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Everything posted by Citizen247
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Citizen247 replied to Ger_space's topic in KSP1 Mod Releases
Well, you could write the configs manually... -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
Version 0.6 is up. New Parts: Oval fuel tank Oval long and short structural fuselage Short Oval to mk1 (1.25m) adapter Short and long Oval to 0.625m adapter short and long Oval to 0.9375m adapter Oval 5 degree slant adapters Short oval nose cone Long oval nose cone Long Drooped oval nose cone Oval Circular stack mounted air-intake Oval Super-Sabre style stack mounted air-intake Oval Cone stack mounted air intake Oval Ramp stack mounted air-intake Surface attached razor back single seat bubble cockpit with IVA Surface attached razor back single seat fighter cockpit with IVA Surface attached razor back dual seat fighter cockpit with IVA Download Future plans: I'm not entirely happy with the cockpits, I think they need to be slightly larger, so I'm going to try and re-model them and rebuild the IVA. While I'm at it I'm going to improve the quality of the IVAs on the other cockpits as well. To that end I'm considering adding ASET props as a dependency, or at least an optional one, to improve IVAs. I'll also make a quality pass to iron out a few minor cosmetic issues with some parts. -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
Thanks. Also, that's a great idea. I'll try and get one done for this update. -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
I've had to relearn how to build cockpits and IVA's, left it a bit too long :/. But getting there, have done some flight testing of some of the new parts: new fuselage form factors and a surface attached version of the Mk1 Razorback bubble cockpit: And a few of the new parts and adapters in the editor: I want to put together some more parts for the new fuselages, air intakes and fuel tanks mainly. I believe you can swap models as well with the new stock themes system, so I'm considering adding that in, grouping the razorback spines and fuselage parts so I'm not spamming the editor with parts. That'll probably be an update for later though. -
[1.4.x] - KerBalloons v0.4.4 - Real Science?
Citizen247 replied to Fengist's topic in KSP1 Mod Releases
I'm really happy to see this being revived! Thanks for your work. -
I've looked at the code, it seems the way you add shapes is by varying the diameter of the circle across the length of the part. So it still has a circular cross section but with diameter of the circle varies. I want to change the shape of the cross section. The code to change that is in the part generation code, so I'd need to override that, and I'm not entirely sure how that will work. Doing what I want seems to be a much bigger job than adding new shapes.
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AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
There's a (very minor) update up: Download It fixes a few minor issues with syntax for ModuleManager and adds Camlost's new tailrotors in stock AJE to the Rotors category. I'm still working on the known issues for some of the jet engines. There's some weirdness going on with them, where known working settings suddenly stop working. I'm not entirely sure what's going on. I'm looking at a different approach to fix it and hopefully (if that works) I'll be able to get it up in a week or so. I also want to get a few more engines configured, probably WW1 era and some new jet engines. -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
Hi all. I'm getting the "this thread is quite old" message, so I've obviously been away a bit too long, sorry. I've been unwell and busy with work and other things, which has left me with little time and motivation. I had wanted to get modular cockpits done before going further with this, but unfortunately, my motivation for coding has been somewhere between -1 and 0. And it's stopped me getting on with stuff I want to do for this, so I've decided to shelve it for a bit and get back to building some parts. I'm planning on getting some new fuselage sections together. So here's a quick taster: a 1.25m oval fuselage section. -
[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
Citizen247 replied to blowfish's topic in KSP1 Mod Releases
The animations will be linked to objects in the .mu, so you generally need to know what the object names are. There's also thrust transforms that tell the game how to apply the engine thrust to the part. If the names are wrong the game will try to apply thrust by a transform that doesn't exist, which I imagine would likely cause some tentaclely-ness to emerge. I thought "real engines" was just rockets? If you have a link to the mod in question I can try and take a quick to see if I can get a working config out of it? I've been thinking about a mod for some time, not sure my coding skills are entirely up to it, but it doesn't stop me thinking about it... anyway I was wondering if AJE could function as a back-end to it: Basically a modular engine mod, so rather than having the propellor defined as part of the engine, for instance, they're separate parts. The engine provides power to propeller part which won't work without it, and the propeller produces thrust based on how much power is provided by the engine. The engines could also be hooked up to generators or wheels also though. So a bit like how Interstellar lets you hook reactors up to other different parts to produce different configurations. Similarly, with Turbines, plug a jet nozzle on it, it'll function as a basic Turbojet but you could also add an afterburning jet nozzle. Or perhaps a ducted fan to create a Turbofan or a prop for a turboprop. The mod would need to provide a ui to tune the powerplant to it's usage, perhaps even a career mode where engines are developed based on tech level, i.e. number of pistons and the power of each piston selectable based on tech level and that affects how much the engine costs and so on. Of course the more I think about it, the more complex and unattainable it seems, but I was wondering if something along those lines could be created, and use that to produce configs for AJE to simulate in flight? I mean a cut down version of that might be to be able to adjust AJE configs in some way in game. Like change propellors, add or remove afterburners, have some facility to improve some engine characteristics to produce different marks of engine without spamming hundreds of parts in the editor. It's sort of why I started working on AJE-Extended, because no matter how many engines I have, I always find I need another one... -
I took a look at the folder that ckan downloaded, it seems to suggest in the version file that it's for ksp 1.3, if that's any help?
