hemeac Posted August 22, 2020 Share Posted August 22, 2020 9 hours ago, NESD said: unfortunately KSP dont have animation for suspension The update looks really good. Have you seen the development for secondary motion? I haven't installed it, but looks quite interesting Quote Link to comment Share on other sites More sharing options...
Ruedii Posted August 26, 2020 Share Posted August 26, 2020 (edited) On 8/22/2020 at 7:26 AM, NESD said: unfortunately KSP dont have animation for suspension, wheel just attached to Unity wheel collider, that have internal scripted animation Yeah, that is what I meant. You need to check their behavior. Make sure it's starting at it's maximum extended state instead of at the middle or top. Also, you might want to make sure your wheel collider isn't creating two colliders for the wheel (one general physics, one wheel) instead of one. Edited August 26, 2020 by Ruedii Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted September 10, 2020 Share Posted September 10, 2020 @NESD could you post a link to the new parts you have been working on? I would like to give them a try even if there is no parts pack to go with them. this mod has always been one of my favorites so I am anxious to get it updated to 1.10, but I would also like to try the new wing and intake parts you previewed here. Quote Link to comment Share on other sites More sharing options...
NESD Posted September 12, 2020 Author Share Posted September 12, 2020 @Bit Fiddler Possibly in next week/weekend Quote Link to comment Share on other sites More sharing options...
Nnimrod Posted October 19, 2020 Share Posted October 19, 2020 Absolutely perfect, exactly what I wanted. Quote Link to comment Share on other sites More sharing options...
NESD Posted November 7, 2020 Author Share Posted November 7, 2020 I`m return, and this mod return, so . . . UPDATE v1.3 for KSP 1.4-1.10 New parts in this update: Strut (6 variants), wire and wired antenna, 2 tail sections, Stockalike wing parts (all this parts have (OC) in name for easier making mod-free aircrafts for upload): 3 overhead panels, 3 round wingtips, 5 fixed trailing edges( to fill some weird gaps between elevons), 2 rudders and 7 wing pieces ( some of them have variants of gray trim) National roundels and insignias for new KSP 1.10 flag parts (can be used as common flags in earlier game versions) All parts ready for localization No wheels at this time. Copyright note: This mod not include any original game textures and use only my own models. Note 2: This wing parts have link to stock wing texture, so any mod that modify it or block access, may cause issues. Quote Link to comment Share on other sites More sharing options...
hemeac Posted November 7, 2020 Share Posted November 7, 2020 That's great, I was really really looking forward to the update after you showed the screenshots of the new wings and parts. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted November 7, 2020 Share Posted November 7, 2020 Oh my god @NESD those look GREAT Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted November 7, 2020 Share Posted November 7, 2020 what, am I going to be the first to post pictures? Hey @NESD my pilot seems to be showing through the cockpit, I don't think this has to do with another mod. Still, looking good! Great parts: Quote Link to comment Share on other sites More sharing options...
NESD Posted November 7, 2020 Author Share Posted November 7, 2020 @Daniel Prates I see this bug in one of previous versions of KSP (You have 1.10 ?) try to make something with stock seat and check in my game version everything OK Also try hold ALT while moving parts, you can move parts without distance limits (and don`t need pylons to do it) ---------------------------------------------------------------------------------------------------------------- If anyone still search for biplane wheels, try this configs: Main wheels Spoiler PART { name = GearFixedOCmod module = Part author = Porkjet scale = 1.0 rescaleFactor = 1.0 mirrorRefAxis = 0, 0, 1 node_attach = 0.00, 0.00, 0.00, 1.0, 90.0, 0.0, 1 TechRequired = aviation entryCost = 500 cost = 200 category = Ground subcategory = 0 title = LY-01B Main Landing Gear (OC) manufacturer = #autoLOC_501653 //#autoLOC_501653 = LightYear Tire Company description = #autoLOC_500973 //#autoLOC_500973 = Simple wheel-on-a-stick Landing Gear to bring your birds down safely. (That means your airplanes, LightYear Co. does not encourage attempting to attach landing gear to actual birds) attachRules = 1,1,1,1,1,0,0,0 mass = 0.04 thermalMassModifier = 4.0 // heatConductivity = 0.06 emissiveConstant = 0.95 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 1000 crashTolerance = 125 breakingForce = 