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KSP2 Release Notes
Everything posted by TiktaalikDreaming
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I've managed to recompile a dependency that was abandoned by the original author, but I'm currently a bit lost on some things, but am slowly working through a book I bought on C#. Current source code (excepting the recompile mentioned above) is at https://github.com/cerebrate/USAFOrion I think for 1.1 I'd like to rebuild the UI from scratch, seeing as it hasn't worked in a while, and is steadily building incompatibilities. The issue being that I'm not a C# developer. I'm a sec admin. If it's perl or bash scripting, I'm your man. But I'm a bit lost finding the linkings and so on I need in the VS IDE. I'll get there, but if anyone else wants to take a look, feel free.
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This is what comes from using multiple sources and then forgetting half of them. That'd be why I didn't just go with monoP. I got the landing legs working. I had a dodgy hack in place from when 1.1 was prerelease and never fixed it after 1.1.2 came out. But now they even have (really stiff) suspension. All the mod cons. I need to sort my obstructing hatch, and do up some RSS and RF config and then it'll be update time.
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Actually, the more I think about it, the more I feel I should convert the stock vehicle to just using monopropellant. It's not really claimed anywhere in the docs that I can find that there was a separate fuel store for the RCS, and they were using hypergolic fuels for the main engines (except the solid booster de-orbiting engines). So the best match in stock would probably actually be the mono. This means I'll probably break this some more. :-) PS: I have a resized to 64% mostly done. But the old issue of hatch obstruction has come back to haunt me, and I'd like to get the legs working again. They won't deploy in flight, which is a nuisance. An "Oh my god, we're going to crash and die" grade nuisance. They work in static tests, on the ground, attached to test rigs. But they get stuck in "deploying" without actually deploying if in flight. I suspect they've been like that since 1.1 and the leg/wheel breakinging.
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I have taken liberties. :-) I had to do some rotations as those RCS things were intersecting legs structures and things like that. Also the propellant amounts for each module are given as a total mass, for RCS, main engines and fuel cell. So I just arbitrarily carved that up into mono, and dual fuel. But at least for most of the masses, there were references. And in game, I haven't had to significantly change any. I'm tempted to make some things heavier in the stock edition, as a lot of stock parts are a lot heavier than their real world comparisons. Direct use of real world figures tends to make parts relatively more powerful and seems a bit cheaty. :-) And, Real Fuels might not support FLOX/CH4 directly, but it depends on Community Resource Pack, which has both CH4 (in liquid or gas) and three grades of FLOX. There doesn't seem to be a way of making fuel systems horribly toxic and hypergolic in contact with anything though, so I'll just have to live with stock behaviour for the fuel.
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It's not, but it's close. I've been slowly working towards module manager config to trigger for RSS and RealFuels for all my mods. But at the moment, I'm also trying to change scale from 50% to 64%, so there's quite a bit of work there for the MEM. All the weights/fuel amounts/sizes are based on the published numbers where I could find them, but currently scaled to 50%.
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SpaceDock.info (Mod Hosting Site)
TiktaalikDreaming replied to VITAS's topic in KSP1 Mods Discussions
HA! There's no such thing as optimism for tardigrades. They're invincible, so any idea they have is at worst realistic. OK, for the record, I meant that it seems odd that any mod author can have thoroughly tested their mods in the available time. I get that with modules, most of what probably needs doing is checking that all the variables used still exist, maybe tweaking them a bit and recompiling. But that gets it to run. It's not really been subject to testing at that stage. This might be coloured by the amount of spare time I've had at my computer since the release (~20min). I'm assuming mod authors aren't working on some type of on-call arrangement, where they leap into action within 20 minutes of a new version release, and devote all their time to it. If there are any out there following this scheme. I suggest you ease up, and remember you're making add-on bits to a game people play to relax. The moment you stop being relaxed, you're taking it too seriously. So, @Snark, your thousands of users will just have to wait (if @VITAS hadn't jumped in and fixed it anyway) for updates. It won't kill them.- 2,176 replies
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- totm july 2019
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TiktaalikDreaming replied to VITAS's topic in KSP1 Mods Discussions
It is fixed. There's a 1.1.3 available with the "this mod is outdated" message for 1.1.2 mods. But.... Aren't you on some sort of holiday? It's not important enough to mess with your life. (Depending on how much time it took of course.)- 2,176 replies
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- totm july 2019
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TiktaalikDreaming replied to VITAS's topic in KSP1 Mods Discussions
That's a bit snarky. :-)- 2,176 replies
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- totm july 2019
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TiktaalikDreaming replied to VITAS's topic in KSP1 Mods Discussions
Take your time. This early in the release, any statement of compatibility is suspiciously optimistic, and many people will hold back on installing the update anyway. And not marking mods as updated just stops CKAN. Users can still download and install the (super difficult) old fashioned way.- 2,176 replies
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- totm july 2019
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Dammit. I very nearly called in sick today too. And now I'm stuck at work with both bad back pain AND no KSP release.