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[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
Citizen247 replied to blowfish's topic in KSP1 Mod Releases
It's not quite that simple. You need to know the name of the objects in the model used for thrust transforms and any animations and the like. You should be able to get that from the AJE config and adapt an existing stock config with them, but dropping in a stock config is going to have it trying to apply things to objects that don't exist. -
Nevermind, I reinstalled near future, deleted kerbalism and reinstalled it from the same zip I'd previously used and it all works properly now. I also deleted some old patches I'd written myself, it was probably one of those causing an issue. I had some that adjusted Remotetech settings. They shouldn't be applied if remotetech is not installed (which it isn't) but I guess there was some strange interaction there. Strange though, never had a problem with previous versions. All good now, thanks for your help.
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Hmm, I just tried removing all near future and the problem remained. Looking at it, it also affects probe cores.
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To cure the missing icon problem in 1.4.5 I downloaded from spacedock and it has fixed it. Though now manned craft are using huge amounts of ec for communications (control). Depending on the pod it's 12-20ec a second, I end up running out of electricity in minutes. Is this a bug? How can I reduce that requirement?
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Citizen247 replied to Ger_space's topic in KSP1 Mod Releases
I'm not using KKtoSD, but SigmaDimensions works fine for me in 1.4.5. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Citizen247 replied to Ger_space's topic in KSP1 Mod Releases
Probably a question better asked of @Sigma88 who wrote KKtoSD and Sigma Dimensions. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Citizen247 replied to Ger_space's topic in KSP1 Mod Releases
KKtoSD allows Sigma Dimensions to use KK groups to change the distance between statics. But it appears that the KSC and KSC Upgrades aren't counted as the same group. So KSCupgrades are all the same distance to each other, but they're not centred on KSC. Since KK has updated to allow offsets to terrain rather than absolute distance I find it easier to do away with KKtoSD and just place statics manually in the resized planet. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Citizen247 replied to Ger_space's topic in KSP1 Mod Releases
I've noticed that on all bases other than KSC. It looks to me like a camera clipping plane issue, since it goes away if you zoom out. The extra parts should be there, but they're displaced. If you launch you'll find they're there, just miles away rather than around the base. The rescale messes up the coordinates, so they're all moved to be the correct distance apart, but around a centre that's some distance from KSC. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Citizen247 replied to Ger_space's topic in KSP1 Mod Releases
We might be cross posting? I'm using Kerbin-side remastered instead of Kerbin Side. Though I remove all the pre-made bases because I'm building my own for a 10x rescale. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Citizen247 replied to Ger_space's topic in KSP1 Mod Releases
Sorry. Currently: KSP 1.4.5 KK 1.4.5.4 I have Kopernicus and Sigma Dimensions installed as well with a custom 10x scale. Though it appears in previous versions as well. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Citizen247 replied to Ger_space's topic in KSP1 Mod Releases
If I try and launch without the KK window open the launch fails and the following error is logged: [EXC 22:15:49.731] ArgumentNullException: UKP Chikan Airbase is not a valid Space Center Facility name! Parameter name: pSystemFacility EditorEnumExtensions.GetFacility (.SpaceCenterFacility pSystemFacility) FlightDriver.setStartupNewVessel () UnityEngine.Debug:LogException(Exception) FlightDriver:setStartupNewVessel() FlightDriver:Start() Launching with the KK window open, even if nothing is changed or selected always seems to work. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Citizen247 replied to Ger_space's topic in KSP1 Mod Releases
For statics not appearing/ctl-k not working? I'm using 1.4.3, is that not supported? Or do you mean issues launching craft? I can't see any errors in the logs for the latest version.