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KSP2 Release Notes
Everything posted by jnrobinson
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New version - 1.5.2 Hotfix to address balance issues with 1.0.3/4 and a couple issues you guys have pointed out here
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thanks for the heads up. we'll work a rebalance into the next patch
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Small update to fix some issues that people have been experiencing since 1.5: v 1.5.1 (5/25/15) -Fixed thrust and Isp values of both engines -Capsule and heatshield aerodynamics adjusted so they no longer tumble on reentry -Science bay should now properly shield parts inside cargo bays -Updated included bdanimationmodules.dll -Taurus escape engines can no longer be turned off (sorry, had to do this to fix a bug with the effects not showing properly) -Thrust of Taurus engines can now be adjusted through tweakables
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Once Baha's animation plugin gets marked as 1.0 compatible on CKAN the Taurus should show up
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Just published the hottest of hotfixes: v 1.5.01 (4/28/15) Hotfix: -Removed Baha's landing gear which I accidentally packaged earlier -Added thermalMassModifier = 0.001 to Heatshield
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Thanks to a couple of snowflakes that sent all of Atlanta into a panic, I had a lot of time to model yesterday and today. Here's what I've got: It's a 3.75-m NERVA with 4 smaller vernier thrusters in a ring around the reactor core. The vernier thrusters will gimbal to provide torque because the main bell is much too large and must remained fixed for structural reasons. That's the explanation I'm going with at least. Definitely getting up there with the poly count but I'm not too concerned for now. We'll see how config and game testing goes and refine it from there.
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This seems like a problem with incompatibility with another mod. I've seen something similar happen before in the stock game, but it only involves setting the throttle to 50% after switching modes.
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Press alt + f12, go to the cheats tab, and uncheck infinite fuel
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Just received word from Mihara that he has already patched the issue in the most recent dev build, which can be found on the RPM wiki.
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I was able to confirm this error running stock + R&S + RPM 0.18.1. I went through the props config and unity, double checked all the prop names, and reexported the prop config, but the issue still appears. I think this might be an issue with RPM, but I sent Mihara a message to see if there was anything I could do to fix the issue. It seems that all the props still work fine, though. In other news: here's the interior of a new part that will be released soon: You can probably tell what it is.
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I checked the internals_RPM file and the only use of the word Example I could find was in the HUD prop, not the MFD prop. Are you noticing problems with a specific MFD? Totally my fault, I just realized I uploaded the wrong file to Curse. New file is under review right now.
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Just pushed update 1.2.1 to Curse, KerbalStuff, and Mega. 1.2.1 updates the included Firespitter.dll to the most recent version and also adds R&S Capsuledyne as an ingame agency that will give you contracts.
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Whoops. Fixed! EDIT: Now updated on KerbalStuff. Tick tock, Curse. Tick tock.
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So we've been holding on to this part for a bit waiting for .24 to come out so we could just do one big update, and it finally came out, so here it is: The Science Processing Bay SPB-HUGE-3 is a 3.75 m combo science lab and storage bay. It functions just like the stock science lab, but uses a little more power, needs 3 kerbals, and gives your data a slightly higher transmission boost. Also, it has 4 doors that open up to expose unpressurized cargo bays, which you can stock full of science parts, RCS, solar panels, KAS parts, Kerbals, and more. We also made a slim 3.75m stack separator, which is mainly intended to remove the need to use that gigantic stock decoupler on your CSMs. I also balanced costs to fit with career mode. Using the Taurus should be slightly more cost effective than using a Mk1-2 pod and a Hitchhiker. Unfortunately, neither Curse nor KerbalStuff have updated to let me mark my files as .24 compatible, so until then the download will only be available on Mega (sorry). We will remedy this ASAP. EDIT: Download now also available on KerbalStuff. CHANGELOG v 1.2 (7/17/14) -Added new part: a 3.75 m combination science lab and storage bay (with doors!) -Added new part: a 3.75 m slim stack separator (dual-sided decoupler) -Modified textures on heatshield fairing -Balanced cost values for new parts -NOTE: Science bay requires firespitter.dll to use doors in VAB
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Version 1.1.1 Released This is just a quick hotfix to fix compatibility issues with RPM .17. In addition, I added a couple words to the ModuleManager script that removes the need to copy the patch file in separately. unfortunately, RPM updated when I was in the middle of a backpacking trip and I wasn't able to get this patched until today. As always, Curse may take up to a day to approve the update. Personally, I recommend that you use KerbalStuff. In addition, I'm trying to fix the phantom torque that is being caused by the LES thrusters. This is a picture of the Taurus in the VAB with the RCS Build Aid mod turned on: As you can see, even though the LES are all placed symmetrically and KSP reports that the center of thrust is directly below the center of mass and pointing straight down, RCS build aid is still reporting a leftward moment of 34.85 kNm. In a previous release, I cheated and put a fake thrust transform inside the capsule to fix this issue, but I've decided that I need to fix this issue once and for all. Does anybody have any ideas where this moment is coming from?
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Actually the LES boosters are not intended for use as a landing system, because they're far too powerful. We threw that line in their as sort of a joke. We're also not trying to make some overpowered all in one capsule system. If you want that, use another mod. We'll get it fixed if we have the chance and can figure out how, but we're not actual game developers or anything, just two people who like making stuff in their spare time. That's why we focus on content a little more than bugfixing sometimes. If you're really that angry at the imbalanced thrust you're welcome to research the issue yourself and let us know how to solve it, but for now we're going to get back to making new things that everyone likes rather than fixing a minor issue that one person had a problem with. Also, just for the record, the CoL offset with FAR was a problem that was out of our control that has now been fixed.
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The secret thrust inside the capsule was to counteract some mystery phantom torque we were getting on abort. It was a stopgap solution and we are working on a fix. I will keep you updated as I investigate the problem more. And although you theoretically should be able to land using the LES, in reality it will send you from 80 m/s down to 100 m/s straight up. Since the LES is only intended to get the capsule far away from high speed explosions, fixing the mystery torque is not our highest priority.
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I recommend copying the relevant parts of the TAC config for the mk1-2 pod into the Taurus' part.cfg and making adjustments for the number of kerbals. I will try to implement support for more mods in the future, but right now I'm recovering from finals, moving across the country, and getting my wisdom teeth out
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[Tutorial] Animated Landing Leg w/ Suspension
jnrobinson replied to BahamutoD's topic in KSP1 Mod Development
I have two problems that I can't seem to solve. The first is that my legs are always resting at the point where the Wheel Collider hits the ground, even if the legs retract, they still hover above the ground. It seems like for whatever reason that game is using the Wheel Collider as a normal collider. I've made sure that both my pistonCollider and wheelCollider are in the proper place in the heirarchy. Secondly, my pistons always want to retract to the upper suspension limit if there's any weight on them at all. I can see them move around if I hack gravity, but when I'm on the ground they instantly slide to the upper limit. I've tried changing the spring and damper values to several different things, but that doesn't seem to solve the problem. -
[Tutorial] Animated Landing Leg w/ Suspension
jnrobinson replied to BahamutoD's topic in KSP1 Mod Development
is there any way to have multiple legs on one part?