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blowfish

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Everything posted by blowfish

  1. B9PartSwitch v1.5.3 for KSP 1.2.2 has been released! Just wanted to get a quick recompile out before I start working on more complicated features so no other mod author is waiting. This build also removes a debug message that was creating some spam in the logs.
  2. Take you right hand, point your thumb, and curl your fingers. If your thumb is pointing in the direction of the torque vector, the object will rotationally accelerate in the direction your fingers are curling.
  3. Should be able to have something out pretty soon. I think all the critical 1.2 changes have been made. There are some improvements that are now possible but they aren't strictly necessary.
  4. Makes sense. I'm going to have to do a bit more coding to get this to work, but it should be doable.
  5. It's using stock modules to hide/show the meshes. If those aren't being handled correctly then I think the issue is with Procedural Fairings.
  6. I think this is an issue with procedural fairings. They calculate the bounds of the payload, but they're including the hidden tank butt/thrust plate on the engine, which they shouldn't. There's not much that can be done on Ven's end except removing those features.
  7. Main reason to mark it as a prerelease is so that CKAN doesn't try to index. It will never show up on CKAN until RPM is updated anyway. Similarly, calling it a prerelease increases the chance that people won't go looking for in in CKAN. Also did not poke bac9 to update the OP, so maybe that decreases its visibility a bit. I'll see if I have time in the next few days. If not, it can wait I think. It's being updated, but there's a lot of really old code in it that isn't being maintained. We've seen some of these features break even in this thread (leg animations, hover mode on VTOLs). Plus, each additional dependency has to be managed, and Firespitter more than most since the plugin has to be separated from the parts. I think it comes down to this: if it's easy to remove then it's worth removing, so we're trying to decide exactly how much work would be required.
  8. Out of curiosity, what are you trying to lift, and what TWR are you currently getting?
  9. I've heard of a few cases of the cache not being invalidated correctly, but they're pretty rare. In almost every case, MM will correctly detect any .cfg changes and decide to use/not use the cache based on that.
  10. The IVAs depend heavily on RPM. Running without RPM would generate a bunch of errors (they might or might not be game breaking, haven't tried). Replacing all the props with static ones would also be a ton of work.
  11. It's mostly done, actually. Are you using RF Stockalike?
  12. Having different resources with different fill amounts works, I tested it. You would define it on the tank definition though, not on the module itself.
  13. @Bonus Eventus @komodo Feel like testing out those new features? I've got a dev build for you to try. The new features are these: percentFilled can be defined on the subtype, resource, or tank type (in that order of priority, defaulting to 100%). If set, the tanks will be (by default) filled by that amount. resourcesTweakable can be defined on the subtype or tank type (with that priority, defaulting to whatever the default for that resource is). If set, it will determine whether the resource amounts can be tweaked in the editor. https://drive.google.com/file/d/0BwOUWbxCxiu_SlVLcXJxQW95OVE/view?usp=sharing This is a test build, so I can still change anything about how this works. So definitely provide feedback if you have any!
  14. One option is to mark the VTOL engines as :NEEDS[Firespitter] so that they only show up if Firespitter is installed.
  15. For what it's worth, the jet spinner would be pretty easy to replace with a custom module.
  16. I think this is what you're looking for
  17. I don't think 2x atmo is quite correct. The pressure curve of Kerbin's atmosphere is scaled by 80% compared to earth's. So 10km altitude on Kerbin is equivalent to 8km altitude on earth.
  18. The big remaining FS dependency is the VTOL engines. If not for those I would have purged it long ago. I guess this is as good a time as any to remove the remaining FS animation modules though.
  19. It's not simple. I can tell you that it's calculated in here in the code, which gets data from this table. I don't really understand the propeller model though, my specialty is jets.
  20. There is data on various propellers in AJE, which converts the shaft power and rotational speed into thrust. @ferram4 would probably know more about that than I would though.
  21. If I'm not mistaken, the module won't receive LateUpdate unless it is enabled. So you could set Part.FindModuleImplementing<ModuleProceduralFairing>().enabled = false; (abbreviated for clarity) That in itself is a bit hacky too though.
  22. KSP 1.2/1.2.1 run on Unity 5.4.0p4. Source: (no Unity upgrades have happened since 1.2). Emissive animations don't work the way they used to. KSP 1.2 does offer some workarounds, however, and models exported with previous versions of Unity should still work.
  23. Just a quick note on this. I found out that control surfaces actually interact with drag cubes, so this won't work for control surfaces. Fixed wings/fins should be fine though.
  24. Huh, looks like you're right. I hadn't noticed that before. I guess they use the coefficients for induced drag, but regular drag cubes for regular parasitic drag. Oh well.
  25. It will be automatically loaded if the field is not null when loading happens. The most common thing to do is to initialize the field with an empty float curve: [KSPField] public FloatCurve animCurve = new FloatCurve(); If it's not initialized, it won't be loaded. I'm not exactly sure if it will stay null forever if you don't create one though, it's possible Unity puts an empty one there at some point (which would probably evaluate to zero)
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