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Speadge

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Everything posted by Speadge

  1. the terrier does not behave like the swivel! Following your reasoning all engines would behave the same. Aout the fueltanks: their nodes is also off a littlebit, yes. And the reason for that is your argument that the engines shall look attached. but for that reason, its not logical that the terrier (as only engine) has a Topnode that is off the model borders
  2. i just showed 2 pics with the FL-A10 adapter with 2 different engines showing the difference. As i said before: its not visible in STOCK fuel-tanks, since they have a diameter < 1.25 on their Nodes. Edit: so, NOONE can deny THIS:
  3. so why its the only engine doing so? Other engines have a gap instead of glitching into attached parts:
  4. id doesnt attach to the tanks bottom, but some cm above. its the only engine doing so, as far as i can tell. and leads to z-fighting with tanks having the same width. to see the problem in stock: take a FL-A10 Adapter and attach a terrier to its bottom. They have the same diameter, so u see the glitching when turning the cam. U wont see it on stock tanks, since their bottom is smaller than 1.25
  5. cause we have som moderators that SEEK for work, here's another thread (UNMODDED @Vanamonde ) please take your time and copy my details from my other thread back in here! Claim: Terriers topnode should be ~23.2 instead of ~21.6 Proof: --- Edit: u know guys, i just wanted to point out sth, and help others who are annoyed by this "bug" to avoid it with a MM patch - and perhaps ask the vevs to correct it when possible. Dont hat to argue here with overmoderation and ppl not even checking out the situation, but feel the need to add an unqualified comment. U guys are the best - respect! @Vanamonde Since u LOVE moderation - please close this. enough "helping others" for me here!
  6. also to see in some YT videos: at 5:50 whil changing camera around the terrier, its flickering through its tank
  7. its no modding discussion - its about the stock node. Just cause i have mods installed doesnt make it a MODDING-discussiuon! I want to know if others (Stock or modded) have the same problems / can reproduce that the terrier's top 2cm vanish into its attached item
  8. hmmm.. strange. are experiments available meanwhile or not? does it happen when u sit on launchpad and wait?
  9. its not "every few seconds", but every time the surroundings/area/biome changes (i.e. exit vessel)
  10. Hi, first of all: i have some mods installed! While playing around with some designs, i saw that with some tanks, the terrier engine glitched in the bottoms of the tanks and caused z-fighting. this didnt happen with other engines. so i tried other tanks - but almost no other tank than "KW Rocketry SA-4 LFT" showed this very good. (other tanks had no z-fighting, but sucked a few centimeters of the terrier's top. So i Investigated and came to the point, that the top-node is off by stock: Stock: node_stack_top = 0.0, 21.6498, 0.0, 0.0, 1.0, 0.0, 1 My correction(via MM): @PART[liquidEngine3]:Final { @node_stack_top = 0.0, 23.2, 0.0, 0.0, 1.0, 0.0, 1 } think it could be a bit more than 23.2, but I'll settle with this. Anyone here to confirm this?
  11. yeah, thats my workaround already. thanky anyway its just, that u usually can use the SSP in career way before having actiongroups available - and it would look "cleaner"
  12. Just stumbled upon this and wanted to make it mod/multipart-friendly. (other words: the experiment itself is adressed, not the parent-part) here's the outcome: @PART[*]:HAS[@MODULE[*]:HAS[#experimentID[gravityScan]]] { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1.0 } } @PART[*]:HAS[@MODULE[*]:HAS[#experimentID[seismicScan]]] { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1.0 } } @PART[*]:HAS[@MODULE[*]:HAS[#experimentID[temperatureScan]]] { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1.0 } } @PART[*]:HAS[@MODULE[*]:HAS[#experimentID[barometerScan]]] { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1.0 } } } @PART[*]:HAS[@MODULE[*]:HAS[#experimentID[temperatureScan]]] { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1.0 } } @PART[*]:HAS[@MODULE[*]:HAS[#experimentID[barometerScan]]] { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1.0 } }
  13. Is there ANY way to make the SSPs just have one "extend/retract" button for full functionality?
  14. oh.. thx - didnt know there was an update needed. Removed Sigma Dimensions and it works again.
  15. https://www.dropbox.com/s/ij5t28aldleix6t/KSP.log?dl=0 https://www.dropbox.com/s/2mccor4917aza6l/Logs_Kopernicus.rar?dl=0 hope i didnt overlook a dump mistake by me
  16. seems to break many things, including EVE, for me. Reverting brings back Clouds at least. Do you need the log or can u reproduce this by yourself? KSPI 1.14.3.0 + Kopernicus 1.3.0-4
  17. whats the screen resolution those tests are made on?
  18. you could add a config file for these things to not clutter up the UI. I'd love to have these options
  19. hey Koby. I REALLY like the inflight prediction. so thanks for your work! Really was looking for this since i play KSP. An Idea in addition to the button: Could we change the altitude it auto-switches on? so we can i.e. set the inflight prediction to always work from 20.000m AGL to 100m AGL. And auto-switch it off when vessel-type == plane. Could u add this? would be perfect!
  20. nevermind, recompile didnt help
  21. @Alshain well, in blizzys u can configure each of those buttons - but both will disappear from stock applauncher
  22. u can use blizzys toolbar - just install and "dont activate" the icon
  23. wont u have two buttons then anyway. btw, u can deactivate the Here& now icon and use "Experiment Tracker" - so u have two different mods
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