DStaal Posted March 7, 2019 Share Posted March 7, 2019 I was curious, so I was checking the whitelist - is it meant to be blank? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 9, 2019 Author Share Posted March 9, 2019 (edited) On 3/7/2019 at 12:19 PM, DStaal said: I was curious, so I was checking the whitelist - is it meant to be blank? Hmmm. Probable, which means I should remove it. I updated 20 mods using a script, its possilbe the script created a file when Mod has spaces in filename, which caused the file to be blank New release, 0.1.2.8 Fixed whitelist file Edited March 9, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
SuppaTenko Posted September 5, 2019 Share Posted September 5, 2019 Works fine with 1.7.3 Quote Link to comment Share on other sites More sharing options...
Drakenred65 Posted September 7, 2019 Share Posted September 7, 2019 Ohh I wondered where this went! Thanks! Quote Link to comment Share on other sites More sharing options...
KSPrynk Posted September 11, 2019 Share Posted September 11, 2019 (edited) @linuxgurugamer, I think I've found a another model bug. The FD-01 dish antenna does not seem to have a center of gravity. Attaching it to the probe core adds the mass, but sliding the part around doesn't offset the vessel CG at all; verified in flight and when viewing KER and RCS Build Aid torques. The other two comm antennas don't have this problem. EDIT: The FD-01 apparently is immune to drag as well. Did a re-entry with the antenna offset by over a probecore's width and there were no entry heating effects or aerodrag torque on that side of the vessel. Edited September 11, 2019 by KSPrynk Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 11, 2019 Author Share Posted September 11, 2019 15 hours ago, KSPrynk said: @linuxgurugamer, I think I've found a another model bug. The FD-01 dish antenna does not seem to have a center of gravity. Attaching it to the probe core adds the mass, but sliding the part around doesn't offset the vessel CG at all; verified in flight and when viewing KER and RCS Build Aid torques. The other two comm antennas don't have this problem. EDIT: The FD-01 apparently is immune to drag as well. Did a re-entry with the antenna offset by over a probecore's width and there were no entry heating effects or aerodrag torque on that side of the vessel. It probably has Physics off, so the mass is added to the parent Quote Link to comment Share on other sites More sharing options...
KSPrynk Posted September 12, 2019 Share Posted September 12, 2019 7 hours ago, linuxgurugamer said: It probably has Physics off, so the mass is added to the parent Yeah, that was it. I set PhysicsSignificance = 0 in the .cfg file and it behaved as expected. I'm trying to figure out if there was a compelling reason for it being set to 1 (off). I let it Physics Warp 4x under full gravity on a vessel on the pad, no autostruts, then with Rigid Attachment and various autostrut settings and it either sunk a little or the vessel started to wiggle a little (as other parts do), but nothing broke. Aerodrag on de-orbit operated normally too. If anything was going to be physicsless, I guess I would've expected it to be the little dipole loop.... Unless somebody else finds the drawback, I recommend making the .cfg edit for a version update. Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted October 7, 2019 Share Posted October 7, 2019 Anyone knows why the SASupgradeChip is disabled, i.e. everything in the cfg file is commented? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 7, 2019 Author Share Posted October 7, 2019 8 minutes ago, VoidSquid said: Anyone knows why the SASupgradeChip is disabled, i.e. everything in the cfg file is commented? Probably because it isn't working? Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted October 7, 2019 Share Posted October 7, 2019 OK then, thanks. Quote Link to comment Share on other sites More sharing options...
CardboardGuy Posted November 23, 2019 Share Posted November 23, 2019 does anyone know if this works on 1.8.x? cause i wanna try a semi-realistic starlink mission, and this is the only mod that i could find that has small-sats and relays. Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted December 14, 2019 Share Posted December 14, 2019 @CardboardGuy Yes it does. In fact, all the pure part mods I'm using are working fine with 1.8.1. @linuxgurugamer Hey there, just seen that you updated the mod, thanks for maintaining it, as you know, I love small parts. Any changes apart for "updated for 1.8.1"? Couldn't find a change log. Quote Link to comment Share on other sites More sharing options...
MaxwellsDemon Posted December 14, 2019 Share Posted December 14, 2019 (edited) Head's up: on Spacedock, the "SpacetuxSA" update directs to SSR Microsat (as does SSR Microsat, properly). @linuxgurugamer Edited December 14, 2019 by MaxwellsDemon Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 14, 2019 Author Share Posted December 14, 2019 2 hours ago, MaxwellsDemon said: Head's up: on Spacedock, the "SpacetuxSA" update directs to SSR Microsat (as does SSR Microsat, properly). @linuxgurugamer Thank you, will fix it soon On 11/22/2019 at 9:09 PM, CardboardGuy said: does anyone know if this works on 1.8.x? cause i wanna try a semi-realistic starlink mission, and this is the only mod that i could find that has small-sats and relays. Take a look at this: Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted February 8, 2020 Share Posted February 8, 2020 Any chance of an adapter part to go from the square SSR to 0.625m? There's a decoupler-adaptor to fit the teeny ion tanks but not one to go larger. I've also noticed that the scanner doodah doesn't rotate correctly in 1.8.1, it makes one revolution then stops and when I switched it off again it rotated backwards to its starting position. Quote Link to comment Share on other sites More sharing options...
