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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Comet trails point away from the sun because the plume is pushed by the solar wind.
  2. New release, 0.1.4 Added ModuleCargoPart to all parts @Jokpau Gaming I've merged the changes, but had to make a number of changes, to update the values and to fix syntax errors. I also formatted the new stanza for ModuleCargoPart to match the rest of the part. I did use the KSPPart_Volumes mod to get updated values
  3. Are you playing in a Steam install? Did you ever have any mods installed?
  4. Ok, for some odd reason, the program I used to show me the differences just didn't want to work on this. I'm going to review your chagnes and compare to what KSPPartVolume comes up with. Can you explain how you came up with the values?
  5. I may have referenced xScience, but if i asked for logs, either I was a bit confused or was thinking about the problems you mentioned with this mod. sorry for the misunderstanding
  6. @katateochi has contacted me, I'll be pushing my changes to him over the weekend and he will get out a new release
  7. If I cant get the RAR file with the updated configs, I'll probably use KSP_PartVolumes to get a consistent set of values. I'll look at that RAR again when I have time
  8. I found that the USSR had a Yak-38, which was VTOL, but the engines were: Powerplant: 1 × Tumansky R-28 V-300 Vectored-thrust turbofan engine, 66.7 kN (15,000 lbf) thrust for lift and cruise thrust Powerplant: 2 × Rybinsk RD-38 turbojet engines, 31.9 kN (7,200 lbf) thrust each lift-jets in fwd fuselage behind the cockpit
  9. It does, I use it, as do others. I do not remember any previous conversations, but would be happy to review with you whatever is going on. Start off with how you installed it, and please provide log files
  10. Well this may be off base, but what you are seeing is actually what happens in real life. You are viewing the prop at an angle, and fiven that the prop blade is angled, it makes sense that one side will be more obscured than the other. . I wonder if it is intentional or not. ‘What happens when you move the camera angle around?
  11. Give people some time. Real life intrudes, as well as it can take some time to plan and execute a mission
  12. @JadeOfMaar I did a bit of investigation, and found the following: I looked at the mk1-3 pod only, but I suspect the results would be similar with the others, The following are the patches which are applied to it, along with what the change is: [LOG 23:15:07.956] Applying update RationalHydroDynamics/RationalBuoyancy/@PART:HAS[#category[Pods],#CrewCapacity[>0],~rationalBuoyancy]:FOR[00RationalBuoyancy] to Squad/Parts/Command/Mk1-3Pod/mk1-3.cfg/PART[mk1-3pod] %buoyancy = 0.4 [LOG 23:15:08.217] Applying update RationalHydroDynamics/RationalBuoyancy/@PART:HAS[#CrewCapacity[>0],#rationalBuoyancy]:FOR[00RationalBuoyancy] to Squad/Parts/Command/Mk1-3Pod/mk1-3.cfg/PART[mk1-3pod] @buoyancy += 0.35 [LOG 23:15:08.238] Applying update RationalHydroDynamics/RationalBuoyancy/@PART:HAS[@MODULE[ModuleLiftingSurface],#rationalBuoyancy]:FOR[00RationalBuoyancy] to Squad/Parts/Command/Mk1-3Pod/mk1-3.cfg/PART[mk1-3pod] @buoyancy += 0.3 [LOG 23:15:08.299] Applying update RationalHydroDynamics/RationalPressure/@PART:HAS[#CrewCapacity[>0],#category[Pods],#mass[>1.199],#mass[<5],~maxPressure]:FOR[00RationalPressure] to Squad/Parts/Command/Mk1-3Pod/mk1-3.cfg/PART[mk1-3pod] %maxPressure = 3000 [LOG 23:15:08.493] Applying update RationalHydroDynamics/RationalBuoyancy/@PART:HAS[#rationalBuoyancy]:FOR[zRationalBuoyancy] to Squad/Parts/Command/Mk1-3Pod/mk1-3.cfg/PART[mk1-3pod] @buoyancy *= #$@RHDScalar/BuoyancyMult$ [LOG 23:15:08.548] Applying update RationalHydroDynamics/RationalBuoyancy/@PART:HAS[#buoyancy[>1],#rationalBuoyancy]:FOR[zRationalBuoyancy] to