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Everything posted by Bit Fiddler
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Bit Fiddler replied to ferram4's topic in KSP1 Mod Releases
so seeing this thread now with people talking about how 1.2 broke their stations and such, but KJR fixed them.... I just have to ask, if it is not too long and painful of an explanation, how does KJR differ from the new stock tweaks? other than the gradual application of gravity I mean, that part is obvious. what I mean is how does the joint strength differ from the 2 new options. I have always used KJR, but I assumed these new options in 1.2 would make it somewhat redundant. but I guess not from seeing the posts in this thread, as they cant all be from the gradual gravity bit can they?- 2,647 replies
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hmm I do not see the battery type in the list. is it a default type or do I need to do something different to use it? I know i have the newest version as the edit tank function we talked about is here...
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
Bit Fiddler replied to shaw's topic in KSP1 Mod Releases
oh well no big deal. it was jst the OCD... but a new idea I had for the heads... could the heads folder be separated into male and female folders so the random kerbals will pick the right textures easier? -
on the topic of Kerbinside I really hope they make atleast an airstrip at each of the radio relays around Kerbin that the new not-remote tech-system uses. EDIT: It has come to my attention that the stock WP system in 1.2 has been revamped such that mods like this one can easily use the Stock WP rather than their own internal WP database. would this be possible for you to convert your WP system to use this new setup? thus every mod that uses a WP can share the same set of points.
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[1.9.x] QuizTech Aero Pack Continued
Bit Fiddler replied to linuxgurugamer's topic in KSP1 Mod Releases
I hope so... while new versions fixing bugs or adding in new things is great, it makes my modded install of KSP impossible to play seriously. as I see the new version and say "Oh I must have that change in my game" so I delete all the mods and port my save game over. which of course destroys all my ships, and I am basically starting over until the mods catch up again. And of course there is always one that never gets updated. "Yay for Linuxgurugamer" ... keep resurrecting all the old mods that we miss having.... so yes a year or so of buggy SPH/VAB menus I can live with. if I can actually get a mission to Valentine and colonize there I will be happy. -
oh hey another 15 seconds of fame... I forget what mod it was now. but someone else credited me in an update the other day.
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. ok lol now off to see if I can break this one...
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
Bit Fiddler replied to shaw's topic in KSP1 Mod Releases
but this replaces it for EVERY suit that does not have a specific one yes? maybe I did not say what I mean very clearly. I have many suit mods most of them include 5 or 10 suits. so every mod is adding in 5 or 10 normal maps. is there a way to make each set of suits use one normal map, that will be different from the normal map in another mod's set of suits. this would prevent me loading something like 50 normal maps when I could load 10. hope this makes more sense. -
what is the glide slope defined for this mod? I use the PAPI mod and have it set to 3 but it tells me I am coming in too high with this mod. I would like to either set the PAPI mod to match this glide slope, or even better have a way to edit the glide slope for this mod. also when I hit the heading hold button it makes my plane bank and then hold this bank forever, passing right by my desired heading over and over again. it is like the heading button and the bank button are doing the same function. and lastly could you integrate the WP list for this mod with Waypoint manager? so the 2 are interchangeable? or at least export your list to WPM so they will show up on the map.
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well since you are actively updating this mod as well. I have a request on this one as well. I would like a cargo ramp tail like this MK3 version but designed to match this "Goose" cockpit and passenger part. as well as a plain "Structural part" as in no details, no windows, just a hollow tube but with the texture and the black stripe and "flag" on it. lol and while I am at it the "snoopy" nose as well. could we get the texture on it so the black stripe will run the full length of the aircraft? also do you have the specs on that "flag"? what sort of flag would I need to make to have it fit on the side of the fuselage correctly?
