kcs123
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I guess it is possible, but probably not set like this for a reason. It was a long time since I was inspecting FAR code, if I recall properly, it does not update voxel on each frame, but something like evry 30 or so, I don't recall exact numbers anymore, someone else need to correct me. It was done like that so it does not use too much CPU time, allowing to game runs smoothly, as much as KSP can run smoothly. My guess is that CPU usage is not main reason why it is not calculated every 5 sec, it is rather accuracy of aero model. It would lead to various other issues.
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I don't think that is possible for stock robotics tu update FAR. Reason is that there is no API trigger or event where FAR could inject piece of code to update voxel/aero model. Only with infernal robotics is possible to update properly craft in flight regarding swept wings and similar. I think that is mentioned previously in this thread or old thread in more detail somewhere.
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Can't give you precise answer regarding engines, might be wrong on that one. As for landing gears, what do you meant that you can't build housing into wings or fuselage ? That is almost mandatoray for me to clip landing gears into fuselage/wings. Deliberatly creating thicker wings to be able to hide landing gears into wings. Once you place landing gear on craft, you can offset postion in a way that only landing leg and wheel stick out when landing gears are in down position. And with gears up, everything is hidden inside wing/fuselage, or at least almost everything, depending on used part. B9 wings can also hold a fuel, so, being thicker is not ultimately bad thing. I was not activly played KSP for a while, so can't tell if Kerbal Foundries mod still work on latest KSP. But I highly recommend it to try. Especialy adjustable landing gears.
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AJE Extended Configs v2.0.4 - KSP version 1.8+
kcs123 replied to Citizen247's topic in KSP1 Mod Releases
I don't think tah MM alon would be able to give you selectable configs, but B9 part switch or firespitter might be able to provide something close to what you are seek for. Try to look at B9 switch, it might provide better info how to write MM patch for it. -
I'm curious how new VAB will work in game with multiple crafts created at the same workspace.
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I'm not sure. Few posts above: And from behaviour in game and my recall of previous converstations, WS just lowers gravity acceleration for a few sec after loading scene for landed crafts. Perhaps it could be possible to alter check if craft is landed to something like landed or in orbit. It might influnece orbit path on loading, but should not be that much.
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Have you tried WorldStabilizer mod ? Highly recommended.
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Tweakscale by itself only support stock + DLC parts. Everything else is moved to separate mod: Try to install companion and then see if something missing. If there is no support for some of your favorite mods yet, then write pull request on companion github. It is separated for a reason, to easy identify and solve badly written patches. Easier to maintain both in that way and MM patches for some mod can be published after proper testing without fear that something else will become broken.
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[1.12.3+] UnKerballed Start v1.3.1 (Happy New Year! Jan 01, 2022)
kcs123 replied to theonegalen's topic in KSP1 Mod Releases
It is possible. Search trough this thread to find examples. Posted by me and other community members. There is not too many pages to find good example. Disclaimer: It is possible that you might need to serach thread from previous maintainer, I can't recall properly and writting this in a rush, so can't check exact links right now.- 199 replies
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[1.12.3+] UnKerballed Start v1.3.1 (Happy New Year! Jan 01, 2022)
kcs123 replied to theonegalen's topic in KSP1 Mod Releases
Yep. Part will be placed either, within stock tech tree node or in CTT tech tree node (if it is supported in mod that you want to install). Like I said in previous post, mod that is not covered by UKS will work, only thing that might happen is that you may got some parts earlier or later in science tree. That might make game a bit unbalanced, but does not mean that your career game would be unplayable.- 199 replies
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[1.12.3+] UnKerballed Start v1.3.1 (Happy New Year! Jan 01, 2022)
kcs123 replied to theonegalen's topic in KSP1 Mod Releases
You can use even mod not listed inh OP. Most most are already compatible with stock and CTT science tree, so parts from mods will be available trough science tree. Worst thing that could happen if you use some less popular mod or newer mod than UKS, is that some parts might become available earlier than intended or too far in science tree. But those are rare cases, more exception than a rule. If you find such parts from some mod that are "missplaced", report it here, so it might become available in future update. Welcome to forum, btw.- 199 replies
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What are you using for hinges ? Stock robotic parts or Infernal robotics. Stock parts does not work with FAR, it is known issue, while IR properly call triger to update FAR aerodynamics when necessary (after moving robotic parts).
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Can't be sure, but on first sight it seems that is new mod interaction issue with TweakScale. IIRC something similar happened recently with some other mods. It might be related or not, but @Lisiasshould be able to tell more about it.