50 breakingTorque = 50 PhysicsSignificance = 0 bulkheadProfiles = srf tags = #autoLOC_500974 //#autoLOC_500974 = aero (air aircraft ground plane roll takeoff taxi wheel CoMOffset = 0, -0.675, 0 MODEL { model = Squad/Parts/Wheel/LandingGear/GearFixed scale = 1.2, 1.5, 1.5 } MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelCollider wheelTransformName = WheelPivot wheelType = FREE // setting this to true will override the radius and center parameters FitWheelColliderToMesh = False radius = 0.25 center = 0,0,0 mass = 0.018 groundHeightOffset = 1.11 TooltipTitle = #autoLOC_502080 //#autoLOC_502080 = Landing Gear TooltipPrimaryField = #autoLOC_6004047 //#autoLOC_6004047 = Fixed, Unpowered frictionSharpness = 20.0 } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionDistance = 0.2 suspensionOffset = -0.07 targetPosition = 0.6 springRatio = 15 damperRatio = 0.3 boostRatio = 0.45 useAutoBoost = False maximumLoad = 8.0 suppressModuleInfo = True } MODULE { name = ModuleWheelBrakes baseModuleIndex = 0 maxBrakeTorque = 2 brakeResponse = 1 } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 2000 impactTolerance = 1000 deflectionMagnitude = 0.5 deflectionSharpness = 2.0 slipMagnitude = 1.5 slipSharpness = 2.0 explodeMultiplier = 1.0 } } Tail wheel Spoiler PART { name = GearFreeOCmod module = Part author = Porkjet scale = 1.0 rescaleFactor = 1.0 node_attach = 0.00, 0.00, 0.00, 0.0, 1.0, 0.0, 1 TechRequired = aviation entryCost = 1500 cost = 50 category = Ground subcategory = 0 title = LY-05B Rear Landing Gear manufacturer = #autoLOC_501653 //#autoLOC_501653 = LightYear Tire Company description = #autoLOC_500976 //#autoLOC_500976 = Simple wheel with steering actuation. It has become evident that aerodynamic control surfaces don't offer much control while slowly taxiing on the ground. Hopefully these wheels will reduce the number of low altitude low speed collisions with buildings. And Kerbals. attachRules = 1,1,1,1,1,0,0,0 mass = 0.005 thermalMassModifier = 4.0 // heatConductivity = 0.06 emissiveConstant = 0.95 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 1000 crashTolerance = 325 breakingForce = 50 breakingTorque = 50 PhysicsSignificance = 0 bulkheadProfiles = srf tags = #autoLOC_500977 //#autoLOC_500977 = aero (air aircraft free ground plane roll takeoff taxi wheel MODEL { model = Squad/Parts/Wheel/LandingGear/GearFree scale = 0.7, 0.7, 0.7 } MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelCollider wheelTransformName = wheel wheelType = FREE // setting this to true will override the radius and center parameters FitWheelColliderToMesh = False radius = 0.15 center = 0,0,0 mass = 0.012 groundHeightOffset = 0 TooltipTitle = #autoLOC_502080 //#autoLOC_502080 = Landing Gear TooltipPrimaryField = #autoLOC_6004048 //#autoLOC_6004048 = Steerable, No Brakes frictionSharpness = 7 } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = suspension suspensionOffset = -0.08 suspensionDistance = 0.1 targetPosition = 0.5 springRatio = 15 damperRatio = 1.0 boostRatio = 0.45 useAutoBoost = False maximumLoad = 8.0 suppressModuleInfo = True } MODULE { name = ModuleWheelSteering baseModuleIndex = 0 caliperTransformName = SteeringPivot steeringResponse = 1.5 steeringCurve { key = 0 15 key = 10 5 key = 30 1 } } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 2000 impactTolerance = 1000 deflectionMagnitude = 0.5 deflectionSharpness = 2.0 slipMagnitude = 1.5 slipSharpness = 2.0 explodeMultiplier = 1.0 } } Just create a folder [KSP dir] / GameData / [Any name you want] / Parts / Wheels then make two files with any name and .CFG extension and copy text from spoilers above into it Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted November 7, 2020 Share Posted November 7, 2020 1 hour ago, NESD said: Also try hold ALT while moving parts, you can move parts without distance limits (and don`t need pylons to do it) Is it that obvious why I used the pylon heheh? Thanks, I didn't know about this 'alt' feature. As for the transparent cockpit, hmmm, weird. I'll do some checking. Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted November 7, 2020 Share Posted November 7, 2020 Wow, so sweety update! @NESD, Thank You very, VERY MUCH ! Quote Link to comment Share on other sites More sharing options...
Zmeya Posted November 10, 2020 Share Posted November 10, 2020 I have stayed in 1.9.1 for now because of bugs in newer versions of the planet pack I have been using, and I have the "transparent cockpit" problem as well and as can be seen in Daniel's screenshots its not just the cockpit you can see the kerbals through, its any part of the plane, other than that everything seems to work well enough. Quote Link to comment Share on other sites More sharing options...
