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Taverius

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Everything posted by Taverius

  1. We're going over the configs one last time and such, so depending on how fast we finish and Squad gets 0.20.2 out, yeah, as soon as its out. Please try to remember we a) don't get paid for this (bac9 gets paid to do other stuff for Squad) and we have to like, sleep and eat occasionally
  2. You're not seeing it like we are because 3.0 is ~2.5x the size of 2.5. With KSP + B9 3.0, 0.20.0 will use 1.9 Gb at load, and 0.20.1 will use 3.1Gb. Firespitter, which also uses .png textures, is similarly affected.
  3. It will load fine in 0.20.1, but it will use waaaaaay more memory than it should, so depending on how many other mods you are running and what textures they use you might crash on load from lack of memory. You can always backup your steam KSP directory and try it out. If it crashes for you, go back 0.20.0. Squad is aware of the issue, so hopefully we'll have a fix soon. Until then, we've decided not to release 3.0, as loading JUST 3.0 would crash KSP on a 32-bit machine running 0.20.1. Don't worry, we won't spend the time partying like the patricians we are, we'll spend it making 3.0 better. ... whoops, gotta go, the gladiators are here.
  4. Nope. You've just found out why nobody does wings with fuel in them. It breaks fuel flow. The other being that since wings are very light, adding fuel to them multiples the drag they do by large factors. No bug here, merely how KSP works and LF is defined as a resource. There is a long-standing bug in KSP which makes symmetry copies of a surface-attached part flex less, and snap first under forces. In order to minimize the amount of struts you need to make your plane fly somewhat straight instead of always turn to one side, the connection strength formula is somewhat generous. The connection forced are easy to modify: public float connectionFactor = 150f public float connectionMinimum = 50f connectionFactor is the number by which square root of the lift of a pWing, and its child parts which are also pWings, is multiplied. connectionMinimum should be obvious, its just a floor we apply so that if you make very small wings they will not move by meters under the influence of the smallest force, as they are wont to do. Small wings in KSP do not have set connection force values and use the default value, so if you set the minimum to 0 you will have very strange results with very small wings, where they move from their position by multiples of their dimensions without snapping off.
  5. You might want to go back to 0.20.0. There's a bug in 0.20.1 that causes png textures to need 4x as much memory as they did in 0.19.x and 0.20.0, and B9 (like most mods made since 0.18 part tools came out) is all png.
  6. This looks awesome! I tried using it for v3.0 of the B9 pack, as I had a use for a smart generator, but even when compiled with the 0.20 references I couldn't get it work. It would be awesome if you post an updated version that works in 0.20.1
  7. Unless KSP has some way for you to use the inbuilt meshes and textures used for the indicators, you'd have to load a custom mesh or two yourself and put in the scene. Simple GL lines is certainly easier.
  8. DYJ started work with control surfaces, but there's some issues with pesky symmetry copies, so it might be a ways off
  9. To quote r4m0n about the DR code: "Beware, therein lies madness". 0.20 also broke it utterly
  10. COMOffset offsets the centre of mass (CoM) of a part. It annoys both me an bac9 that wings in KSP have their centre of mass at the wing root, so were using it to move it to roughly where it should be, but apparently KSP can't deal with wings with the weight where it should be
  11. Some people report less wing-explodey when the COMOffset lines in the wings are commented out. Its reduced them here, and so we've disabled it for the next release, though its still possible to create things that explode on warp or flight restart. This is also true in stock. Either way, try it out.\ As far as the cockpits, try double-clicking a window
  12. Neat! I'm not gonna change that in the pack though, that will have to wait for Tweakables, whenever that is. No idea why it wouldn't work for the default size one. Its all there, but because of the broken features in 0.20's database system I can't make them sort right after the stock parts until that's all fixed. You'll find them at the end of the Propulsion and Structural tabs. Well, I could, but I would have to add the models to the Squad directories, and I don't want to do that. That should all be fixed/possible in 0.20.1, hopefully. In other news, 1.4.1 is out. Small update, just fixing the small airscoop attach node and and rebasing the extra files for TouhouTorpedo's updated Mk4 and Mk3 packs.
  13. Ah! If forgot scale = 1. I'll check all the parts tomorrow and post an update
  14. I just put it in Gamedata/MuMechLib/Plugins and it works fine? Try it out.
  15. MuMechLib works fine, mostly. Its just DR that got utterly destroyed by 0.20. Everything else I have runs no problem ... hullcam, MJ1, etc.
  16. 1.4 is out with stuff that was previously in pack I'd made with DYJ - a UAV core and some very small jets - yet another refinement of the wing stats, and a couple of other things.
  17. Snjo, I noticed FSanimateGeneric doesn't override the autoplay tag of an animation like the stock one does. Is this intentional? Also, the action group editor deploy toggle window gets very confused when there's more than one FSanimateGeneric module on the part, like on the B9 Crew Cabins.
  18. Won't be tonight. Snjo was kind enough to make a ModuleAnimateGeneric substitute for us with extra features, now I have to apply it to all parts that use ModuleAnimateGeneric in B9 (a lot) You can see more about the features here: http://forum.kerbalspaceprogram.com/showthread.php/24551-Firespitter-propeller-plane-and-helicopter-parts-v5-0-%28May-25th%29-for-KSP-0-20-0?p=393953&viewfull=1#post393953
  19. Its supposed to be a subsonic cargo plane, so that's kind of by design. In 2-6 its going to have even more takeoff thrust, even better fuel efficiency, and be even more limited in speed and operational ceiling.
  20. That's a somewhat known bug with symmetry and resources. Do check if it already exists on the bug tracker.
  21. I'll investigate if our formula has a bug that makes it generate a value that's too low, but its designed to stay around the values used in stock, and that's unlikely to change. If you want realistic wings, you should be using FAR. Not that pWings supports FAR properly right now.
  22. Its possible that there's a bug with our lift calculations, but there will be variances anyhow. pWings uses a formula based on actual aerodynamics (simplified somewhat) to generate its lift value, while the stock wings used the creator's eyeballed guess and often have nonsensical values. I'm not going to change that, as it lets you replicate actual wing shapes and have them behave roughly the same.
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