Jump to content

Entropius

Members
  • Posts

    240
  • Joined

  • Last visited

Everything posted by Entropius

  1. I've got a question about the RoboStrut grappler. It says there's 3 connection types: Grappler-to-anywhere, grappler-to-target, grappler-to-grappler. It then says each type has a different strength….yet doesn't specify what the strength of each type is. Which one is strongest? Which is weakest?
  2. I'm not sure if having 2 (rather than 1) rotating object counts as a "complex animation", but just in case it's a clue to a solution I'd like to point out RoverDude's ducted fans (in the USI Exploration Pack) are 2 moving parts, rotating in different directions. In the part config, it looks like there's 2 modules with "FSplanePropellerSpinner". And I think B9's single rotating part (that vectors the engine) uses "FSVTOLrotator". Maybe they can be combined? I admittedly grasping at straws, I don't really know how these animations modules work.
  3. Just curious, have you given any thought to adding some VTOL Firespitter action-group abilities to your VTOL engines? Specifically, I'm referring to Toggle Hover, Increase Height, and Decrease Height. Those 3 abilities alone make VTOL piloting much easier to land vertically. Some examples of mods that have incorporated that (besides Firespitter) include B9's VTOL engines and RoverDude's ducted fans in his Exploration Pack. I think those features combined with your VTOL parts would easily make them the best VTOL engines for fixed wing aircraft.
  4. Okay, so there's meant to be 3. Will that apply to telescoping pistons too? (I seem to recall them previously having more than 3). Well in any case, at least I know what's going on and can expect a fix eventually. Thanks! BTW, those new wheels look amazing.
  5. Quick question: Are the ZodiusInfuser model rework parts supposed to have more than 2-scale sizes when used with the IR plugin-rework? I ask because I only see 2 part sizes (1.0 and 0.25).
  6. Okay, so I got the pre-release of version 0.20 installed. And the gantry rail rescales fine (legacy part), but none of the other parts do (ZodiusInfuser rework parts, to be specific). They all go from max size to minimum size, with nothing in-between.
  7. No I haven't. I've googled around for it and checked the first-page of this thread, but I can't seem to find it. Do you have a link?
  8. Does anyone know why my IR parts suddenly seem to not scale properly? They have just 2 sizes, largest and smallest with nothing in-between. And it appears that I do have the latest versions of IR & Tweakscale. Screenshots: http://i.imgur.com/CNxliO8.jpg http://i.imgur.com/dnc8xUp.jpg
  9. When I equip the EVA-propellant tank, it doesn't seem to give my kerbal any more EVA-fuel. How does one do anything useful with it?
  10. Actually I tried running your script and it didn't work either. But the good news is I found out the solution: It should have been written as wait until alt:radar > 50000. print "Cuting throttle". set ship:control:pilotmainthrottle to 0. // Notice it's not mainthrottle, but rather, pilotmainthrottle.
  11. I'd like to be able to launch manually, all the while having a kOS script running while I'm in manual control, and under certain conditions the script overrides the pilot control, killing the throttle, but also leave the throttle down after the script has exited. Is this even possible? It seems that simply calling SET SHIP:CONTROL:MAINTHROTTLE TO 0 can't manage that.
  12. I think you can add KAS support with this config file: @PART[snackpak]:NEEDS[Snacks]{ @attachRules = 0,1,0,1,0 MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 1 attachOnPart = True attachOnEva = False attachOnStatic = False } } @PART[smallsnack]:NEEDS[Snacks]{ @attachRules = 0,1,0,1,0 MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 3 attachOnPart = True attachOnEva = False attachOnStatic = False } } Tell me if I've made any mistakes.
  13. I don't see this mod as being available for download anywhere. Am I just blind and overlooking where it is?
  14. I know I'm responding to a semi-old post, but CKAN runs on my Mac.
