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Everything posted by blowfish
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
blowfish replied to ferram4's topic in KSP1 Mod Releases
Nope. Look for other mods that might be causing it.- 2,647 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
It's possible that one of your mods has an animation that is updating constantly. A constantly updating animation will cause FAR to re-voxelize the vessel every half second, though this is usually done on a different thread.- 14,073 replies
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It would be useful for the B9 stuff at least. At least one of the cockpits has awful visibility so it would be a huge help in that case. If it's too much trouble I can probably figure out how to add it back in myself...
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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
Thanks for sharing that. I suspect the idea is that the spaceplane parts have heat shielding whereas the basic fins do not, but I doubt that's reflected across all of the masses and costs.- 4,460 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
I suspect intended heat shielding has something to do with it, but I doubt that's consistent across all parts.- 14,073 replies
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
blowfish replied to Nertea's topic in KSP1 Mod Releases
Isn't that what the stock radial attachment point part is for? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
blowfish replied to Ven's topic in KSP1 Mod Development
No, go to the main Github page and click "download repository" on the right side. -
The maintenance port linked in my sig is mostly working in 1.0.4. Mostly just balance tweaks left at this point.
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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 haven't made a part by part list anywhere, but here are some general guidelines: Everything except fuel tanks should have its cost and entry cost checked against Squad parts (it's possible fuel tanks are out of balance too, but I don't understand Taverius's balancing scheme and don't really want to mess with it). As far as temperature goes, I've done engines and intakes but everything else still needs to be checked. Mass should be looked at on some parts too, particularly command modules. That's a lot, so don't feel overwhelmed if you want to contribute - you don't need to address all of that or even all of any individual section. Just do what you can and send me the updates- 4,460 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
CoL is meaningless in FAR. Use the static analysis graph in the FAR editor analysis window to determine stability.- 14,073 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
If you're getting impatient open up some configs and start updating cost and temperature values to equivalents in the squad parts. This isn't going to happen quickly if it's just me working on it.- 4,460 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
The reports I've seen suggest that it exists in stock, but that FAR makes it worse.- 14,073 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
Awesome. The changes have been integrated. Unfortunately, I discovered something else about the MFDs: it appears that having a camera view in the PFD background is no longer supported. Made a note about it in the RPM thread, but for now we'll just have to accept having the PFD and camera on different screens.- 4,460 replies
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About the new HUD implementation ... would I be correct in saying that rendering the HUD over an external camera view is no longer supported? The reason I ask is that B9's MFDs used to do this but the cameraTransform field appears to be gone now.
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Version 2.3.0 is up on Github Many changes have been made, exact details in link. Propellers are still effectively broken but that will be looked at very soon.
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Heat system - How does it work?
blowfish replied to *Aqua*'s topic in KSP1 C# Plugin Development Help and Support
Also, it's worth noting that you don't have to set all of the parameters by hand. Squad's configs are a good reference for what actually needs to be modified. -
Heat system - How does it work?
blowfish replied to *Aqua*'s topic in KSP1 C# Plugin Development Help and Support
Many of those are internal fields that setting in the config will have no effect. I can tell you for sure that these fields matter: emissiveConstant heatConvectiveConstant maxTemp skinInternalConductionMult skinMaxTemp skinInternalConductionMult skinThermalMassModifier thermalMassModifier As far as I can tell the rest are set internally so from a config balancing perspective they don't matter. EDIT: I'm not sure about the radiator stuff. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
Sorry, it's Alt+F12.- 14,073 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
Wow, nice job. I'll try got get in contact with K3|Chris and see if he can provide the originals. As for what you have now, any fix, even an incomplete one, is welcome. If you don't know how to use Git, just post the modified files and I can integrate them.- 4,460 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
It's a stock bug which seems to be made worse by FAR. The simplest way to fix it is to bring down the conduction multiplier in the debug menu (Alt+F12) Physics->Thermals- 14,073 replies
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