kcs123
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
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It is easier to explain with picture that would provide context, what is missing in mod: Not a very best picture, but I hope it suffice for example. You don't know what is missing from parts until you encounter trough design needs. I weas messing around Rocker Bogie wheel susspension and there was need to limit angle of free motion parts. As it was not possible with current parts, I ended up creating chains. Made with free moving joints, some solid parts between, but also with some powered extendratons. Whole thing would be much easier to accomplish with some of following: ability to limit angle of free moving parts free moving extendratrons "suspension" a like extendratron - similar as free moving extendratron, but with some force that will tend to return it in chosen central position, like spring and damper do in regular suspensions Last one would be most interesting one to have, to create some custom crafts with suspension, without messing with stock wheels autostruts and workarounds. Also, I have encountered issues with some foldatron parts. Those work well if you surface attach them, or attach on node that is in craft default direction in VAB/SPH. However, if you place some struct parts on sides of craft, and you want to attach foldatron on that side node, having ALT pressed when you want to attach, it would not allow to do that. Sorry, I was not keeping notes about exact parts that were affected, I will do it when I grab some free time for playing KSP, if there is need for more info about that. I'm not sure if that bug is due to IR core plugin or something is went wrong with parts between KSP updates.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
Check few pages back. We were talking about wheel autostruting and how to workaround from that. Most probably you have similar issue. Turn on autostrut visualisation to find out what is going on. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
kcs123 replied to IgorZ's topic in KSP1 Mod Releases
Similar findings regarding struts and wheels in IR thread: @Araym have also found some settings in game config file that might be useful to know: Not exactly same thing, but something that is good to know when using KAS parts too, as those are similar to IR mod. Might be useful for users who don't mess with IR mod at all. -
Short answer - yes. Long answer - plugin link leads to same file as you manualy go trough master branch files and subfolders. https://github.com/snjo/Firespitter/tree/master/For release/Firespitter/Plugins Keep in mind that some mods also require resources config file that will not be downloaded along with plugin only file. https://github.com/snjo/Firespitter/tree/master/For release/Firespitter/Resources
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
Important info get buried quickly here. Check out this post from few pages back: -
Yes and no. Sort of. SETICtt will not be updated in a way it was worked before. Instead it is diversed trough several new (sub)mods for easier mainetnance and easier install trough CKAN. You now need Unmaned before Maned mods and recommended dependencies. Yemo have explained all this better than I am able to do from top of my head. Search for latest posts about update 1-3 pages back for better info.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
Now, that you mentioned it, I recall somewhere from SQUAD changelog that they were removed some coliders to fix issue with crafts/kerbals jumping in air whenever you get near extended landing gear. That probably breaked FAR voxelization and because of it there is no drag. Tehnicaly, kerbals in EVA were threated in game like any other craft, except that they use some hacks to workaround noticed issues trough development. It might be needed additional hack from FAR side, to add some collider back, but only for voxelization, not for interaction with envirioment. Triggering collider only if EVA is at certain altitude above ground and no other craft nearby, for example.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
Unfortunately, video is set as private. Can't be played.- 14,073 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
kcs123 replied to bac9's topic in KSP1 Mod Releases
I haven't checked latest build, I'm still on KSP 1.2.1, so take that with a grain of salt. But, it seems for some strange reason that RCS build aid can't recognize thrust from turbofan engine. Actualy, can't recognize thrust from any engine from B9. Including sabre engines. Not a very big deal, but it would be nice if it can be fixed prior next patch.- 4,460 replies
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
kcs123 replied to bac9's topic in KSP1 Mod Development
Yes, in that way it works. You can invert depoyment of those as you need it. @Crzyrndm would propbably fix that when he have some more free time for moding. Until then, you can workorand of issue as described. -
I got similar issue with switching crafts on Mun. It seems to be related with terain detail level or other graphic settings. It was reported in support forum, hopefuly it will be fixed in one of next KSP patches.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
kcs123 replied to bac9's topic in KSP1 Mod Development
Works just fine. Except symetry error with control surfaces set as flaps/spoilers. There is workaround for that to put them on craft without mirroring. -
