DerpyFirework
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Everything posted by DerpyFirework
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[Old Thread] KRE - Kerbal Reusability Expansion
DerpyFirework replied to EmbersArc's topic in KSP1 Mod Releases
Hmm, I'll have a look. I made sure it worked before updating anything, not sure why it isn't working. EDIT: Very strange, it works fine with the latest one from curse. Here it is! -
[Old Thread] KRE - Kerbal Reusability Expansion
DerpyFirework replied to EmbersArc's topic in KSP1 Mod Releases
@svendii, I just pushed an update for my plugin. It doesn't fix anything, but the code is a lot cleaner (and hopefully more reliable) now. Great work on the new parts too! (If you want RealPlume configs, I'd be happy to do them!) -
The issue is actually with smokescreen, which realplume uses, with root parts. Since the capsule is usually the root part, the bug takes effect after a scene change.
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[Old Thread] KRE - Kerbal Reusability Expansion
DerpyFirework replied to EmbersArc's topic in KSP1 Mod Releases
Sadly not. I thought setting useInternalDragModel in the ModuleControlSurface to false and dragModelType in the part itself to default would allow use of ModuleDragModifier, but the PartDatabase just shows Procedural=true, which means we can't up the drag for it when deployed. If the lack of drag becomes a problem, I could see if I can add it to my plugin, but I'm not too sure about how I'd do that. Awesome work on the textures BTW! -
It seems this mod doesn't work with multi mode engines. Both the RAPIER and the Tundra Exploration first stage engine have issues with lighting. The RAPIER doesn't have any lighting at all, and the TE engine only has light effects for the all engine mode. Would be great if you could fix this if you're still working on it, but I understand if you're busy.
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[Old Thread] KRE - Kerbal Reusability Expansion
DerpyFirework replied to EmbersArc's topic in KSP1 Mod Releases
Amazing work! These are simply the best grid fins I have ever seen! Even my kOS script likes them: (Your legs and grid fins, Tundra exploration rocket body, stock droneship) As for the issues: I'm not too sure about the animation issue (Does it stow itself after load?). and I (or rather, my kOS script does) counteract the lack of drag with a longer landing burn, but I think there is a way to change the drag on it. I'll take a look. EDIT: Oh, I see what's going on with the deployment. I have this issue with the SoundingRockets ones too. This bug actually happens on vessel load, but if they start stowed with my plugin, it disables them anyway. It actually made me think they worked properly as they were, but the drag and lift was still working. In short, I think it's a stock bug (maybe with animated control surfaces?). -
[Old Thread] KRE - Kerbal Reusability Expansion
DerpyFirework replied to EmbersArc's topic in KSP1 Mod Releases
Great! That was one of my possible concerns, but I dismissed that as all part I could see were the correct orientation. -
[Old Thread] KRE - Kerbal Reusability Expansion
DerpyFirework replied to EmbersArc's topic in KSP1 Mod Releases
I recall seeing this issue somewhere before, but don't remember where it was or how to fix it. I'll do some poking around too, I have one idea on what it could be. EDIT: Could you post a picture of the unity setup, showing the hierarchy and local orientation of the control point? I get the feeling this is just KSP being strange. -
[Old Thread] KRE - Kerbal Reusability Expansion
DerpyFirework replied to EmbersArc's topic in KSP1 Mod Releases
Here it is! It still uses the hacky method, but it should work fine. I did some testing with it earlier and it seems to work fine, but I can't really confirm any issues with it. It's also released into the Public Domain and I can keep it updated and patched for as long as needed. Hope this works until a better solution comes along, and can't wait to start using these! -
[Old Thread] KRE - Kerbal Reusability Expansion
DerpyFirework replied to EmbersArc's topic in KSP1 Mod Releases
I'll see if I can make my plugin a little less hacky (right now it sets the range, area and drag to 0 when stowed and reverts to normal when not, instead of just shielding from airflow), although it'd be great if there was a way in stock for this... Really, it just needs to act as a control surface when in the deployed position, and have an animation for deployment, then the plugin I can throw together (and maintain if needed) can handle it. -
[Old Thread] KRE - Kerbal Reusability Expansion
DerpyFirework replied to EmbersArc's topic in KSP1 Mod Releases
One option is setting them up like the ones in the USI Sounding Rocket pack, I use those (Plus a quick plugin to stop them working when not deployed) on my current kOS controlled F9. Not sure if there is a way to make them deployable properly without plugins though, but the control surface action is the most important part of the grid fins IMO, so hopefully there is a proper solution for this. Also, great work on this! You have no idea how badly I've been wanting F9 landing gear and grid fins, and these are perfect! -
@Nhawks17, could you add the root part bug to the known issues list? It's a smokescreen issue where the plume will disappear when the craft is loaded if the engine is a root part. It's especially a problem with capsules with integrated engines. It was reported on the smokescreen bugtracker, but it seems to have been buried.
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I think it's because the sound scales with plume scale, and the new Hypergolic-OMS-White plumes are much larger than the old ones (scales around 0.1 instead of 1), so the sound ends up being much quieter.
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I've adjusted the plumes based off these new numbers, and I agree, they do look better now! Thank you for the feedback!
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Alright, PR is up, might have a look at the KW stuff sometime this week, but no promises.
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Just one line to the standard RealPlume config. I've already made the changes to local copies of the configs, I'll set up the PR now.
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@Nhawks17, we may have to make all physicsless engines non-physicless if we want them to have plumes, as it seems the issue will not likely be fixed in SmokeScreen any time soon. It shouldn't have much (if any) impact on part performance, and there isn't many physicsless engines, but I thought It'd be a good idea to let you (and everyone else) know.
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Those refer to the index of that module type, the 0 referring to the first ModuleEngines* and the 1 referring to the second ModuleEngines*. It works as long as Squad doesn't change the order of the engine modules in the config.
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Should be, I used this method for an engine in Tundra Exploration and have not had any issues.
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@Nhawks17, I just finished reworking support for Vens Revamp, when the update is released, please report any bugs related to stock engine plumes or VSR plumes. The stock revamped parts now override the original plumes from configs in the VensStockRevamp folder, so the stock configs are nice and clean. Again, please report any issues, especially with these plumes.
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@Nhawks17, just finished going through all the configs and updated those that use Hypergolic-OMS-White, all parts should be fixed now. I'm going to work on the VSR support now, so I'd recommend waiting for that before releasing an update.
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Just confirmed it happens in map view, although I got it when docking a shuttle to something (which forced a reload). I'll poke around a bit after I finish up fixing the other plumes. Edit: Just finished fixing the FASA configs, will investigate the NullRef now EDIT2: Can confirm that this is a SmokeScreen issue, as an engine with this config: causes the NullRef. Going to log an issue with smokescreen now. Edit3: Issue Posted!
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I've seen this too, not entirely sure what causes it, hopefully someone else knows what's wrong.
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Very strange, works fine for me. What other mods are installed? Do other engines have plumes? Could you upload the output_log.txt? EDIT: Just a heads up, I'm working on fixing the rest of the engines that use the Hypergolic-OMS-White plume, currently partway through FASA. Will probably rework VSR sometime in the next few days.
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No problem! Needed something to do while waiting for CRS-8! EDIT: Here's a list of configs that still need updating: