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Everything posted by Bit Fiddler
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just checking back with this mod as I see it is now out for 1.3 I will install it in my 1.3 save and give it a go. but I just had one question. as I have used Final Frontier in every career save I have ever played. Will this replace Final Frontier in the ribbons and medals department? or work along side it, and still require FF for the actual awarding of medals or ribbons?
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I guess I should also add that I have put CC in "wings" that are not necessarily defined as "wings". I put the tank manager in things referred to as strakes, fins, or stabilizers sometimes as I use these as "wings" on smaller aircraft.
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i personally never put anything in my wings other than LF, OX, MP. but that is just me. I have never found any reason yet to want any other resource in the wings. the patch I made to add CC to all the various wings I use however has no limit on it. it just assigns the tank manager and a volume. it is just that I personally never put anything else in it.
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do turbo fan engines produce rotational torque on a craft? and if so when was It added. I have a small plane that used to fly very well. now it spirals out of control as soon as it is airborne. the only thing I can figure is the J-33 is adding so much torque to the craft it just spins it.
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yes, I know what the X-15 is and how it was used, thus the question if you planned to make any sort of docking port or if it was just for attitude control. as in "will this be true to life or will it be usable as a some sort of shuttle type of thing" .
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Bit Fiddler replied to sumghai's topic in KSP1 Mod Releases
To be fair English may not be Sumghai's language. so his misunderstanding your post is only to be expected. -
will this have some sort of docking port on it? or is the RCS only for attitude adjusting and not docking?
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[1.3] RCS Sound Effects (2017-06-12)
Bit Fiddler replied to pizzaoverhead's topic in KSP1 Mod Releases
I just came here to report this problem in 1.3 as well, and what I have found is the same as Errol. it will CTDT as soon as you launch, if you have any RCS on your craft. if no RCS is on the craft it will launch just fine, and not have any problems. This is not just the surface attached parts either, any part that has RCS in it will do the same -
lol if I had time to write code I would. I hardly have time to play now and then. but I have always wanted to get into KSP modding. I have made mods for other games like space engineers, mount and blade, Kenshi, and a few others I guess... any way, I like making mods, I just do not have time for it right now. I enjoy 3D modeling, but I am no texture artist so I have piles of un-textured models. I have even made a start at making models for KSP, but have not spent the time yet to figure out the import form blender to unity to KSP... one of these days I really need to get that going. I also got my Visual c# setup to write code for KSP, but again have not had time to do any real work on it.
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hmm brings me to a new .dll idea. would be interesting if there was a module you could add to a part on your craft that was a "COM" and a "COL" offset to the part. this would basically add artificial mass (like some other mods do) and/or add artificial lift. so you could make true to form craft and attach one of these modules to a part. For instance attach this module to the wings then as you move the sliders the CoL indicator would move in the editor but leave the wings visually where they are. and the same for mass, add this module to a part and then you could adjust it to move the "CoM" without visually moving any parts. this also could be used to offset the "CoM" on capsules to get them to "Fly" correctly during reentry. I have seen a few mods that do this to the capsules, not sure how it is done however. but it makes them behave more realistically during re-entry. this would help in making these sorts of things where the Aero model in KSP does not allow making a replica of a real craft. I know there are some procedural weight type of mods out there to add mass, but they are all physical parts that ether go into the inline stack or surface attach to a part, and thus ruin the looks of a craft; if you are trying to get a specific look. this could of course have settings for "realistic" displacement. for instance the CoL / CoM adjustment could be limited to the physical dimensions of the part, so your new CoM would still be required to be within the confines of the part you attach this module to. this would allow MM to insert this module to any part and the .DLL would figure out the parts dimensions and limit the adjustments to confine it to this part's physical area. or it could be set to "unlimited" or atleast a larger adjustment range to really move the CoM or CoL greater distances. I know not really pertinent to this thread but since it came up...
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oh yes x-15!! will it be a single part like some of the other shuttle things? or will it be individual parts that can me mixed and matched? if votes are tallied... I would vote for modular design, I like to mix things up and use the parts elsewhere, but if a single part... still YES!!
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the mount of the probe to the decoupler. it is rotated by about 20 or 30 degrees. thus making the entire probe sit twisted on the decoupler. basically the surface attach point of the probe needs to be moved to the black /yellow striped area so that it is 90 degrees out of phase with the mount points for the science bits.
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Bit Fiddler replied to Papa_Joe's topic in KSP1 Mod Releases
Ok, so I am now very confused. all of these parts, as you can see, are set to "Passaable" on all 3 of the CLS clickies on their menus. yet CLS still reports them as 3 separate spaces, and indeed if I launch it, crew can't transfer between the parts. what is going on here? what have I missed? -
I was looking at this mod back in 1.0 or what ever and it looka like a good idea.. I just do this sort of thing with the sounding rockets mod as of now, but I am always happy to load a new parts mod. the only issue is this probe core has some beckward textures and the mounting geometry is off. so If I ever get around to figuring out how all the importing works I may take a crack at some 3D work on this mod as well. how do you import a .mu file intro blender? I guess that is something else I should look into if I plan to ever figure out the KSP modding thing.
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do you have the rights to the 3d assets on this mod? I would like to see some fixes to the models and textures if you do. I know you do not do 3d-modeling or texturing, but I will add it to my list of things to do when I get the time to figure out how to import the models and textures into unity. ill just add it to my project for the handrails. I assume some day I will get around to actually figuring out how to import the models and textures...
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After looking at USI-LS a bit more it seems that USI also is dealing with overcrowding and cramped quarters as part of that mod as well. so the 2 of these while not necessarily conflicting with one another do duplicate this mechanic as well as the EC/Kerbal (or Resource/Kerbal I guess it is now called). not sure how best to resolve the duplications but you may want to mention this in your OP to warn players of this and the potential it has to cause them problems. I will report later in more detail as I play this career a bit more to let you know how well they get along, and any ideas I may have for resolving conflicts.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Bit Fiddler replied to Pak's topic in KSP1 Mod Releases
CKAN is still pulling the file with the extra folder... maybe just needs more time to update, but just a heads up.- 2,351 replies
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Bit Fiddler replied to Papa_Joe's topic in KSP1 Mod Releases
seems 1.2.5.1 the version file is out of date. KSP-AVC thinks it is still 1.2.5. installed from CKAN -
Downloaded this via CKAN for 1.3 and it causes the game to crash on the load screen. no logs as I am not at home, but removing this mod did solve the problem. that being said it may be a conflict with another mod, not this mod specifically.
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@ZobrAAnot at home so I cant paste it but I will try to remember it now. @PART[*]:HAS[@MODULE[ModuleKerbalHealth]]:NEEDS[[USILifeSupport],[TacLifeSupport]]:FINAL { @MODULE[ModuleKerbalHealth],* { -ecConsumptionPerKerbal } } the needs statement may be wrong. will need to verify the Life support mod names for MM must run :Final to be sure to grab any parts other mods may have added.. and if they are using :Final as well you will need to be sure this one is last by naming the .cfg appropriately. I will have to check this out when I get time to see the exact syntax I used.
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oh yes ART... wrong thread I guess
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Bit Fiddler replied to Papa_Joe's topic in KSP1 Mod Releases
yes my install has something like 400 mods on it. and most of those are part mods obviously. -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Bit Fiddler replied to Papa_Joe's topic in KSP1 Mod Releases
either of those options work. that will make finding the part easy, then I just have the 30 min. load time to restart the game, but that is better than what I do now. I am fine with making my own MM patch, it is just the searching for that part name that makes it really painful sometimes.