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KSP2 Release Notes
Everything posted by Bit Fiddler
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Both... This first one the button is just a purple square.. While this one is overlying another button on the KSP toolbar area.
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[WIP] Loading textures only as required
Bit Fiddler replied to Faark's topic in KSP1 Mod Development
could you implement KSP-AVC support so we will know when this gets updated? -
Since "hidden" parts must still load textures etc. to keep old ships from breaking they are still using memory. what I am looking for is if MM can somehow interrupt the loading of these hidden parts and get them to just not load at all. something that checks for the hidden flag and then maybe deletes all lines from the .cfg. or maybe just the "PART" line... I do not know what or how it would work, so hoping someone here may have an idea.
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do you plan to put in a full RPM internal? i vote yes.
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yep. I will just remake the hydrogen and kethane tanks. and maybe see about the universal tank idea with switching skins etc. EDIT: so after doing a bit of work with this I find many of the parts still use "hydrogen" so it has not been removed from the resources, the red tank was just removed? and secondly why do the atmosphere processors use "IntakeATM" rather than the basic "IntakeAir"? and thirdly(?) the green leaf icons for the button in flight are not on the "toolbar" mod's tool bar, but rather it seems to over lay on the KSP tool bar. I prefer it to be on the "toolbar" mod. however if you want KSP tool bar that is fine but the problem is that it sits on top of another mod's button.
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another idea... not sure if this would help with memory foot print or just be the same, but what about making your various tanks all be one part. then use the same idea as the modular fuels etc. where we select the contents. and similar to procedural tanks select a texture. and also similar to tweakscale to select a size which will update the tank volume for us. I guess I could probably make a mod myself to do all this... I have made the radial tanks with a kethane skin for previous versions of biomass so I have the texture already for that. and in looking at this I notice you removed the Hydrogen tank. I know it is just monopropellant. But I liked the red tank for aesthetics and have used it many places. these are now broken as the hydrogen tank is gone. so I will have to remake them and the kethane tanks anyway.
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Bit Fiddler replied to DYJ's topic in KSP1 Mod Releases
I have an issue with the control surfaces. if I make a wing and setup control surfaces on it then I mirror the wing to the other side the control surface does not mirror correctly. it will have the tip and root swapped. thus if I have a control surface where I tweak the tip and root thikness to different values the other wing will have them reversed. Secondly on the P4 wing there is an option to have the "flaps" enabled or disabled. removing them for a spot to put control surfaces is nice, but why not just make this "flap" be a control surface? thus the control surface will automatically be placed correctly and have all the proper scaling etc. to make it match up with the wing. -
cool. I have been in love with this mod since I first started playing KSP and found TAC and Biomass. but I have yet to get it to work. so I keep hoping and come back to read the forum now and then to check on progress. I really want a "fuel maker" but di not want some cheat type of item to just make it. I wanted to have some realistic method to do this along with water purifiers carbon extractors etc. So this mod has been one of my must have mods all along. lol I have made every station I build have the parts even though I have yet to get one to actually produce fuels. no worries however. my craft designs are based on aesthetics rather than functionality for the most part. so I am not worried because "I'll be too busy looking good." and your parts help imensly. they have just the right amount of "hi-tech" yet simple Kerbalish designs.
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[1.12.x] LCD - Launch CountDown v1.8.0 [23 Oct 2019]
Bit Fiddler replied to Athlonic's topic in KSP1 Mod Releases
I installed this mod again after I saw you kerbalized the audio... that English audio killed the mod for me. so thanks for that. However the new kerbalized audio does not seem to fit the audio in chatterer. Did you make the audio for chatterer? or did you just have to try and approximate the process for you audio? the reason I ask is I love the audio for chatterer and was slightly disappointed in this one. do not get me wrong I do not plan to uninstall it again, as the audio is fine for now, but I am just putting in my vote for another pass at a kerbalized countdown audio -
So am I understanding correctly you have written your own conversion .dll and no longer rely on Kethane? and if not what about the open resource system? I as reading up on it the other day and it reminded me of you guys. a recall you were looking for a new resource management system. it may fit the bill, and if not I am sure they would work with you to make it do what you need. also have you looked into KSP-AVC? if you include support for it that would be swell as it will keep us informed of new updates right away.
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Sorry unless you went back to the beginning of this issue many pages back, you are probably not following the conversation. what I need is the coordinates for a node_stack_bottom so this thing will snap to a stack node. this has all the values at zero so even if I try to use it this way the snap node will be the center of the part, not the "attach surface". so I need the x,y,z offsets to pull the node to the proper place, and the rotation values so the part will snap in with the "forward arrow" pointing "forward" I could do this with trial and error. move the node a bit, load the game and check it, quit the game and move the node a bit more, repeat. but this would take several hours. so if the actual values for the node_stack_bottom are indeed known, that will make this much easier. and if I am not mistaken, if you leave node size off the list, it defaults to 1 any way. but again, this is not the problem. the location of the node is the issue.
