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blowfish

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Everything posted by blowfish

  1. Well not all mods have released updates with DDS textures. Use this tool to convert. Well you're not the first person to bring this up, or for that matter the 50th. You're lucky in that Win64 KSP has given you minimal issues, but that's usually not the case (for me it crashed if I looked at it funny). Mod authors were spammed with bug reports that were irreproducable and it was impossible to distinguish mod bugs from KSP64 bugs. So support was dropped. When Squad releases a stable Win64 build of KSP, mod support will likely come back, but until then you're just going to have to live with 32 bit (or go to Linux, on which the 64 bit build is stable).
  2. Squad has at the very least dropped official support for the 64 bit build. Given that there's no reason for mod authors, who have (rightfully) not supported it in the past, to support it now. And with the stock game now allowing DDS textures, the memory issue is greatly reduced.
  3. There is no lift at zero AoA unless you angle the wings. Ideally it would be for small AoA, but it's not immediately apparent to me that this would even work - if CoP changes with AoA^2 (to leading order) then you can make a good approximation but if it changes with AoA (to leading order) then there's not much you can do.
  4. ModuleManager RasterPropMonitor (IVA props) KineTechAnimation* (animating air inlets) Klockheed_Martian_Gimbal (all engine gimbals) SmokeScreen (engine effects) VirginKalactic* (node toggling on the HX parts) *hasn't been updated in a while, may be broken
  5. AFAIK you have 10 seconds to select the "main mission" after stage separation.
  6. RCS build aid seems to be functional modulo a couple of minor bugs.
  7. Is it worth keeping EngineWrapper now that ModuleEnginesFX inherits from ModuleEngines? You should just be able to use part.FindModuleImplementing<ModuleEngines>(), which will also not throw a NullRef like the current code does.
  8. If you're using the new large landing gear, you might want to up the break torque in the tweakables - I've found that the default value is way too low even for small vessels.
  9. I'm having trouble seeing why this would be true - (m is ModuleEngines) will return true for subclasses, and because of multi-mode engines, plugins can't rely on p.Modules["ModuleEngines"] to give the correct result. The way AJE does things currently relies on the first ModuleEngines or ModuleEnginesFX being the correct one, which is true for single mode engines and all of the multi-mode engines I've seen, but other plugins cannot rely on this (and it should probably be changed for robustness in AJE). As I mentioned above though, this will interfere with mods attempting to change engine parameters via ModuleManager. EDIT: Not sure if FindModulesImplementing<ModuleEngines>(), which is commonly used, will return correctly but I suspect that the answer is yes.
  10. On second thought, wouldn't that create issues with other mods? For instance HotRockets needs to be able to change the effects based on the part having ModuleEngines of ModuleEnginesFX.
  11. So for now they're still using wing modules, but that could change in the future.
  12. That's could work ... do you know if Isp is set in CalculateThrust() ? Also, it would have to be ModuleEnginesFX, since many engines use that.
  13. That makes sense I guess ... so externalTemperature = atmosphericTemperature + srfSpeed?
  14. Many thanks How did you figure this out though?
  15. AFAIK wings are still handled separately. Not sure if struts will count toward the fuselage though.
  16. Update: A few more changes I identified: Most pressures are given in kPa and temperatures in kelvin, so conversions are no longer necessary External temperature, pressure, and density can all now be determined by querying the vessel (or even a single part) rather than FlightGlobals. This matters since temperature and density are no longer just a function of altitude. A vessel now now has two temperatures, atmosphericTemperature and externalTemperature - not sure what the difference is.
  17. Just FYI, there's an easy workaround for now - toggle RCS build aid off and then back on via the toolbar icon.
  18. Will the issues that were encountered with FAR be fixable in the new stock aero? The only unfixable issues I encountered with FAR before were (1) FAR not detecting the vertical stabilizer's orientation correctly and (2) Severe pitch instability*. (1) might be fixed easily but based on the positioning of the wings and canards I suspect that (2) will persist. *It's fixable if you "cheat" and tell FAR that the wings are farther back than they actually are.
  19. A vessel seems to have two temperatures now - atmosphericTemperature and externalTemperature. atmosphericTemperature is presumably the ambient temperature, but what is externalTemperature? Is it equivalent to stagnation temperature or something different?
  20. There is a new field in the ModuleEngines PartModule called engineType, which can take the values of the enum EngineType listed below. Does anyone know what this changes? As far as I can tell, everything that changes how the engines actually behave is controlled by other fields. So does this actually do anything? engineType can take on these values: EngineType.Electric EngineType.Generic EngineType.LiquidFuel EngineType.MonoProp EngineType.Nuclear EngineType.Piston EngineType.ScramJet EngineType.SolidBooster EngineType.Turbine
  21. FAR isn't updated yet but I've compiled some notes on 1.0 compatibility anyway (mainly for camlost's benefit): Various API level things need to be updated (field names, float vs double) but they're minor and I've already made most of the necessary changes. ModuleEnginesFX now inherits from ModuleEngines so EngineWrapper shouldn't be necessary anymore. Compatibility with stock aero is possible, but wrapping FAR as an optional dependency looks like it would be a PITA. DaMichel figured out a way to do it, but maybe not worth worrying about for now. EDIT: The only AJE dependency on FAR is atmospheric density, and it looks like FAR now uses stock density (barring some smoothing at the ocean surface, which if considered should be handled differently in AJE anyway), so stock aero compatibility might not be so difficult after all.
  22. Nice to see that this still works! Minor issue though - the CoM marker goes away when loading a vessel from save in the editor (after you already had something placed). I don't recall this happening before 1.0.
  23. You probably want to flatten out through the sound barrier (which is a real barrier now!), and again at high altitude. Switch to rockets when parts start overheating, not when you run out of air. If you're careful you should be able to hit Mach 3 (1 km/s?) with 100% re-entry heat. Though personally I'm disabling it for now since spaceplanes overheating at Mach 3 is ridiculous.
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