Jump to content

blowfish

Members
  • Posts

    4,559
  • Joined

  • Last visited

Everything posted by blowfish

  1. It worked fine for me when I tested it...
  2. @V8jester I added it to the most recent release. My config looks a little different than yours so let me know how it works.
  3. There are beta builds of FAR available, and while I can't recommend them for general consumption, some may want to go that route. Also as a general matter of getting RO's dependent mods up to date I thought it was a good idea to release changes that I had mostly been sitting on for months.
  4. This hasn't changed any time recently. I think we left it originally because it shares textures with the radial science packages which we wanted to keep. No disagreement there, but bringing wheels back is more work than I have time for right now (or even moreso, trying to resurrect Adjustable Landing Gear since BahamutoD seems to be absent). In any case, I have zero desire to mess with the new stock wheel implementation, which sounds like a mess in every possible way. This mod looks like an interesting alternative, but it would still take a fair bit of time that I just don't have right now
  5. The HX install zip has a GameData folder inside it. You need to take everything in that GameData folder and put it into your existing GameData folder.
  6. This should fix the issue: https://github.com/KSP-CKAN/NetKAN/pull/5071 Wouldn't take effect until the next RF Stockalike release though (unless someone updates the individual release files in CKAN-Meta
  7. There appears to be an issue with the CKAN metadata for RF Stockalike. But RF Stockalike has its own thread.
  8. Yep, that was silly of me. Created the zips but forgot to upload. Fixed.
  9. Indeed. Guess that's what I get for only reading the first line of each commit message.
  10. B9 Aerospace v6.2.1 for KSP 1.2.2 is here! For KSP 1.2.2 Replace remaining firespitter animation modules with ModuleAnimateGeneric Add EVA range to some animations Fix RPM color tags Remove hover function from VTOLs as it was causing them to overheating Add editor-attachable node to shielded docking port Use new SmokeScreen feature to reduce memory consuption of exhaust effects As usual, will show up on CKAN when it automatically re-indexes.
  11. The RF fuel tank module will just overwrite the tank mass, but there might be issues on some engines where SMURFF and RF both try to change the mass. I doubt SMURFF was designed to be used with RF, but if you really want to know you can ask in that thread.
  12. I definitely had to configure a lot of things to get it to compile in order to make the 1.2 changes. Ping me if you want a walkthrough on the setup sometime...
  13. AJE v2.7.3 for KSP 1.2.2 has been released! Update for KSP 1.2.2 and SolverEngines v3.0
  14. RealFuels v12.0.0 for KSP 1.2.2 has been released! Update to KSP 1.2.2 Update to SolverEngines v3.0
  15. Haven't looked at the exact numbers but that sounds reasonable to me. The Tunguska is an upper stage engine that uses a very large nozzle to get good Isp. The Volcano is a lower stage lifter that would need a smaller nozzle to work at sea level.
  16. I'll take a look. Should be pretty simple...
  17. .DS_Store is not necessary. Everything else in the zip's GameData is required (those are other mods upon which this one depends).
  18. There's a current issue where many engines generate more drag than they should. Kerbas-ad-astra has submitted a fix.
  19. I don't think so, unfortunately. This might help though: each file contains a node, a patch, and what the expected result of that patch should be. https://github.com/sarbian/ModuleManager/tree/master/Tests That should work. Does everything look as it should in ModuleManager.ConfigCache? (that file contains the final state of all the configs in the game database after MM has patched them). If you show the patch you're using, we could take a look
  20. Parts with certain modules are disabled by this file: https://github.com/ferram4/Kerbal-Joint-Reinforcement/blob/master/GameData/KerbalJointReinforcement/Plugin/PluginData/KerbalJointReinforcement/config.xml#L30 I think MuMechToggle is supposed to exclude IR, maybe IR changed at some point and that needs to be updated.
  21. I don't think there's any way for KJR to reinforce moving joints. If KJR isn't being disabled for IR joints, then that sounds like a bug, but they will end up being wobbly regardless.
  22. FAR assumes that all airfoils are thin, supersonic airfoils (I don't remember the exact shape). That's certainly not realistic for all planes but also far from made-up.
×
×
  • Create New...