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blowfish

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Everything posted by blowfish

  1. That should be it, is it not working? If not, could you post your log and module manager config cache? (log is called output_log.txt in KSP_Data in your KSP root folder, the config cache is ModuleManager.configcache in GameData).
  2. Evidently I'm not doing a very good job of explaining this, but I'll try one more time: The suspension exerts two equal and opposite forces: one on the suspension root, and one on the wheel hub. Those forces are both exerted on the same part, so it results in no net force. The only external force on the part is from the ground on the wheel (ignoring joints to other parts of course), which does not care about what the suspension is doing except insofar as it affects the position of the wheel's center relative to the suspension parent. My advice: for a first pass, treat the suspension as completely rigid. The tire itself should act as a (very rigid) spring (and even rigid wheels do to an extent), so that's where you will get your restoring force from. Once that's all worked out, then maybe think about how the suspension affects the position of the wheel due to internal forces.
  3. I wasn't talking about wheel colliders. Either way, the force exerted by the ground on the wheel should be perpendicular to the ground (again, if it's not rolling) ... is it even possible to figure out the angle to the ground based on the position of the wheel? The angle that the wheel is attached at should not matter, only vector between the center of the wheel and the point of contact to the ground. Of course, that should be determined relative to the position of the wheel. which will be affected by suspension, but the suspension itself should not exert and external forces on the wheel assembly (rather, it's an internal thing that affects the position of the wheel's center relative to the suspension parent).
  4. @Shadowmage I think the subtlety here is that the spring force is between the wheel base and the rest of the craft, not between the ground and the wheel. Everything having to do with the suspension should be internal to the wheel assembly (no need to actually apply any forces in the rigidbody sense I don't think), and, for a non-rolling wheel, the external force from the ground should be strictly normal to the point of contact between the wheel and the ground.
  5. Math is in the operator. So @pitchTorque /= 5 will divide it by 5, @pitchTorque *= 5 will multiply it by 5
  6. Yeah, I've seen crashes that look like that on pure stock installs. Hard to say exactly what's causing it, but it's quite possibly deep within Unity (if it were Squad's code it would probably have a clear exception in the log). I don't think there's anything mod related there.
  7. @RedParadize A lot of real SRBs actually have a couple degrees of gimbal. And part of their appeal is that they are very reliable (no moving parts or complex piping). I think you could make the argument that SRBs in KSP are unreasonably cost effective, but that applies as much to stock as to SSTU.
  8. Just install the latest version. Older versions will disable themselves anyway, but there's no reason to keep them around.
  9. Maybe generate a hash code from some unique string, e.g. something related to your mod?
  10. Nifty tool ... thanks for sharing! The estimated real Isp I get is 463s (which is only 1s off of the real thing). I suspect that a lot of assumptions are violated at sea level and that it doesn't account for flow separation.
  11. It's usually a good idea to not mod your steam install for this reason. Copy the KSP folder out of Steam and mod it there (it will work fine). KSP updates will happen and they will break mods. No way around that.
  12. @MaxRebo Pretty much everything is working, yeah. The only real thing a release is waiting on is for me to merge the tags. There appear to be a couple of issues with the RPM MFDs, but I don't have any clue how to solve those.
  13. So what's not working then? Does the game crash? Kerbal Konstructs doesn't really do anything by itself, it's just a plugin that allows statics to be added.
  14. Are you using RSS-specific content? Because Kerbinside and all the other content packs for the stock solar system won't work with RSS.
  15. Ah right. The but I was talking about was fixed in FAR's RealChuteLite, but still exists in RealChute. Uninstall RealChute or don't do database reloads until it's fixed, I guess.
  16. Make sure you're on the latest FAR - there was a NRE on database reloads previously. If that's not it, whatever's causing the error will probably show itself in the log file. I doubt it's MM's fault.
  17. Sorry, but I can't replicate. All the engines work fine for me. Have you updated all the dependencies? Also, was the bolding and red text really necessary? I'm going to see your post either way. Changes to the stock shaders. Nothing that can be done about this, really. That was an intentional change to clean up the interface. Tweakscale isn't compatible yet (on the todo list, but not for the next update) I see the weird formatting. Pinging @danfarnsy @JaredTheDragon do you have any idea what might be going on here?
  18. @NecroBones "&" should work in that case. The only place it won't work is for top-level nodes (same as "%").
  19. Oh, @Shadowmage, remember seeing you comment somewhere (maybe Github) that SL thrust numbers for the (most of the) upper stage engines (e.g. RL10) are not available anywhere. This is because the engines are inoperable at sea level - once the pressure of the exhaust gets too far below ambient, flow separates from the nozzle and the exhaust jet becomes unstable. Doesn't exactly help with finding useful values, I guess, but just wanted to put an explanation on it.
  20. @drtedastro Sounds like a TweakScale issue. Not really something that's Fuel Tanks Plus specific.
  21. @sarbian I just tried compiling MM from source and running the included test cases and I got a failure. Is this something to be worried about, or just an issue with my setup?
  22. Shouldn't be necessary anymore with Kopernicus 1.0.1
  23. See the second example here. The allowed operators (IIRC) are +=, -=, *=, /=, and !=
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