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Everything posted by blowfish
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Okay, but IR has plenty of surface-attachable moving parts. Whether it is attached by surface or stack shouldn't make a difference.
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@ComatoseJedi Is the part not surface attachable? It seems odd that it can only be attached in one location and orientation.
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There is a day length adjustment but it seems odd that it's changing that much. Maybe inquire in that thread - be sure to include the config parameters you have changed, as well as your log and probably MM config cache too.
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It's explained in the OP for Sigma Dimensions.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
blowfish replied to bac9's topic in KSP1 Mod Development
You were told by whom? That's not a very convincing argument for changing the mod unless you can show that aero forces are significantly higher than stock wings with the same area. And you don't need FAR. I believe this is some confusion over woding in the OP. It says that if you're using FAR, you need X version or higher. But that's many months old at this point so it should probably just be removed. -
I'd recommend at least trying an unmodified install before giving up. If you want to make modifications, a clean install gives you a place to start with to figure out what's breaking.
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You shouldn't be moving any configs around when installing (unless you know what you're doing and have a specific reason). Just install the appropriate directories to GameData.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
I don't have any of the source files. They're available as png in older versions, but they're the same resolution - the dds textures were created directly from the PNGs.- 4,460 replies
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Saw something of note in this week's dev notes: Hopefully that will simplify things on the RD-107/8 and the RS-68 a bit
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A few things If you're just debugging, you might want to look at ModuleManager.configcache in GameData. It contains the final state of everything in the game database after MM runs (and right before the parts are loaded). I wouldn't recommend relying on moduleID to identify the fuel switching modules. I tried to use conventions throughout B9, but the only requirement is that it is unique per ModuleB9PartSwitch. If you're trying to do something with the volume, you might want to look at the RF/MFT patches in B9
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
@Ruedii bac9 made the new parts from scratch, so there's basically no relationship between the textures/uv maps on the old parts and the new ones. So unfortunately I think what you're proposing would be quite complicated.- 4,460 replies
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Well thanks for looking at it regardless. Looking at the exhaust ports, it looks like thrust might be ever so slightly asymmetric, but it's definitely nothing SAS couldn't handle. I'll create an issue, of course you can decide to do it or not I think is a lot less issue-oprone than on the RD-107/8 engines, where all the thrust vectoring is provided by the verniers. In this case, the main bell still provides the pitch/yaw vectoring, with the exhaust port only providing roll (which you usually need very little of anyway). The gimbal module could (and should) be configured so that it only responds to roll input. EDIT: I think I was confusing it with RCS and that limiting the control inputs isn't possible. Not 100% sure though.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
It would not be bad, it would just be difficult. It was on the roadmap at some point but everyone with the skill to do such a thing is AWOL right now. Also, IVAs are a huge amount of work.- 4,460 replies
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@Shadowmage Please don't spend too much time on a short-lived module. We don't have a clear idea how far 1.1 is, but based on past releases it won't be more than a month. If it took that long to get landing gear integrated, I personally would have no issues. Now that you have single-axis gimbaling working, would it be possible to get the larger exhaust nozzle to provide roll control on the RS-68? I do see that the nozzle is currently not its own object, so it would require a bit of texture work to separate it. But as far as I understand, the rest of the setup would be relatively simple.
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Multiple set max temp for the same part... problem
blowfish replied to Sardaukar's topic in KSP1 Mods Discussions
@Sardaukar All the modification is done via ModuleManager. You can look at the final value in GameData/ModuleManager.configcache (which shows you the final state of the game database before the parts are actually compiled). As for determining which patch actually applies last, you will have to look at the logs (The relevant lines will look something like "Applying node @PART[*]:FOR[SomeMod] to Squad/Parts/SomePart/somePart" but I don't remember exactly how they look). What order patches are applied depends on what ModuleManager pass they are part of. See this. To make sure a patch overrides all others, make it :FINAL or :FOR[zzz_whatever] (passes are generally done in alphabetical order). :FINAL is fine if you're just using the patch for personal use but it's generally not recommended to use it on a mod you're actually distributing.- 3 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
It was stated in the 6.0 release that this update was potentially craft breaking (for exactly this reason). If you don't have a backup save on the old version, the only way to get the fuels back would be to edit the save file (or use infinite fuel as you say).- 4,460 replies
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It doesn't require a hard dependency at all. ModuleManager uses reflection to find any classes that implement ModuleManagerPostLoad() as a static method or any MonoBehaviour instances that implement it as an instance method. And re: "I would love to see XXX engine" - I don't think SSTU was ever intended to be a complete (or even near-complete) set of engines. There are plenty of other mods for that. You can, and should, make SSTU configs for other mods, and chances are there's already a mod that provides whatever engine you want.
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Ah, glad you came up with a more complete solution for rotation rather than my workaround
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I've already submitted a PR on Github. You can download the changed files pretty easily, but I'm not going to package them up individually.
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That's not really how the engine clustering works. All the pipes connecting the turbomachinery to the engine clusters has to be custom per-engine, not to mention the fact that the ambient occlusion really needs to be individualized.