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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. 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
  2. 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
  3. 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?
  4. Give people some time. Real life intrudes, as well as it can take some time to plan and execute a mission
  5. @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.
  6. 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
  7. 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)
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. Navhud Flight indicators Steam gauges are all mods to show a visual indication on screen of various infi
  15. You need to see what, if any, dependencies are listed for both. It's also possible that patches for one mod is incompatible with the other mod. I am not familiar with the Cold War Aerospace mod, si can't do much more right now.
  16. I'll make a test build and see what happens when I change the buoyancy setting. Ok, cause CKAN doesn't think so :-)
  17. Looking at the code, it looks like the bouyancy is changed upon start of inflation It's possible the buoyancy value may need to be changed
  18. @JadeOfMaar Will this work in 1.10.1? I'm working on ComfortableLanding, it was suggested to check this out So after the inflation, does it work? And which version of KSP were you using, also, were you using my beta?
  19. Yes,, it says en-us. Fixing it New release, 1.9.1.3 Fixed german translation
  20. Note to all, I found a conflict between this mod and the QuickHide mod. I found the problem and have contacted @katateochi about it
  21. Well, taking about a bug in one mod, in a different mod's thread, to the level of providing log files, is not reasonable. As is actually what happened. I spent a significant amount of time looking at ScienceAlert because of this misplaced post
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