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al.bebop

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    Bottle Rocketeer
  1. Sorry I forgot about this post! I just tried to recreate the issue in sandbox mode with all stock parts except P-wings, and I didn't get the "wings falling off but not actually breaking" bug I reported; there must be an interaction with other parts from another mod or something. If I get it to happen in my career mode again I'll let you know, but due to another similar issue (with a craft NOT using p-wings anywhere as best as I can recall) I'm pretty sure I was mistaken in originally assuming the issue was with p-wings. Thanks anyway!
  2. Hey gang, I'm getting some strange behavior with P-wings on saved craft; I suspect it's an interaction with another mod likely causing it, but wonder if anyone can suggest how to proceed with diagnosing the issue accurately. All wing behavior seems to be correct with few exceptions, except that I get structural failures between the wing and the rest of the craft (the wings just fall off), however this happens ONLY after saving my game with a craft in flight, closing KSP and coming back to it later. Upon loading the craft, the wings just fall off! This will happen even in a vacuum, as I just tested it with a spaceplane on a sub-orbital path at 75km altitude. I'll try to test this under more scenarios to make certain no other wings are affected, but I know for a fact that the stock advanced canards remain attached while the procedural wings detach. Also worth noting is that when I pull up the log using F3, there is no "structural failure" message unless I quickload a craft which is in the atmosphere. If I have it in orbit or sitting on the runway the wings will just fall off, and I note that the game appears to think they are still part of the craft since the view zooms out to try and maintain the center of mass in the middle of the screen. Let me know if screenshots, log or other testing is needed! My first suspicion lies with Deadly Reentry, wondering if anyone else here is using DR with P-Wings?
  3. Anyone else seeing a size issue with the argon tanks? The nodes are in the correct spots but the model itself is scaled down to about .625m size. Is it possibly my install is messed up or is it maybe something in the .cfg?
  4. Thanks so much for the continued replies, you guys are awesome! If I understand you right Michael, I think my problem was trying to use the "override" in the function declaration; I guess the "override" function is only for adding to the base game functions? Sorry if I'm messing up the terminology here, and thanks again for the insight into C#! I hope to get back to seriously studying it for the purposes of mod-making soon!
  5. Just FYI, seems like this is running fine in .25 for me.
  6. Signing off in support of the much-maligned hexcan, I think it's a dandy of a model! Out of curiosity for those who don't like how it looks, is it the texture or the model that's the problem? I.e., is it the shape or the paintjob that you don't like?
  7. Huzzah! That's just aces, thanks Fractal! I'm off to launch some IR telescopes then!
  8. Hey all, not sure if this is still the case, but last I knew the IR telescope science was broken; though the alternate "hard-mode" experiment where you take it way out past Eeloo orbit I think may still work? Correct me if I missed an update in the change-log!
  9. Thanks again! If you happen to check back here and see this; are you able to confirm what cases not setting the "convex" to active will break things? I probably shouldn't be monkeying around with it since everyone seems to say the same as you, but I've found it doesn't always seem to cause problems when I don't do this; though I'll grant none of my parts have been really rigorously tested, just enough to make sure nothing explodes on the launchpad or on its way to orbit.
  10. Thanks to both of you for the continued discussion! I particularly appreciate the info regarding collision meshes; I think I was able to use a low-poly version of the model in this case for the collision mesh, with animations. And regarding KAS container animations, KospY himself actually responded to my inquiry to confirm he intends to include an animation component in the container module for the next version, with exactly the functionality I was asking for XD. Still, your discussion is invaluable as it's helped me to look at creating solutions from multiple approaches rather than just getting frustrated when the first plan hits a snag.
  11. Wow, you're totally correct! Not sure why I was under the impression that the stock headlights emissive textures changed color along with the light beam itself! Thanks for making me take another look before beating my head against this further!
  12. Thanks to everyone above for the help already; can anyone help with setting up the color of the emissive texture on the lamp "bulb" change color in accordance with the color of the light itself? Tweaking the RGB values in VAB changes the light just fine but I'm unable to figure out how to make it so the "bulb" itself changes color as well.
  13. I think I figured it all out, except for the reentry/FAR shielding, but I know there's another module for that available. For the collision mesh, I actually omitted the separate mesh normally used for the collider in Unity, and added a Mesh Collider component to the model parts instead, seems to work! Thanks again for the help!
  14. Very cool stuff! Thanks for this; I'll definitely consider implementing this same technique for my part; with a little re-working it will definitely work as a small "miscellaneous science/utility" part container. Two questions about the part you've shown above (very cool btw!): 1) Regarding the collision mesh, do you mean it should fill the entire internal space? (because your screenshot seems to negate that, unless the animation plugin works around that) or is it instead a "sleeve" that occupies the same space as the walls of the container, with a void in the middle where the cargo/kerbals fit above? If you can provide a SS or further elaboration I'd greatly appreciate it! 2) Do you know if this implementation shields internal items from Deadly Reentry and FAR effects or does that require an additional module? Thanks and great work once again! edit: Remembered what #2 was
  15. Have you turned of SAS on the ships you're connecting? It sounds like this may be your problem, not an issue with the mod itself, try connecting again but first get relative velocity as close to zero as possible, let the ships stabilize with SAS, then turn SAS off before you connect the pipes.
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