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KSP2 Release Notes
Everything posted by gomker
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Why would we need to update the tracking? If you don't have the proper values for thrust and turn rate it won't really make a difference if the missile cannot fly correctly. The aero model changed significantly, if these values are not updated most missiles will be laggy and inaccurate, same as having to update COM/COL for planes after KSP updated.
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@Combatsmithen It's likely the Thrust and Turn rates have not been updated in some time , the latest 1.2 of KSP had some aero model changes that required some tweaks. I have work with Spanner on BDA as well and have given him some updates to PEW that should help, its pending in next release.
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@linuxgurugamer Sent another PR - added OSX/linux shaders ( I think , I can't test that) Build is here for those who want more testing - I updated the MM Configs to reflect part name changes. The rest of the issues I see are due to the parts being updated and the paint masks for the parts are probably 1.0 versions (they are the files in PluginData name <part>_paint, which are jpg/png files) I have no clue how to part model or any artistic ability , someone will need to update these masks to fix any remaining gaps
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Shouldn't be anymore - are you using the latest version from here - http://spacedock.info/mod/936/AirPark Continued //Also this is designed to work with KSP 1.2+ only
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Nice overview You mentioned KSPFields with VesselModules, from what I have read they do not save any data, something worth mentioning (unless something changed recently) Part Module: One set of modules per part. Number of modules for a part is set in part configuration file. Active during initial loading (do try not to...), editor, and flight scenes. Save persistence of variables using the KSPField attribute with the option isPersistant set true KSP Addon: Single instance. Only one instance of the plugin object running, limited to either a single scene or all scenes Scenario Module: Single instance per save, used for storing/retrieving persistent data that isn't associated with a part (? I haven't used this one so I don't know much about it) Vessel Module: One instance per physics enabled vessel object. Only active in the flight scene. No direct access to the persistence file.
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Hi, I remember seeing this awhile back and wanted to pop in and say that the animations are being maintained here now and should all be working https://github.com/raidernick/BDAnimationModules I see the wheel colliders seem to be referencing classes here https://github.com/raidernick/BDAnimationModules/tree/master/BDAnimationModules/FSwheel Not sure if this helps at all - I can see if the rest of the team knows where the original model files are.
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Ah, makes sense. I am just ignoring your part modules in VesselMover for now until I can figure out a better solution - probably going with a config file users can add stuff to to ignore in case this comes up again.
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Confirmed, works perfectly. I did find an issue with VesselMover in which your parts without meshes caused the bounds calculations to freak out. I will be issuing a fix shortly
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Have you released this update yet? Thanks
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[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
gomker replied to Eskandare's topic in KSP1 Mod Releases
you just need to keep multiPartAttachNodeReinforcement = 1 The choice is IR or the Ships. KJR is absolutely needed to keep large parts from falling apart. -
@Murican_Jeb This explains the Fork/Clone process for github - https://guides.github.com/activities/forking/ It can be a bit overwhelming if you never touched it before. If you prefer you can send me the MM config and I can add it myself and credit you. @flywlyx Keep brake on will help. I will figure a solution soon. Not sure how you are moving the vessel when it makes contact ( I didn't see a github link) but I ran into phantom forces with VesselMover when updating to 1.2. The game engine assumes any time something is moved there will be forces applied to the vessel/parts. For VesselMover I had to add calls to ignore GForces any time movement was made to keep larger parts from flying apart. v.IgnoreGForces(240); where "v" is your Vessel object and the number of frames to ignore, in this case 240 (I just picked a number that seemed to work) Hope this helps, my planes go crazy when they touch the launcher right now and the boat is AirParked. Thanks for the great parts!
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[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
gomker replied to Eskandare's topic in KSP1 Mod Releases
Do you have KJR installed? If you do have it installed did you set multiPartAttachNodeReinforcement = 0 to fix Infernal robotics? That is known to cause issues right now -
Send me a PR on Github and I will make this part of HullBreach release
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
gomker replied to ferram4's topic in KSP1 Mod Releases
MuMechToggle is the part module that IR uses - you wont see anything that directly says "Infernal Robotics" The exclusions do / have existed , if I was a betting man KSP changes to joint rigidity have something to do with it.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
gomker replied to ferram4's topic in KSP1 Mod Releases
@ferram4 Poking around the Infernal Robotics thread I read that setting multiPartAttachNodeReinforcement = 0 fixes problems with rotating parts however, when I set this option very large boat parts start to bend and flex at the joints. Is this is known issue? If not I can create a full bug report in Github with more details and video to demonstrate.- 2,647 replies
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This does get tricky - I have the same issues when figuring out scaling factors for BDA damage code right now. What should be vs. what makes gameplay work? At the moment the updates @qromodynmc pointed out are working for me, I would vote to up those values for now (maxTorque) and work on the more pressing matters.
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My first instinct is a tweakscale issue, all tests using the KF Track Long with Auto-tune suspend on. When at a 100% Scaling I can get the craft to move, a bit slow to start but will get moving on runway. At 200% size on the track - heavier vehicle 24 tons - 12 tons of that is just the tracks It moves very slowly like stuck in mud. I will note with either vehicle turning is almost impossible, the tank steering is not doing much at all.
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I've been doing mod dev since 1.2 came out and just now starting getting frequent memory crashes on 2 different machines ( I dev on one and QA test on another). This only recently started happening for me, I immediately thought driver update or Windows patch. I can report that disabling Highlight FX did stop the crashing I could could reproduce.