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[1.9.x] QuizTech Aero Pack Continued
Bit Fiddler replied to linuxgurugamer's topic in KSP1 Mod Releases
sweet. I am using it now in the "broken state" so an update will be great lol things like wings not providing lift etc. but since it was not released for 1.2 I have just been dealing with it. I will wait to see how the ducted fan will work for my project and then re attack if needed. -
I am no MM syntax expert so this may need a tweak or 2... But this should find all parts that carry crew, and add in an ejector with the number of uses set to the part's crew capacity... however be warned it does not work. in the VAB/SPH you will indeed see all parts that carry crew say they have an ejection module, with the correct number of uses. but when you launch the generally krakenish behavior ensues. I assume this is due to the way the plugin is written. it expects the ejection module to be "attached" to a part with the crew, not be "in" the part with the crew. As I said, assuming here, Lunuxgamer would have to speak to this point. @PART[*]:HAS[#CrewCapacity[>0]]:NEEDS[VanguardTechnologies]:Final { // add the module in %MODULE[ModuleKrEjectPilot] { %name = ModuleKrEjectPilot %ejectionForce = 100 %baseCost = 666 %baseMass = 0.1 //sets "maxUses" to the parts "CrewCapacity" %maxUses = #$../CrewCapacity$ // Following are the values for the packed parachute //how much drag it has when fully deployed %deployedDrag = 30 //minimum air pressure for deployment %minAirPressureToOpen = 0.04 //x and y scale for when in semi mode... so the actual parachute area in semi mode is semiDeployedFraction^2 %semiDeployedFraction = 0.25 //thought it would be nice if the chute was higher in semi mode %semiDeployedHeight = 1.25 //time in seconds it takes to deploy, or to go from semi to full mode %deployTime = 0.33 %Soundfile = VanguardTechnologies/Sounds/ejectionSound %Volume = 1 } }
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
Bit Fiddler replied to shaw's topic in KSP1 Mod Releases
I have been looking around and see many people mention you can save memory by "reusing" normal maps. I have basically every suit mod I can find installed and so I have a pile of normal maps building up. how do I go about removing all the normal maps so they all share a single one? well assuming their normal maps are identical... if not I would assume if a normal map is in the directory with the texture it will be used instead of said shared normal map? -
[1.9.x] QuizTech Aero Pack Continued
Bit Fiddler replied to linuxgurugamer's topic in KSP1 Mod Releases
small request for a small engine... I need a ducted fan engine that is powered by only EC, just like the RCS blocks. and by small I mean .3M or what ever that small hull size is. the engine needs to run in any atmosphere no need for oxygen. and be powered by only EC, and generate more thrust that the existing electric propellers. if I recall these propellers do around 75 to 80 so if this ducted fan could do something like 100 to 120... but not so powerful it becomes a real "jet"... I guess the thrust numbers and the power curve etc. would have to be fine tuned to make it fill the gap between the EC propellers, and the smallest jets. the model is unimportant, can just reuse one of the stock intake models or something... I really just need a part file as the one I have been trying to make does not work. but I see that this mod as well as USI and others do have engines that work on EC and "atmosphere", so I know it is possible -
ok.. I suggest a new strategy.. Let the wookie win. or just split the difference and go with 2 and forget about it. if anybody complains tell them to edit their config. or ask Rover Dude what maybe he is unaware of the issue.
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USI.. 1) it is the biggest. 2)it is the mod I use 3)make a MM patch that will change it if people want it or do not have USI installed. basically start off with the biggest one then make a MM patch that will progressively go down the list checking what is installed. so: no USI = use cryotanks-> no cryotanks = use CRP -> no CRP = use some default value (which could be anything really). this way people will have the volume they expect and will not have to edit files.
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what ever.... it is in the part list now... that Is all I care about. lol cant survive without my runabout made from the Bonny. EDIT: well it is missing again... I think something else must be causing it to vanish. as nothing was changed about the part itself from when it was working to now. so I am at a loss as to why this part keeps vanishing.
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I am not sure if the part I am looking for was part of SXT... but there was a "tail section" that matched up to the "Bonny" cockpit very nicely. I cant find this part now. I may be blind and it is lost in the part spam in my list, but I cant find it anywhere. the question is if it came from SXT, is it still here? EDIT: ok did some digging, and this part is from SXT and should be in the "Aero" group, but for some reason it is not. I looked at the .cfg for it and it was all run together with no white space, so I edited this file and made it all look nice and properly formatted. However I still do not see it in game.
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no it actually adds the "turbine" inline with the engine it is all part of stock KSP but they decided to remove it after people complained about if they angle their engines for VTOL the turbine would poke up above the fuselage.... the mod itself is just a mm patch to make those parts visible again. I found it however...
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Small request. could you make a small jet engine that uses intake atmosphere and EC for propellant same as the RCS ports? I am looking at making very small craft and need a .375M (or what ever that size is) jet engine that is just a ducted fan. so EC and intake air, with no need for oxygen. can just reuse a model from some other part scaled down to the size. no need for anything fancy, I just cant seem to get the frankenbeast I tried to make to actually work. the point is the craft is so small that it can't deal with the weight of fuel and fuel tanks etc. it needs to just use an electric ducted fan for thrust. I have used electric propellers for this in the past, but I wanted something a bit faster, so a nice ducted fan engine would be sweet.
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I know this is not really the place to ask... but does anybody remember how to get the KSP jet engines that had the turbines attached to them? there was a mod once that brought them back as additional parts leaving the standard ones in place.
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[1.2/1.3] Real Scale Sea Dragon 0.3.4 (2016-07-12)
Bit Fiddler replied to NecroBones's topic in KSP1 Mod Releases
When this is finished will you make a Kerbal scale version of it? -
the command pod in the VAB/SPH will have a small blurb on their description saying it has TCA installed... so far I have not found one that does not. but I have not gone looking really. oh and TCA does have a toolbar icon for default KSP toolbar