linuxgurugamer

[1.3.1] SXT Continued

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Just now, linuxgurugamer said:

@voicey99 Are all changes completed?

Yes, unless there's some more modifications you'd like me to make to the changes (please do say if there's something you're not happy with)?

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5 minutes ago, voicey99 said:

Yes, unless there's some more modifications you'd like me to make to the changes (please do say if there's something you're not happy with)?

I haven't had time to look at it, I'm relying on you and @swjr-swis's review.

Ok, I'll see if I can get it out this evening

Thanks

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On 11/9/2017 at 11:34 AM, voicey99 said:

In the raw download I used to modify it, they were written CR-NL but in the release they are CR. I guess you using Unix-like Linux (if your name is anything to go by) converts them.

"git clone" (assuming you have setup git correctly) should make that a non-issue, however there are also things the git repo owner can do to adjust things.

https://stackoverflow.com/questions/170961/whats-the-best-crlf-carriage-return-line-feed-handling-strategy-with-git

https://help.github.com/articles/dealing-with-line-endings/

 

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Out of Curiosity, Is the B-52 style Cockpit still around in this pack?

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New release, 0.3.18:

  • Thanks to @voicey99 for these:
    • Cut whitespace slightly
    • replaced spaces with proper tab spacing 
    • removed superfluous lines across all parts making the configs slightly smaller and easier to follow 
    • extended float curves for all engines that didn't have them already to beyond 1atm  (sorry, Eve landers, as per #35 )
    • correcting a few descriptions (grammar, spelling, old references etc.) 
    • increasing the fuel capacity (and dry cost/mass to match) of the Oscar-C, since its fuel capacity was terrible for its size.
  • Thanks to @Kerbas-ad-astra for these:
    •  Adding some tags to parts (so they can be found by their nicknames)
    • fix a couple of typos
    • adding CLS patches for parts yet unpatched.
       

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6 hours ago, williamhall531@gmail.com said:

could you add a part that looks like a B-29, effectively an upscaled Ke-111 cockpit. Pleas? 

If you make it, I will add it.

I am only maintaining this, not enhancing

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uhh can you delete the Mk0 fuel tank? i can't differ the original and the mod part, and i can't locate the part file somehow

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New release, 0.3.19:

  • Updated FAR patch for compatibility with updated ModuleManager 3.0.0

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On 19/11/2017 at 3:04 AM, linuxgurugamer said:

If you make it, I will add it.

I am only maintaining this, not enhancing

Since you mentioned it...

I saw many tutorials on how to start fiddling with part creation,  but I am not sure which 3d modelling softwares are most indicated.... which one do you use? Can you suggest one that is good to start messing around a bit?

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22 minutes ago, Daniel Prates said:

Since you mentioned it...

I saw many tutorials on how to start fiddling with part creation,  but I am not sure which 3d modelling softwares are most indicated.... which one do you use? Can you suggest one that is good to start messing around a bit?

I'm not the right one to ask, I don't do 3d modeling.

Better to ask someone like @RoverDude or @Angel-125

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I just downloaded the newest version but the FAT-500 Wing  (the largest one) doesn't seem to generate lift...

Any ideas how to fix this?

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32 minutes ago, Szeperator said:

I just downloaded the newest version but the FAT-500 Wing  (the largest one) doesn't seem to generate lift...

Any ideas how to fix this?

Not without a log file.

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6 hours ago, Daniel Prates said:

Since you mentioned it...

I saw many tutorials on how to start fiddling with part creation,  but I am not sure which 3d modelling softwares are most indicated.... which one do you use? Can you suggest one that is good to start messing around a bit?

Blender.  It's free, and there are numerous tutorials widely available.

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@Wolfair corp.

@linuxgurugamer

Hi, I am having an issue or a conflict between AoA and SXT. With AoA installed, the Elevons in SXT do not work.

The pics below are done with a clean install, a very new sandbox save, with the modulemanager files and the part database deleted each time before the game was ran. The one and ONLY difference between them is one was ran with AoA and the other was without.

Logs Without AoA

Logs With AoA

 

ULa0ieB.jpgJn7u4rX.jpg

Edited by TheKurgan

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Make sure that you have only one firespitter dll.

 

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On 06/12/2017 at 1:36 AM, RoverDude said:

Blender.  It's free, and there are numerous tutorials widely available.

Allright!  Thanks!

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@linuxgurugamer

@Wolfair corp.

After more trial and error testing, I found if i remove the TestFin from AoA, then the SXT elevons work again... I can't figure out why, or where the conflict is, but that's as far as I can narrow it down.

Hopefully you intelligent guys can figure it out... I really enjoy both mods.... but I'm ok with that TestFin removed.

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15 minutes ago, linuxgurugamer said:

Very strange.

Is ASET needed?

it isn't NEEDED, but it is required for the IVA's for AoA.

I can test or get fresh logs without it.

After Work.

I could remove EVERYTHING except SXT, Squad and AoA and test more if you like?

 

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13 minutes ago, TheKurgan said:

it isn't NEEDED, but it is required for the IVA's for AoA.

I can test or get fresh logs without it.

After Work.

I could remove EVERYTHING except SXT, Squad and AoA and test more if you like?

 

If you could, it would certainly help.

I am hoping to get some time this evening to look at this.  Were they a CKAN install or manual?

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