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blowfish

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Everything posted by blowfish

  1. No. Open the tweakables menu (right click on the part) and click "Show Adjustments"
  2. 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.
  3. 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...
  4. 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.
  5. I suspect intended heat shielding has something to do with it, but I doubt that's consistent across all parts.
  6. Isn't that what the stock radial attachment point part is for?
  7. No, go to the main Github page and click "download repository" on the right side.
  8. The maintenance port linked in my sig is mostly working in 1.0.4. Mostly just balance tweaks left at this point.
  9. 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
  10. CoL is meaningless in FAR. Use the static analysis graph in the FAR editor analysis window to determine stability.
  11. 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.
  12. I'm 90% sure that having two FSPlanePropellerSpinner modules will work fine, and setting their rotation speeds opposite (or having the transforms point in opposite directions) will give a contra-rotating effect.
  13. The reports I've seen suggest that it exists in stock, but that FAR makes it worse.
  14. 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.
  15. 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.
  16. 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.
  17. Minor issue with the config patches: the HotRockets patches should be :NEEDS[HotRockets]:FOR[QuizTechAero] rather than :FOR[HotRockets]. :FOR[HotRockets] tells MM that the HotRockets mod exists even if it doesn't. EDIT: It should also be MP_Nazari rather than HotRockets
  18. 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.
  19. 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.
  20. 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.
  21. 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
  22. Well, no one will know what the issue is, or for that matter if the issue exists unless you say more than "I had issues." So far you're the only one to report such behavior.
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