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Everything posted by blowfish
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Even if splitting up every part isn't possible, I'd still recommend trying to segment things as much as possible - for instance, the tanks don't depend on the engine textures, so the tanks can be put in their own folder Since the main use case is people wanting to remove certain parts, I think this makes sense anyway, since it prevents them from accidentally removing a texture that something else depends on.
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Indirectly, I think. Rotor thrust is proportional to density, with a reference density of 1.2 kg/m3.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Your best bet is let us inspect your logs - instructions on how to find these logs are in the first link in my signature. Once you find the log file, upload it somewhere (Dropbox or Google Drive work, just remember to share the file), and show us.- 4,460 replies
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I noticed that many of the wheel modules now use an index to link back to the base wheel, e.g. baseModuleIndex = 0, i.e. they look for a ModuleWheelBase at position 0 in the part's modules. In my experience, this is extremely error prone when you involve mods, since modules are added, removed, duplicated, etc very frequently (this comes from actual experience with ModuleSurfaceFX which uses the same paradigm). Engine modules can be found easily and reliably because they have the engineID field which is used as a unique identifier. Would it be at all possible to change the wheel modules to use something like this? I know that it would save myself and many other modders a lot of headache (reposting here from the 1.1 prerelease board at @NathanKell's suggestion)
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
blowfish replied to ferram4's topic in KSP1 Mod Releases
You know, you could at least try to read the posts above yours- 2,647 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
It's a prerelease with a lot of breaking changes. If you're just trying to play, as opposed to find bugs or updating mods, the prerelease probably isn't for you anyway. FAR will be compatible when ferram4 says it is. Not before. And if I had to guess, I'd say that it will be after the real 1.1 release.- 14,073 replies
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The clusters might complicate things, yeah. It definitely relies on order, which is difficult to guarantee, although there's probably some pattern. The basic way it works is this: All the thrust transforms for a particular engine module have the same name. If you had 3, and you wanted 2 to have 25% of the thrust each and the other to have the remaining 50%, you would put a node something like this in the engine module (obviously I don't remember the exact names): NODE { something0 = 0.25 something1 = 0.25 something2 = 0.5 }
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
blowfish replied to NecroBones's topic in KSP1 Mod Releases
Not something I've ever dealt with, but maybe look into how stock texture replacements in MODEL nodes work? -
I took a look at this and it looks relatively simple ... basically it loads a node which defines proportional thrust by index for all of the transforms. If you set up the node correctly and then tell the engine module to load it things should work. Let me know if you need any help with this. I don't think anything has broken compared to how it used to work. The main new things to think about are the axis and control input limits, both of which look pretty easy to set up. Again, let me know if you want help figuring out what the parameters are / what they do. Could I suggest leaving the default configuration as it is? Players can change it in-flight if they want, but I think having the defaults makes things easier.
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
blowfish replied to NecroBones's topic in KSP1 Mod Releases
I think a lot of stuff has just moved to a different plugin. For instance, ConfigNode is now in KSPUtil.dll. I don't think much has been made outright inaccessible. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
It's mostly the plugins that need updating, but they will be broken. You're welcome to try, but don't bother complaining when it doesn't work.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
It won't work, don't try it. There are a lot of plugin changes that need to happen. Most likely, the game won't even load. On that note though, here are my current thoughts on the state of the 1.1 prerelease and B9: I will not release any official version of B9 for the prerelease, even if everything manages to get working before the final 1.1 version is out (doubtful). It's just too much headache to worry about who is on what version as KSP will change between now and the official 1.1 release. However, I will be pushing commits to Github, so if you're savvy you might be able to get something semi-working from there once some dependencies have updates. Since stock now allows different X and Y gimbaling, it's certainly possible to remove KM_Gimbal as a dependency now. This would loose a little bit of functionality (per-engine trim), but that's pretty minor (personally I have never used trim anyway). Not sure about whether FSWheel will work in 1.1, or whether Snjo will even update Firespitter. This might put the legacy landing gear in an odd place, I might investigate whether they can be ported if I have time.- 4,460 replies
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I've experienced issues with duplication as well - specifically with regards to rescaling the duplicated part. My best guess is that both this and the z-fighting have the same cause - somehow, a duplicate mesh is created.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
No up-to-date craft files currently, sorry. Just gives you more freedom to design your own- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Here's what I'd recommend: Remove any mods in GameData/GameData and delete that folder. Then reinstall those mods. I am 100% sure that none of those mods are actually supposed to be installed that way.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
You probably copied the GameData from some mod's download into yours, whereas you're supposed to merge them. Many mods are distributed with a GameData folder in the download so you know what to merge in. As usual, logs will probably reveal the issue immediately. Follow the first link in my signature for instructions on how to find and upload them.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
No, all mods should be installed to the root GameData directory. Some things are not path-dependent so they still work but many things are not. As it is you're actually missing a bunch of core B9 parts and you probably have a bunch of MM patches applying incorrectly.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Umm ... you have another GameData folder inside your GameData folder. This isn't the way to install mods- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Please follow the first link in my signature for instructions on how to find and upload your output logs. If I can inspect these logs I can probably identify the problem immediately.- 4,460 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
blowfish replied to Ven's topic in KSP1 Mod Development
You could try a binary search through your mods - remove half, see if it fixes it, if not try the other half, keep narrowing down by half until you figure out which one is doing it. These performance issues are not easy to isolate. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
blowfish replied to Ven's topic in KSP1 Mod Development
I doubt Stock Revamp is the cause. Most likely something with a plugin, that affects many if not all parts, and is computation heavy. -
I thought so at first, but maybe not? Could you open your log and give the full stack trace of the exception?