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Most of the mod updating efforts are around the move from 1.0.X to 1.1.X which included having to partly rewrite code for the DLLs (modules), plus a big change to legs and wheels. Presumably with only changing the release number it won't be seriously breaking many mods. Probably just a few select ones. :-) My understanding is this is mostly fixing some things related to releasing 1.1 (aka bug fixes), and the main dev work has been focused on 1.2, which is intended as a more complete integration with Unity5. Bug fixes rarely break mods much. CKAN will need to be told the old mods are compatible, and that'll be about it. Although (and I haven't watched the twitch thing where they discuss what is changing) IF they're fixing wheels up, wheels modded wheels/legs might need some work. And to keep the chain going, Unity5 is just using the wheel physics from nVidia's physx, where the friction is wrong. Although the choice of raycast does seem to be a unity decision. Based on racing track cars is my guess.
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Yeah, a bit surprised they never got to an Atlas Z. Many of the early rockets were unique builds each time. I believe @frizzank has handed over stewardship to @NathanKell, who is coordinating future work, although probably not doing the work solo. Frizzank not having time to spare to keep maintaining the mod isn't the same as not having the time to occasionally respond to things on the forums.
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Well, even if it's step 2.5, it still sucks. But you've still found generally useful info in the exploration, and I for one can use that info about masses and oscillations due to simulation frequency. I'm personally surprised by how few dead-ends there've been in the work you and @lo-fi have done. But my expectations are probably fairly pessimistic. :-)
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All the original Atlases except A I think. But I'm not what you'd call "knowledgeable" about this. I'm going off some gimballing comments I found on the Internet.
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The outside engines on the Atlas didn't have gimbals apparently, but the "inside" did. What's more, the pumps for that inside engine ran the verniers as well. The outside engines were jettisoned with some fairing after weight dropped enough for the central engine to be sufficient, leaving just the gimballed, vernier assisted engine. So, gimbal or not gimbal is kinda correct either way.
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[1.3.0->1.5.*] Kerbin Rover Off-road vehicles
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
It's been a while since I uploaded anything, so I just updated this with my current progress. The spare wheel is now a separate part rather than stuck on the back of the cabin. There's now 3 wheel types, all of which have been updated. The Roo Bar with KAS winch is added in as well. There's also some tweaks and tidy ups on the inside.- 33 replies
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All the legs need rebuilding as far as hierarchy, colliders, wheel effects etc in Unity then in the config. This is quite a bit of work, and not having the original files makes it harder. You can rip open a .mu file, get what's needed rebuild, but it's a long way from the easiest way to do that. Trust me, I tried. I have non-exploding but non functioning LEM legs to prove it. Legs are complicated enough in 1.1 without the extra work of reverse engineering the stuff you need from a compiled part. There's probably some parts using non-convex colliders. Pre1.1 they were often used for decouplers and fairings. But KSP's Unity5 collision system doesn't like them. There's a bit of work finding which parts they are and building colliders for those. That's not a huge deal, but again, a lot easier to both find them (look at the Convex tick box for the collider) in the original Unity files, and to incorporate new colliders. The real difference with patching those is just having the original part. The collider will need to be made from scratch anyway. But finding them would be heaps easier with the Unity objects. There may be some other smaller tweaks. I can't remember there being any wheels. And I don't think there's custom modules apart from the reflection shader. Existing engines _should_ work, the only change was to add gimbal options I think, but not declaring those options works to make the old parts compatible. I can't really comment on how it'd work in Realism Overhaul.
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Legs need some reworking. Not just the config file, but the Unity hierarchy and which objects and transforms exist need to change. And that's just so it can use the new modules. Then tuning it so it's not absurd starts. And there's a few legs.
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[1.3.0->1.5.*] Kerbin Rover Off-road vehicles
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
I was actually thinking of if(spare=1){engineerrequired=0}else{engineerrequired=1}- 33 replies
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[1.3.0->1.5.*] Kerbin Rover Off-road vehicles
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Maybe- 33 replies
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[1.3.0->1.5.*] Kerbin Rover Off-road vehicles
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
I'll soon be adding some more accessories. I intend a snorkel, spare tire, bullbar/roobar and anything else I can think of reasonably easily. Roobar and spare tire down. The spare being just the wheel alone without any fancy stuff with an attach node. That was possibly the easiest part I've ever made. :-)- 33 replies
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