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I just tried this fix you mentioned a while back... but the problem is there is no node_attach, and the node_stack looks like this... PART ... name = FScopterRotorMainElectric ... node_stack_top = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0 ... attachRules = 1,1,1,1,1 ... } I guess I could just mess with it a bit until I get a node in the correct spot. But if you happen to have this info handy that would be swell. Also I notice the rotor provides max lift even with the blades retracted. is this a bug, or a limitation of the mod? Amd a second question... it seems to me mechjeb has no idea how to fly a helicopter... is this true? or do I need to fix my setup somehow?
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when I click the DL link this is what I get... Sorry, you can't view or download this file at this time. Too many users have viewed or downloaded this file recently. Please try accessing the file again later. If the file you are trying to access is particularly large or is shared with many people, it may take up to 24 hours to be able to view or download the file. If you still can't access a file after 24 hours, contact your domain administrator.
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something strange has happened. initially this mod functioned fine. now however the drop list on the loading screen to show all installed mods no longer functions. the list button is there, but if I click on it the list does not appear. a small graphical change does occur like it is trying to display the list but that is all. any ideas what might cause this? what mods I may have installed that broke it etc.
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Your download server has exploding in a fiery cataclysm and we want you to mount an expedition to correct this behavior.
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Any chance we can get an IVA and/or hatch on the manned pod? I really want to make some escape pods for my orbital station from these. but I need to be able to transfer crew to them. An actual airlock system would be great as well if that guy who mentioned he was working on connectors and separators etc. wanted to run with that as well. or even make the existing rack just have crew transfer ability. Also KSP-AVC support would be nice.
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Any ideas what causes this?
Bit Fiddler replied to Bit Fiddler's topic in KSP1 Gameplay Questions and Tutorials
again you are ALL MISSING THE POINT. this video was just made to quickly demonstrate the breakdown. the plane breaks down under most any maneuver at any speed and any altitude. it will break apart like this at 20km altitude under mach 1 if I pitch up by 10 degrees or so. I am not here talking about aircraft physics in a purely fictional world where reality has no bearing. I am here asking what caused this behavior and how to stop it. which I have received an answer for. in my experience KSP flight physics are far from ideal, but with some recent mods I loaded FAR was required, and now if that is indeed the culprit ( I have not tested this yet) then I have received an answer for how to disable that behavior. I am closing this thread as I have no wish to argue flight physics for a game with people who do not listen, and just fixate on the one video. I just wanted to know what was causing it, and how to fix it. This video was not made to show any perceived lack of reality, or to questions the FAR mods implementation of physics. it was just to demonstrate what I meant by the aircraft disintegrating. And thanks to Jovus, the only one who read and understood the question, I have my answer. No offence to the rest of you, but I was not asking about physics, just a game anomaly that cropped up recently. So talking of rudders and yaw etc., and missing the point entirely that the plane breaks up if I exceed something like 5 degrees from prograde at any speed or altitude, is a pointless discussion. the point is "I DO NOT WANT THIS BEHAVIOR. HOW DO I GET RID OF IT." Thanks again Jovus for your help. -
Any ideas what causes this?
Bit Fiddler replied to Bit Fiddler's topic in KSP1 Gameplay Questions and Tutorials
ah this is what I need. thanks a bunch. I am going to try to find a flight profile for this thing that works but if not ill just turn off structural failures. as the this thing is sapping the fun out of the game. I am tempted to forget SSTO space planes, and just go back to capsules and parachutes. -
Any ideas what causes this?
Bit Fiddler replied to Bit Fiddler's topic in KSP1 Gameplay Questions and Tutorials
well this video was just to demonstrate the point. this happens at all altitudes, and all speeds, doing any maneuver. I can just be cruising level and pitch up to 10 or 15 degrees while traveling around 300m/s at something like 15 to 20km altitude and the same thing happens. And forget re-entry, which is where I noticed the problem the first time. if I am at a 100Km orbit I turn prograde burn till I have about 1/4 of an orbit till splash down. then turn prograde again. I pass 70km at around mach 7 and pop a drogue chute. I slow down and dump the chute near 30KM and then it starts to disintegrate. I have yet to renter without exploding. it will not withstand any reentry I have been able to try yet. so again all realism aside. will switching to NEAR give my other mods what they need, while making this issue less dramatic? -
Any ideas what causes this?
Bit Fiddler replied to Bit Fiddler's topic in KSP1 Gameplay Questions and Tutorials
well not to argue aircraft physics, but the roll may have been at 22, but the difference from prograde is the key, and it was not that far off. the aerodynamic forces are based on the angle of the body compared to the angle of motion. However this is not the point the point is how to keep it from happening. realistic or not. If it is caused by FAR, will switching to NEAR fix the issue while still providing other mods that require FAR the things they need. -
Any ideas what causes this?
Bit Fiddler replied to Bit Fiddler's topic in KSP1 Gameplay Questions and Tutorials
maximum mach in that video is around .7 and the turn was less than 10 deg. from Prograde. probably more like 5 degrees. If I have a mod installed that requires FAR to run, and I delete it and run NEAR instead will this work? will NEAR give the mods what they need?