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Everything posted by linuxgurugamer
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User @gilbr0ther made these a long time ago, and hasn't visited the forums in over a year. This mod fell out of use when procedural wings were introduced. I personally don't like the procedural wings, just because it's so complicated to make a wing. So I'm in the process of reviving these parts. The original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/82857-090- The beta is available from here: https://www.dropbox.com/sh/8rderdoiq8y5wy5/AACsiUyxxCMAKhR_VBdVXv48a?dl=0 I haven't yet decided whether to release these as a stand-alone, or as a part of the Mk2.5 SpacePlane Parts mod The mod requires the B9 Part Switcher Tweakscale is supported, although if it isn't there, then multiple parts of each type will be added to accommodate the different sizes Current changes include: Updated parameters and added missing to bring parts up-to-date Moved all TweakScale lines into single script Removed the FSmeshSwitch, now uses the stock method using mirrorRefAxis Replaced the FSairBrake with stock ModuleAeroSurface Added ModuleB9PartSwitch to the control surface to allow switching between surface attach and node attach Replaced old .mu files for the wing and control surface with a new one which only has a single model in it Added two incremental sizes DDSified all image files
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I've updated the file: https://www.dropbox.com/sh/8rderdoiq8y5wy5/AACsiUyxxCMAKhR_VBdVXv48a?dl=0 Note that the B9PartSwitcher is now required, Firespitter has been removed Current list of changes Updated parameters and added missing to bring parts up-to-date Moved all TweakScale lines into single script Removed the FSmeshSwitch, now uses the stock method using mirrorRefAxis Replaced the FSairBrake with stock ModuleAeroSurface Added ModuleB9PartSwitch to the control surface to allow switching between surface attach and node attach Replaced old .mu files for the wing and control surface with a new one which only has a single model in it Added two incremental sizes DDSified all image files
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When that happens, hit F3 and see what the game says. If it says there was an explosion, well, that would be your answer
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[1.10.0] AnimatedAttachment 2.1.5 (2020-07-15)
linuxgurugamer replied to Katten's topic in KSP1 Mod Releases
@Katten I have a bit of a problem with this. I was trying to use this to put solar panels (OX-STAT) inside a cargo bay, and while it worked, when I got in flight, the solar panels would move 1 way, and then stay there The part in question is the following, it uses 2 ModuleAnimateGenerics, one for each side, and I was using the stock flat solar panel https://github.com/linuxgurugamer/Mk2.5_Spaceplane_Parts/blob/master/GameData/RaginCaucasian/Parts/mk25Fuselage/mk25Fuselage0500_Cargo.cfg Would this be because the PhysicsSignificance for the solar panel is = 1? -
[1.12.x] Crew R&R - Crew Rest & Rotation
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It works fine in 1.6, no update was needed. your problem might be with how and when you place the command pod. I've seen the game sometimes NOT put anyone in the pods, if, for example, the pod is either not the root or not the first part placed. When this happens again, please send me the save file as close to that point as possible. In other words, if you notice that no crew was assigned, revert and exit, and then send me the log filess, the save file along with the craft which had the problem -
For those who have been following this, here is an Alpha release: (deleted, new link in next post) To comply with the forum rules: License is same as original, CC-NC-SA-4.0 No source code, this is only 3 parts plus config files @Stone Blue Please take a look, I'd appreciate your input and updates, specifically the DDSifying of the files. My intention for this is to either include it in the Mk2.5 Spaceplane Parts, which will make it a nicely complete mod, or as a stand-alone
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[1.12.x] Crew R&R - Crew Rest & Rotation
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Since there isn't a window for it now, it would be a totally new development. Not necessarily huge, but not insignificant -
I'm looking for the default values, if none are there.
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Ok, thanks to you and @pellinor for the help. One final question, the documentation talks about attachnode breaking force, but I can't find any real reference to that. Where would I get it from?
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Summary: Used Blender 2.80 with @taniwha's latest version of his .mu code to delete the extra models in the .mu file Used Blender to rename the objects in the .mu file (get rid of the left/right names) Fixed cfg file (see below) It turned out that the model was already properly oriented in the .mu There were two problems in the cfg file: The first is that if there is a node_stack_xxxx active, the mirrorRefAxis doesn't work. I fixed this by using the ModuleB9PartSwitch to be able to switch between node-attach mode and surface-attach mode The second was that the node_attach was wrong, so it wasn't properly flipping the part. It was made more confusing because there was a mix of floating and int numbers, and was hard to see the difference (probably my fault during various edits) So this control surface can be mounted to the rear of the wing using either node-attach or surface-attach; it defaults to node-attach. If using node-attach, each part on each wing will have to be put on individually. I'm working on a non-Tweakscale MM script for the different sizes, when that's done, I'll make a beta available.
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LOL I want to include them in the Mk2.5 Spaceplane Parts mod I support. I've updated the configs, have the wing and tail working, only have to deal with this. I'm also going to write a MM patch to provide the parts in different sizes if Tweakscale isn't installed. But I haven't touched the textures. Would you like to make this a joint release, once I get this fixed? Based on the @neistridlar posted, I'm going to look at the orientation of the parts in Blender (this one vs a stock one), and fix it if I can. I think that when I looked at them, the orientaiton was different. So all I need to do is to figure out how to rotate an entire model in Blender
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What I"m looking for is to know the values that TS produces, so that when I make the variants I can put in the correct information.
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I'm working on a new wing part (actually an old one), and I'd like to see the values that TS gives for the 4 different scalings the mod provides. The Scaletype for this is: SCALETYPE { name = GilB9Shuttlewings freeScale = false scaleFactors = 0.5, 0.75, 1.0, 1.25, 1.5 scaleNames = Micro, Small, Medium, Large, Giant defaultScale = 1 } The values I'm most interested in are: mass deflectionLiftCoeff dragAtMaxAoA What I want to do is to have a MM script which will create the various sizes of wing if Tweakscale isn't installed, so really, whatever TS changes is what I need. Thanks in advance
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I'm trying to get an old part mod updated, the B9 Style Shuttle Wings. The author, in order to have top and bottom textures, had used the old FSMeshSwitch, and the player had to manually switch the textures. The .mu file also had two objects in it, one for the left and one for the right side. I've removed the extra object and renamed the remaining one appropriately. Config has been updated as necessary. The part works, but it isn't mirroring properly. I've compared it to the stock shuttle elvon, and don't see any significant difference. I've tried all combinations of the mirrorRefAxis, nothing seems to change: //mirrorRefAxis = 0, 0, 1 //mirrorRefAxis = 0, 1, 0 //mirrorRefAxis = 1, 0, 0 This link is to a file containing the .mu, the cfg and the texture, be sure to pu them into the following directory: GameData\GilB9Shuttle_Wings\Parts I'm sure I'm missing something simple, but have no idea what. This is also the first time I've modified .mu files, using Blender 2.80 and @taniwha's excellent plugin. I'd appreciate any help or suggestions; if you need to change the .mu, please tell me what and why so I can learn. Thanks in advance LGG (pinging @SuicidalInsanity @Angel-125)