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NecroBones

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Everything posted by NecroBones

  1. I assume you mean line 9 for that first one. I have these changes ready for the next update. I'll probably push an update out soon, even though all I'm sitting on are "NEEDS" updates for a few different things now. Yep, just hadn't gotten to the previous bug report about that yet, since I was away for the holidays. I'll get a fix out pretty soon.
  2. Heh, glad it worked out. Usually when things are missing, it's just the tech tree not being fully unlocked. Only on rare occasions have we found module manager issues or mod conflicts.
  3. It should be there. FYI- I may not be online much for the next week or two, surrounding the holidays.
  4. Wow yeah, the Nexus is pretty nuts. A diameter of 61m (for the larger one) would certainly be huge. Juno would be cool too. That one would fill a nice historical niche in a (relatively) small size. I'll add these to the wish-list.
  5. It's hard to say. There's a lot of internal voodoo in KSP with regards to the drag model, and how it handles occlusion. I don't have a whole lot of direct control over that, and I sort of abuse the shroud system in ways that the devs never intended. It's highly likely that they don't properly shield things aerodynamically when the engines aren't stacked directly inline. FAR and NEAR shouldn't have that issue since they use their own logic, much of which is voxel based, to figure out what is contained.
  6. Yeah, I would probably make the rover as a subassembly first, rather than try to build it inside.
  7. I'm not sure yet. Right now, with the 7-way adapter for 3.75m engines, with E1 (Emu) engines on it, you get 42 meganewtons (vac) of thrust total, which is more than the actual Saturn V rocket, which would have topped out at around 38 or 39 with its five F-1 engines. So I wasn't in any rush to add something bigger.
  8. Unfortunately it's a stock bug. The plates are part of the tanks, but there's a bug that makes them appear out of position. You can turn off the individual shrouds in the VAB by right-clicking on the tanks when building your vehicle.
  9. Unfortunately it doesn't really work that way. The legs already use a config very similar to the stock legs, but the leg structure and animation is unique to each leg. If you want to try turning off the suspension, and use it as a rigid leg, you could try something like this: (note, it's untested) @PART[LETleg1|LETleg2]:NEEDS[LETech] { !MODULE[ModuleWheelBase] { } !MODULE[ModuleWheelSuspension] { } !MODULE[ModuleWheelDeployment] { } !MODULE[ModuleWheelLock] { } !MODULE[ModuleWheelBogey] { } !MODULE[ModuleWheelBase] { } MODULE { name = ModuleAnimateGeneric animationName = deploy startEventGUIName = Extend Legs endEventGUIName = Retract Legs actionGUIName = Toggle Legs defaultActionGroup = Gear } }
  10. At the moment, it doesn't have the orange textures. I can think about adding more color schemes, of course. I've been using the stock orange texture to do it, and it's getting harder and harder to fit large polygons into that texture, as I go up in size. So I just haven't looked into a good solution for that yet. Nicely done! And well edited too. Sorry I didn't get back to you sooner; I got pretty inundated with work and holiday stuff. Thanks for sharing it here, that is pretty awesome.
  11. Yeah, I keep an eye on it, and keep it available for use.
  12. Sorry for coming in late on the discussion, as I'm not usually online much over the weekend. Thanks everyone for trying to help. But yes, as everyone's been pointing out, the engines in this pack are designed to work with this pack's interstages and tanks. They don't attach inline like the stock tanks. This is by design, as it's more realistic to how the actual rockets work in the real world. I had to make a design choice early on, and favored historically-correct assembly for these rockets.
  13. Actually this was already discussed, and the change is in place for the next update. I haven't pushed it out by itself because it doesn't break anything. It just creates some log spam if you don't have Connected Living Space. Unfortunately it's a stock bug. I don't have a work-around, other than to maybe get rid of the end-cap shrouds on those tanks. I don't know if people still get value out of those or not. It's in the mod's folder, under "Flags". It should show up in game, if you have the mod installed. It's fine for 1.2.1. It didn't need any changes. The AVC version info sets 1.2 as the minimum version, but doesn't set a maximum. CKAN should also have the correct versioning, since it's updated as 1.2.1 on Spacedock.
  14. It's something I've been wanting to look into, but there's some added complexity with it. So I'm not sure when yet. OK, there must be some old numbers still floating around. I had at one point made the LF and OX amounts based on double what their component amounts were for LF+OX, and more recently instead changed them to be equal to the LF+OX total. I may have missed a few cases. I'll have to look for that.
  15. I think as time has gone on, these have become less and less useful. They probably don't need any recompile, but they're also probably not getting much use anymore.
  16. Yep, should be fine. I only updated the mods that needed specific changes. There's a lot of strange stuff going on with landing legs since they were revised in KSP. Unfortunately it's not clear how to make them work 100% the way we want. It's one of those things that may require some on-going effort to tune them. Sadly. What I did on the spikey SpaceY legs is that I removed the suspension, and so they deploy rigidly. I could always do that with these too, but I would hate to lose those shock absorbers.
  17. Those are cases where a texture is being assigned from a different folder. Double-check that the mod is installed in the correct place, and you didn't remove or rename any folders. You can also try deleting the mod and reinstalling it from a fresh copy.
  18. Yeah, it's a known stock bug. That's really the only fix we have for now, I think.
  19. @blowfish, any thoughts on this? Is it just a layer setting or something?
  20. Wait, did something change with this? I didn't do anything special/unusual with the lights. Did they mess with layers or something?
  21. Yeah, it might need some custom code then, for toggling the intake on/off.
  22. It should be possible to customize how your parts function with mod code, yes. I don't have any repo information since I don't code for KSP mods (I just make parts), but someone else here might be able to help on that one.
  23. OK, to get the animation from Unity into KSP, you'll need to make sure it's a Legacy animation in Unity. Give it a meaningful name, since you'll need to put the name into the KSP part's CFG file. You will of course have to export the part using Part Tools to make a "mu" model file for KSP. The simplest way to make a functioning animation in KSP, is to use ModuleAnimateGeneric. The "animationName" variable is where you assign the animation name that you made in Unity. Everything else in the module can be set to your preference. Example: MODULE { name = ModuleAnimateGeneric animationName = doors startEventGUIName = Close Doors endEventGUIName = Open Doors actionGUIName = Toggle Bay Doors allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true } I'm not sure if there's a simple way to make an air intake activate and deactivate with the animation. One possibility is to create independent colliders for those doors, and put the intake transform behind them, so that when the doors are closed, the intake transform is blocked. I don't know if this works or not, with the colliders in the same KSP part. But it's worth trying. Engine thrust transforms can be blocked by collider meshes in the same part, so I'd imagine that intakes can function the same way.
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