NESD Posted November 10, 2020 Author Share Posted November 10, 2020 @Daniel Prates @Zmeya This bug confirmed in modded KSP 1.8-1.9 and each user have different glitchy mods I also have this bug, and this is one of reasons why I`m rarely play KSP before 1.10 Quote Link to comment Share on other sites More sharing options...
Frafor Posted November 10, 2020 Share Posted November 10, 2020 I am having an absolute blast with this mod. First thing I made was this cute little triplane which can be launched and landed on zeppelins: Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted November 10, 2020 Share Posted November 10, 2020 (edited) 10 hours ago, NESD said: I also have this bug, and this is one of reasons why I`m rarely play KSP before 1.10 I am playing modded 1.10. And yes it only happens in your open cockpit, it is not a generalized issue. But no biggie, I am actualy very grateful for this mod. Btw: for me part snapping without limits is "shift" and not "alt"! Edited November 10, 2020 by Daniel Prates Quote Link to comment Share on other sites More sharing options...
theonegalen Posted November 14, 2020 Share Posted November 14, 2020 I love all the new wing and airplane pieces! Really excited to see this mod updated! Quote Link to comment Share on other sites More sharing options...
NESD Posted November 15, 2020 Author Share Posted November 15, 2020 @Daniel Prates need to check it, my KSP version with mods, don`t have this glitch What mods you are using? On 11/11/2020 at 2:02 AM, Daniel Prates said: Btw: for me part snapping without limits is "shift" and not "alt"! yep my mistake, Alt is a Part copy and Control trim (if I`m not mistaken again) Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted November 16, 2020 Share Posted November 16, 2020 21 hours ago, NESD said: What mods you are using Omg... so, so many. I will try to disable a few, startig with some that deal with textures. Quote Link to comment Share on other sites More sharing options...
hemeac Posted November 16, 2020 Share Posted November 16, 2020 6 hours ago, Daniel Prates said: Omg... so, so many. I will try to disable a few, startig with some that deal with textures. @Daniel Prates, do you have the Kurs Docking Camera? I just read in one of the change notes for a fix that came out yesterday: Fixed the kerbals being seen through parts by fixing the cullingMaskLayer Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted November 17, 2020 Share Posted November 17, 2020 (edited) 3 hours ago, hemeac said: @Daniel Prates, do you have the Kurs Docking Camera? I just read in one of the change notes for a fix that came out yesterday: Fixed the kerbals being seen through parts by fixing the cullingMaskLayer Yep I have it, and I am always pestering @linuxgurugamer about it (bringing it uptodate with 1.10 is one of his greatests thing yet, for me at least). Yes I have seen the discuassion there, maybe the two things are related indeed. It appers they are close to a fix there, my plan was to wait for that being wrapped up and see it it affected Open Cockpit. Edited November 17, 2020 by Daniel Prates Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 17, 2020 Share Posted November 17, 2020 1 hour ago, Daniel Prates said: Yep I have it, and I am always pestering @linuxgurugamer about it (bringing it uptodate with 1.10 is one of his greatests thing yet, for me at least). Yes I have seen the discuassion there, maybe the two things are related indeed. It appers they are close to a fix there, my plan was to wait for that being wrapped up and see it it affected Open Cockpit. KURS was just updated, should be all set now Quote Link to comment Share on other sites More sharing options...
Zmeya Posted November 17, 2020 Share Posted November 17, 2020 12 hours ago, hemeac said: @Daniel Prates, do you have the Kurs Docking Camera? I just read in one of the change notes for a fix that came out yesterday: Fixed the kerbals being seen through parts by fixing the cullingMaskLayer I had the same problem where the crew were visible through the vehicle, but unlike Daniel, I do not have that mod. Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted November 19, 2020 Share Posted November 19, 2020 On 11/17/2020 at 7:55 PM, Zmeya said: I had the same problem where the crew were visible through the vehicle, but unlike Daniel, I do not have that mod. Check through your list of mods and see if one has a camera built-in. (MAS / RPM / KURS / HullCam are a few examples) When KSP updated to 1.9 (release notes here) it updated how the cameras were used and that affected the mods that utilised that functionality. Specifically it no longer renders Camera 01. KSP uses multiple cameras, each having various layers and all of that has to be rendered in a certain order to get what you see on the screen displayed correctly. As mods are programmed based on how it worked at the time, it not surprising issues like that popup after KSP changes their methods with how the game works. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted November 20, 2020 Share Posted November 20, 2020 Right! So I still don't understand the 'under the hood' abracadabra that happened over at DOCKING CAM KURS' realm, but whatever @cyberKerb and @linuxgurugamer did there, it seems to have also solved the problem over here: Quote Link to comment Share on other sites More sharing options...
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