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Ravien

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Everything posted by Ravien

  1. I wonder - If CoL ball in FAR is calculated correctly? I took FAR Firehound sample, it has CoL far in front of CoM, it should fly like crazy ivan but is pretty much stable.. Did someone made good tutorial how to design stable craft in modern version of FAR ?
  2. Man, You're made those beautiful parts but when did You plan to let them loose in to the world?
  3. Format is not hardcoded into plugin code. If you like, you can convert .png to .dds at home, just don't forget to delete old pngs. I used this format more as a habit than something else; as of performance, I will look into it, but in my opinion differences in memory footprint will be negligible for files small as this (but one always can be wrong)
  4. Today - tomorrow I'm planning to publish new version. Squad just released 1.0.3 and then 1.0.4 next day so I will wait, maybe we get 1.0.5 soon? edit: new version released
  5. Sorry mate, I made quick check with gauge and TST present and everything seems ok. You have to provide little more info about problem.
  6. @lo-fi: Good idea, thanks for pointers
  7. Published new version today, sorry for delay, I was somewhat busy lately. It should fix all that skin and internal temperature issues damerell wrote about.
  8. I'ts possible, I think. Did you use vanilla KSP or some plugins to manage overall temperature?
  9. Someone got any idea how to calculate current gravity vector / direction towards local center of gravity in relation to part?
  10. Yes, KAS / KIS got this methods but I'm looking for someone who has answers for "why to do?" not for copy-paste solution.
  11. Sadly, Extraplanetary Launchpads uses ShipConstruction.AssembleForLaunch(ShipConstruct ...) and builds craft as a whole from .craft definition. I'm looking for something else.
  12. @pingonaut: check GameData\Ravien\Plugins\PluginData\Thermo\config.xml for "<bool name="Hide toolbar button">0</bool>", if You got 1 instead 0 just change it.
  13. Could anyone can explain how to spawn and attach together objects/parts in KSP? In this post - http://forum.kerbalspaceprogram.com/threads/104103-SOLVED-Spawning-objects lo-fi shows how to create potatoroid but as a static, non affected by physics object. I analyzed source code for KAS too, but some steps just eludes me.
  14. @bac9: its a great thing You still got energy for supporting this mod, thanks.
  15. For all interested - in first post of this thread You can find new, experimental Deadly Reentry compatible version ready for testing. non experimental version released @damerell: just delete GameData\Ravien\Plugins\PluginData\Thermo\config.xml @ExavierMacbeth: functionality added by module exclusion list
  16. Never done that, but I'm going to try to add DR support.
  17. Good idea, I'll do it tomorrow. edit: Done in 1.0.2-d version. If You're using Force On just setup maximum threshold to 700 and minimum to 600 to get desired functionality
  18. One additional question - how to design plane to avoid this annoying pendulum effect during ascent or descent? With stock model, when my CoM and CoL were to distant apart and I took nose high or low my plane started to sway up and down, now with FAR, even when my CoM and CoL are completely aligned, plane still sways like seesaw.
  19. Seems like aerodynamic failure values are not stored properly - they resets after scene reloads. I set them higher to test some fragile craft, it initially worked but after visit in SPH and relaunch flight was like on default values
  20. Yes, SpaceTiger made quite good fix for this Squad's F10 menace. There's no need for copying him. Moreover new KSP version should solve the problem.
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