JoMiMi Posted June 16, 2020 Share Posted June 16, 2020 (edited) First post, please let me know if I make any mistakesIs there any mods that add other smallsats/cubesats other than Octosat that work for 1.9? Looking for mods that include U-class spacecraft other than the stock QBE to recreate the recent Electron launch "Don't Stop Me Now". Edit: Just realized that this was updated for 1.8, gonna test it right now for 1.9 Edited June 16, 2020 by JoMiMi Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted July 9, 2020 Share Posted July 9, 2020 (edited) Hey @linuxgurugamer, sorry to bother you (again), but once again I'd like to ask for your help: The 0.625m fairing from this mod doesn't work anymore in 1.10, I'm having exactly the same issue as described here https://bugs.kerbalspaceprogram.com/issues/25673 , but I don't have any Restock mod. What MM patch would be required for this mod to fix this issue? Thanks in advance for your help Edited July 9, 2020 by VoidSquid Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 9, 2020 Author Share Posted July 9, 2020 1 hour ago, VoidSquid said: Hey @linuxgurugamer, sorry to bother you (again), but once again I'd like to ask for your help: The 0.625m fairing from this mod doesn't work anymore in 1.10, I'm having exactly the same issue as described here https://bugs.kerbalspaceprogram.com/issues/25673 , but I don't have any Restock mod. What MM patch would be required for this mod to fix this issue? Thanks in advance for your help No idea, but you can help by testing the following: Edit the file: fairingSize0.cfg Find the section that begins with MODULE { name = ModuleProceduralFairin Replace that section with the following: MODULE { name = ModuleProceduralFairing nSides = 24 nArcs = 2 nCollidersPerXSection = 6 TextureURL = Squad/Parts/Aero/fairings/fairings_diff CapTextureURL = Squad/Parts/Aero/fairings/fairingsCap TextureNormalURL = Squad/Parts/Aero/fairings/fairings_normals DefaultBaseTextureURL = Squad/Parts/Aero/fairings/FairingBase DefaultBaseNormalsURL = Squad/Parts/Aero/fairings/FairingBaseNormals panelGrouping = 3 pivot = 0,0.025,0 axis = 0,1,0 baseRadius = 0.3125 maxRadius = 0.45 capRadius = 0.125 snapThreshold = 0.1 xSectionHeightMin = 0.1 xSectionHeightMax = 1 edgeSlide = 0.15 edgeWarp = 0 noseTip = 0.9 UnitAreaMass = 0.01 UnitAreaCost = 2 stagingToggleEnabledEditor = True stagingToggleEnabledFlight = False stagingEnableText = #autoLOC_502000 //#autoLOC_502000 = Fairing Not Staged stagingDisableText = #autoLOC_502001 //#autoLOC_502001 = Fairing Staged } and please let me know if that works Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted July 9, 2020 Share Posted July 9, 2020 Spoiler 1 hour ago, linuxgurugamer said: No idea, but you can help by testing the following: Edit the file: fairingSize0.cfg Find the section that begins with MODULE { name = ModuleProceduralFairin Replace that section with the following: MODULE { name = ModuleProceduralFairing nSides = 24 nArcs = 2 nCollidersPerXSection = 6 TextureURL = Squad/Parts/Aero/fairings/fairings_diff CapTextureURL = Squad/Parts/Aero/fairings/fairingsCap TextureNormalURL = Squad/Parts/Aero/fairings/fairings_normals DefaultBaseTextureURL = Squad/Parts/Aero/fairings/FairingBase DefaultBaseNormalsURL = Squad/Parts/Aero/fairings/FairingBaseNormals panelGrouping = 3 pivot = 0,0.025,0 axis = 0,1,0 baseRadius = 0.3125 maxRadius = 0.45 capRadius = 0.125 snapThreshold = 0.1 xSectionHeightMin = 0.1 xSectionHeightMax = 1 edgeSlide = 0.15 edgeWarp = 0 noseTip = 0.9 UnitAreaMass = 0.01 UnitAreaCost = 2 stagingToggleEnabledEditor = True stagingToggleEnabledFlight = False stagingEnableText = #autoLOC_502000 //#autoLOC_502000 = Fairing Not Staged stagingDisableText = #autoLOC_502001 //#autoLOC_502001 = Fairing Staged } and please let me know if that works Unfortunately, no change Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 9, 2020 Author Share Posted July 9, 2020 2 minutes ago, VoidSquid said: Reveal hidden contents Unfortunately, no change Ok, I'll take a deeper look at it in the next day or so. Thanks for testing Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted July 9, 2020 Share Posted July 9, 2020 (edited) Need any logs? Let me know if I can help in any way, yes? EDIT: regarding changes in 1.10, I found this (you're probably aware of, nevertheless, doesn't hurt that I mention it, I think): "One additional configuration is that the base mesh must be named Mesh." Spoiler and in particular I'd assume this is causing the issue still present despite the changed lines you gave me the other day. Edited July 11, 2020 by VoidSquid Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 11, 2020 Author Share Posted July 11, 2020 New release, 0.1.3.1 Fixed broken fairing in KSP 1.10 Added part variants to fairing Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted July 12, 2020 Share Posted July 12, 2020 Cool, many many thanks! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 21, 2020 Author Share Posted December 21, 2020 New release, 0.1.3.2 Thanks to github user @C6H11OH for this: On the MicroSat liquid engine, fix the position of trustTransform in the model, delete the doubled model. Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted December 21, 2020 Share Posted December 21, 2020 Thanks for still maintaining this, it's amazing what you can do with those small parts (e.g. my little Gilly science lander probe). Btw, as the SASupgradeChip is broken (I did ask you some months ago), in my setup, I changed the Upgrade SASServiceLevel in microSat.cfg to 2, maybe you like to include this in a future releases, just a suggestion. Quote Link to comment Share on other sites More sharing options...
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