  15. Thanks! It's nice to have some confirmation that this works. And I'll be sure to drop the exposed-leg reflection to 0.0 as suggested. I think I missed that because I was copy/pasting from the inflatable heat shield code.
  16. Thanks a bunch for the tips, I THINK I got a working solution. I'm posting it here for others to verify and use. @PART[kaRadialLeg]:AFTER[UmbraSpaceIndustries]:NEEDS[DeadlyReentry] { MODULE { name = ModuleHeatShield direction = 0, 0, 0 // omnidirectional reflective = 0.75 // 75% of heat is ignored (landing legs retracted into pod) conductivity = 0.01 } MODULE { name = ModuleAnimation2Value animationName = KaLegToggle valueModule = ModuleHeatShield valueName = reflective valueCurve { key = 0 0.75 0.0 0.0 // Landing legs retracted key = 0.8 0.1 0.0 0.0 key = 1 0.02 0.0 0.0 // Landing legs exposed } } } Between some quickloaded trials, I got significantly reduced heat on the landing legs that corresponded to me changing the reflective value. So I suspect this is working. If anything notices a mistake with this, I'd appreciate being told, as I'm not particularly versed in making MM configs.
  17. So the radially attached landing legs from Karbonite (kaRadialLeg) retract into a pod. I want that pod to behave like it has omnidirection reflective heat-shielding, but only when the landing leg is retracted. Does anyone know how I can make an MM config that accomplishes this?
  18. I'm seeing a similar error with CKAN. EDIT: Nevermind I guess, updating CKAN itself seems to make it work again.
  19. I dont see Filter Extensions on CKAN. Perhaps it was confused with Editor Extensions?
  20. Based on the description of the "garble", maybe what you're seeing is Z-fighting? I personally doubt the model is the problem since I'd like to think that if old part models were causing new problems, we'd see it happening among more part-mods. And more importantly, why didn't the part simply explode? (rather than causing NullReferenceExceptions and non-working GUI buttons?) I'm fearful that the structural failure may be a symptom of something deeper. But nonetheless, if we don't have the original raw files for creating a part, I'm inclined to say we need a new part model anyway, if for no other reason than ensuring complete control over all parts of kOS. (I've always felt the 2.5 m part should be a bit thinner anyway…) While I'm skeptical that'll be the solution, I hope it will be. A quick-n-dirty way to try this may be to make a MM config that replaces the SCS part model with the stock 2.5 m probe core model. If that works, then keep it that way until we can cook up a new custom model. I'm sure if we put out a call for modelers, somebody will oblige.
  21. I'm attempting to setup all my mods for KSP 0.90. And in the process, I've noticed a glitch that I think might be due to kOS (0.15.4) but I'm not totally certain. I load or quickload a vessel in orbit, and (sometimes) the ship seems to split in 2. A look at the log says there's a structural failure between "CX-4181 Scriptable Control System" and some other part (sometimes a solar panel, sometimes a fuel tank). The ESC menu to go back to the KSC can appear, but often fails to actually do anything when buttons are clicked. And the log seems to have a lot of NullReferenceException spam at some point. Since the kOS Scriptable Control system seems to be the constant in the structural failures that preceded all this, I'm guessing kOS was the cause. Further fueling my suspicion that it's kOS was the fact that when I removed any kOS parts from the craft, I didn't have a single incident. I'm curious if anybody can prove or disprove it though. Logs are available here: https://www.dropbox.com/sh/jlyvawfapoglucz/AACv8Sk52qi1gZmYDqqA7NBKa?dl=0
  22. In version 1.10, the file named "ATM_Override.txt" should actually be "ATM_Override.cfg". If it's a txt, MM won't read it and the icons are blurry again, but I can confirm that renaming the file-extension gets it working perfectly. I must say, this addon is probably the single greatest reason why I've even entertained upgrading to KSP 0.90. Without this, I'd still be lamenting my lack of PartCatalog and stubbornly clinging to KSP 0.25.
×
×
  • Create New...