While waiting for FAR update, it was oportunity to create something different. There was need to create more reliable rover to drive over Mun craters. With help of IR mod, Rocker Bogie rover is created. Using IR, B9, DMagic Orbital science and kOS. Wheels are created also as subassemblies, so it can be easy reused on diferent kind of rovers. Infernal Rocker Bogie Rover Type 01. There was also demand for example how to workaround of wheel autostruting when using IR parts. It was already mentioned in IR thread, but better example is needed. Link to workaround gallery. I created similar craft with foldable wheels. Infernal Rocker Bogie Rover Type 02. Folded wheels while inside fairings and on transit to Mun orbit Unfolded wheels on surface
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You need to put some engines / rcs on craft and then mnore options show on GUI.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
Similar screenshot, but with FAR Flt Data window would be of more help. Those would show if there is NaNs on properties where should not be. Even better, log file could tell with more accuracy what is going on. Without that, only if some other user repeat same bug and provide log files it will be a chance to have this bug fixed.- 14,073 replies
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
Quick answer - it is not updated on first page because it still have some bugs. Latest provided core works with KSP 1.2.1. and KSP 1.2.2. There was some breaking changes between KSP 1.2.0. and 1.2.1. for many mods, so it is hard to say if it will work properly with 1.2.0. Even harder to expect developer support for obsolet KSP version, while work on latest is still unfinished. If you expect stable version for longer career gameplay, you should be patient and wait for official update in OP when testing is done. However, if you don't mind if your game progress become broken for whatever reason, then give this version a try, but I can only suggest with KSP 1.2.2. Many mods are already properly updated by now and i twill minimize false bug reports for unsuported stock game version. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
Have you tried without that moving rail on left side ? Based on picture seems that this is also part of symetry from whole craft, hard to tell from that angle. I was hoped that I will be able to create some example rover to share, so you and other users who have troubles can do reverse engineering and compare it to your own crafts. But, as always, real life issues steped in and ruined all plans for today. I hope I will be able to create something worthly to show in day or two, again depending how real life will treat me. -
Works fine, although, turn only one at time, no both autopilots at same time to fight with each other. Take care of that in flight and your craft will be safe. On my localization Y key is next to X. Sometimes when play in low light condition, I press "Y" instead of "X" to turn down throttle or time acceleration quickly. That way I turn on TCA without realizing it. That leads most of time in unwonted ka-boom. But that is a bit off topic from your question.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
Info how to use KJR have buried very quickly in this thread, no matter how many times it is repeated: While it is possible to toggle autostruts for all other parts, if advanced tweakables are turned on trough main menu settings, for wheels it is hard coded in KSP. I guess whenever some part is declared as wheel it will got autostruting, regardless if you want it or not. Until SQUAD provide some options trough API or trough UI, nothing much we can do about it. I found some kind of workaround of this, posted on previous page, trough specific craft design. Could not help in all situations, though. So it is good to turn on autostrut visualisation to help with craft design, to workaround of issue. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
Yes those new wheel colider looks promissing, without it, stock wheel can only recognize colider that is compleately normal to surface, if one wheel is on slope and other still didn't, one on slope will loose friction like it is in air, while it should be able to have grip. However, it does not deal with wheel autostruts. It would be realy good if user have ability to turn off wheel autostrut with one button on UI. It will be handy in stock game too, not only with IR mod. While SQUAD do their best to workaround of wheel issues, they were overprotecting users at the same time, being unable to choose autostrut option for wheels. Being overprotective lead to be counterproductive at the end. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
You have followed instruction about grandparent part, but you still placed both sides of wheels in symetry mode. You need to place one side at time without symetry mod.Check out whole galery, I wrote info in picture titles/description too. Also, read those tiny piece of text between pictures in previous post. In short, put only one side of wheels at time, to prevent autostruting on symetry counterpart. It is a bit harder to create symetrical craft that way, but still possible. Put some other parts in symetry mod to be used as markers and then put without symetry wheels next to it. You can't change where wheels will autostrut in editor, it will always show heaviest part, but they will autostrut to grandparent part instead of heaviest one, if they were far enough in terms of part path, from heaviest part. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
Ahh, that is sad news. At least I found some kind of workaround. Anyhow, thanks for all effort made to keep this mod alive. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
Thanks, I never go in detail how ferram organize his stuff. That is more than enough info. Is it OK to post any findings here, or is it restricted to github ?- 14,073 replies
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