sense using any more realistic profiles ( like the WIP one I posted a few pages back) and as such I don't think it fits within the scope of the mod. The issue with the tweakables slider being objectively awful I honestly hoped would go away by itself seeing how it's a game issue and totally not my fault for once. But since that doesn't seem to be happening I'd gladly look at any GUI code people are willing to share and implement that as an option. TLDR: If I die I'll tell you, so stop with the wishful thinking.
×
×
  • Create New...