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Everything posted by AlphaAsh
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By popular request... erm, a single PM... here's six prebuilt .craft using only stock and R&R parts. Click on the big pic to download.
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@Justin 1 - You can't launch from all statics. Try a different object that you can launch from. Use one from KerbinSide, or Divico's launchsite or whatever, off-planet. I'm just trying to eliminate the actual object you're using being the cause of your woes. 2 - Sometimes that variable is purposefully set to "", for reasons. So seeing that is not unexpected and not indicative of an error.
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Launchsite statics Justin. The reason I asked is because this sounds like an issue with the origin and/or spawn transform of the one you're using on Duna. EDIT- That's intended. It's part of my debugging and correct behaviour. Any error handling I do will have 'ERROR' or 'EXCEPTION' in any debug message related to it.
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Useful stuff thank you. Wife and I are knackered from trying to track this one down and it's looking like recovery does something... unusual to the 'active' state of statics. We have some theories which we hope to pursue tomorrow. For now... time for some zzzzs. Thanks guys for being patient on this - it's proving trickier than I expected to crack but I'll get this bugger, yes I will
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Nah. I am unflustered and unbothered. The only person I compete with is me If anything, you'll just end up having to be the guru. With great power and all that
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Reproduce the issue, and then yes please. ksp.log is all I need. KSP can sometimes be slow to flush to the log, so after reproducing the error just exit to main menu and shut the game down. Then grab that ksp.log. Cheers. In a launch static's instance you want: Category = whatever Where whatever can be RocketPad, Helipad, Runway or Other. Default is Other. So Category = RocketPad would mean that the new filter will know that this belongs under RocketPads.
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No longer needing mod lists. It was a red herring. @Justin Your log helped find the actual bug. It is now squashed and the fix should be released in the next version. I'll get it pulled into KK asap. EDIT - The bizarre behaviour on off-world launch sites can be explained thusly: 1 - When you first launch your vessel the vessel is actually being spawned before the launch site platform. 2 - It may or may not float in a lower gravity for a bit. KK may just try and plop it on the planet's surface. 3 - KK then actually activates/spawns the launch site object. 4 - Your vessel might float down on to the platform and wobble, or 'pop' on to the top of the launch platform if you're lucky. 5 - More likely the spawned vessel and the spawned launch site now occupy some of the same space. KSP physics does its thang and BOOM.
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1 khorsepower could be the power generated by a 1000 horse-sized khorses. Or one dinosaur-sized khorse. Sup to you. In other words... it doesn't matter.
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I usually don't have a lot of time to guru but if you put in the initial leg-work and survive, I'm always happy to guru then. Also make good use of the Modelling and Texturing Discussion forum. That's where I got help transfering some very old skills to KSP and Unity. nli2work is a particularly awesome guy in there who jumps any chance he gets to help.
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1m x 0.5m. Depth varies. The standard depths I try and stick to are 0.15m, 0.75m and 1.5m. EDIT - I let the RescaleFactor default (which is 1.25), so technically they're 125% of that in KSP. If you're a modder, you know what I'm waffling on about anyway
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All of KSP's wheels need to be attached with a particular axis pointing up. This isn't a bug in R&R. The top of the 'T' of the placeholder wheels needs to be at the top where it connects.
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A few pointers: Most of the pods have a built in khorsepower generator (aka combustion engine) so for the most part you shouldn't need the radial engine. It depends on how much khorsepower the wheels need. The more wheels, the more khorsepower you'll need to generate. The radial engine does make a vehicle look meaner though. Petrol consumption is very slow so unless you plan to have something on the road for a while, you probably won't need many inline petrol tanks either. All the pods have a small petrol tank too. There's a radial petrol tank available in KAP Pack 1 if you prefer. The engines do need intake air as well as petrol and the van and truck have an integrated air intake. The hood is a specialised part best used on anything built with the Runabout if you want to give the front a proper slope. Shout if you need some other particular pointer.
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I keep catching mentions of there being something up with TGA loading in 0.25. I haven't tracked back the source of the reports yet as I'm keen to find out where they originate. I have seen some TGA loading issues with Lack's KSC++ but not with anything else yet. His texture atlases aren't particularly large for that, so I don't think TGA size is a factor. Yet on my install, it's KSC++ that consistently has problems. I've seen no other loading issues. Not that that means the issue is with KSC++ specifically. Rovers & Roadsters textures are tiny so even if something b0rks it shouldn't mean a significant increase in the memory footprint. OWK, if you actually see a loading issue with R&R's textures, could you grab a screenie for me? I'm wary of switching to PNGs as they tend to have a slightly bigger footprint than fully compressed TGAs. And I'm unlikely to go with mbms as that makes things difficult for anyone wanting to re-skin my parts. It introduces a step I'd rather they didn't have to bother with.
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Also taking suggestions on parts for the project. A few things already planned: Passenger compartment (for making buses, coaches and so forth). Open-top sports pod (possibly with retractable roof) that will work like the stock external seat. Jeep pod, works like the external seat. Mobile labs of various kinds - geological surveying and weather monitoring are a couple I have in mind.
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New version 0.3 is up on KerbalStuff. Find the link in the OP. More to come soon. Changelog: New Parts 1x05 to 125 and 1x05 to 250 radial adapters for making fuel tankers. Spoiler: An extremely poor SAS for 1x05 based ground vehicles, but it does makes eveything look cooler. 1x05 'Van-cab' Pod. It's a pod for vans. Two new 1x05 arches: Sports and Extended Sports. 1x05 Sports Intake: A sportier intake to put on the nose of 1x05 ground vehicles. 1x05 Boot: Open-top box, for chucking stuff in. 1x05 Hood: Use with the Runabout pod to make it look a bit smarter. Two 1x05 compatible trailers: 2x1m and 2x3m. Plenty of nodes on the bed. Trailer Riser compatible with the 2x3 trailer. Use as a radial converter or just ends. Trailer Sides for the 2x3 trailer. Trailer Sides with Roof for the 2x3 trailer. Trailer Ramp for the 2x3 trailer. Other Changes breakingTorque and breakingForce buffs so parts don't bend and then snap so much. Crash tolerance nerfs so parts aren't actually invulnerable to impacts. A few cost tweaks and tech requirement changes. Minor scale tweaks to placeholder wheels so they fit better with the various arches.
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I'm just putting a release together now, so it should be available later today.
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I've been poking around the API to see if it might be possible to change that with a plugin. I've some ideas but for the moment the only thing to do is cancel a strategy then pay for it again for the higher commitment. I'd rather see being able to change commitment as a stock feature eventually. Yeah I've had mixed feelings about the balance on that when play-testing. I'll test out some more tweaks on it. It nearly didn't make the cut at all until I gave it that vulture icon, then every other possibility for the slot got cut (my design spec was three per department and I had dozens of ideas to test through) Thanks for the awesome feedback. Very useful sir.
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Have you found yourself using any strategies in particular at different stages of your career OWK, or do you find yourself sticking with certain ones and upping the commitment to them? And which ones are you using? Hope you don't mind the short questionnaire
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Let me have some feedback on balance when you've tried them out for a bit Javster. It's tricky to determine if something is OP or UP when the only play-testing reporting I have to go on is my own
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