Squad/Parts/Command/Mk1-3Pod/mk1-3.cfg/PART[mk1-3pod] @buoyancy = 1 // Krakens if > 1 [LOG 23:15:08.571] Applying update RationalHydroDynamics/RationalBuoyancy/@PART:HAS[#rationalBuoyancy]:FOR[zRationalBuoyancy] to Squad/Parts/Command/Mk1-3Pod/mk1-3.cfg/PART[mk1-3pod] @description = #<#acfffc><b>Buoyancy</b>: $buoyancy$</color><br>$description$ [LOG 23:15:08.667] Applying update RationalHydroDynamics/RationalPressure/@PART:HAS[#maxPressure]:FOR[zRationalPressure] to Squad/Parts/Command/Mk1-3Pod/mk1-3.cfg/PART[mk1-3pod] %maxPressure = 7000 So ignoring that calculation, you get: 0.4 + 0.35 + 0.3 = 1.05 and then the multiplication by #$@RHDScalar/BuoyancyMult$ Off hand, I'd suggest excluding the addition caused by the moduleLiftingService if crew > 0 I got these lines from the file Logs/ModuleManager/MMPatch.log My fix is this: @PART:HAS[#CrewCapacity[=0],@MODULE[ModuleLiftingSurface],#rationalBuoyancy]:FOR[00RationalBuoyancy] and then the buoyancy for them is 0.75. regarding the missing moduleliftingsurface, I'm sure it's a bug, you may want to open a bug report for it. Easy fix is to add it.
  13. so why not put a hard patch in for those two to set it to 0.7 until you figure it out? I may take a look at your stuff to see if I can figure it out. Will let you know if anything pops out
  14. Sorry, fell through the cracks. will get to it this weekend, if not sooner Thanks for the reminder I just downloaded and looked at it, I don't see any changes at all between your file and what's been released. I downloaded 0.1.3.2 from Spacedock to be sure, but the only difference I see is that your file has a @thumbs folder and mine doesn't Looks like you zipped up the wrong version (I'm using the all-in-one rar file)
  15. That's what I do :-) Have you replicated it, or do you need log files from me? Edit: I'll post in the correct thread with the lgos
  16. In my testing, I've pushed the buoyancy value up to 2 without any side affects, other than the pod being very bouncy on the water I noticed the following problem: The mk1-3 pod and the Mk2 cockpit both seemed to have a buoyancy of 1.0 (in 1.10.1), seemed rather high when a tank has 0.8 Logs and MM configcache: https://www.dropbox.com/s/o8bjoo1omkms80x/RationalHydroDynamicsPodIssue.zip?dl=0
  17. From the git log, they only are renamed. Maybe the intent is different, but the actual change was merely a rename. If there were two, we wouldn't be having these issues
  18. They both use the same dependencies: BDAnimation and Firespitter. If you installed them both via CKAN, you should be ok from a plugin point of view. But there still may be conflicting configs, I don't have time to do a deep analysis of the two
  19. I've made a few tests with this and RationalBuoyancy. This works well with it. Currently it changes the buoyancy of the part by from 1 to 1.2, when inflated. This may change to being a multipler, since other mods may change the buoyancy value The next release I put out will have a debug setting (in the settings page) which will allow you to change the buoyancy adjustment on the fly. @JadeOfMaardo you have a dll which monitors and adjusts the values on the fly? Edit: I see you don't. I did notice one thing, the mk1-3 pod and the Mk2 cockpit both seemed to have a buoyancy of 1.0 (in 1.10.1), seemed rather high when a tank has 0.8
  20. ComfortableLanding DOES work with this, see thread for details: ummm, no. Pre-inflation, there is no effect on the part, Post inflation, it increases the part's buoyancy by 20% @JadeOfMaarRight now ComfortableLanding simply changes a part's buoyancy to 1.2, when inflated. I'm wondering if that's not good with this mod, can you explain how it works? I can easily change it from a simple constant to a multiplier, if that makes sense
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