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KSP2 Release Notes
Everything posted by whale_2
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Anyone care to make some simple models?
whale_2 replied to whale_2's topic in KSP1 Modelling and Texturing Discussion
Oh, shame on me for missing this Thanks! -
Hi. I've tried making models several times but seems like I have little talent to this. It takes enormous effort and time from me and results are not very satisfying. I'm way better in writing code. So I wrote a piece of code - a mod that can make good addition to Infernal Robotics and adds some nice physics effect - you can make certain parts of the same vessel able to collide with each other. This partly could be seen as a revival of old Ferram's mod The Colliders Strike Back, but not so radical - you can select on per-part basis which part will collide with others. Another feature is ability to lock parts together. Here's a demo of what it does: I used standard parts for the demo, but it would be nice to have specialized ones. Something like locking pin and part with corresponding aperture plus some rails and parts that can slide on them. Does anyone want to give it a go?
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0.8.3 is out. Main changes - I've accidentally made 0.8.2 dependent on specific KIS/KAS version. Now this is dropped. Pylons and hangars are reattached on ground contact, this was actually done in 0.8.2, but had little chance to work. Lot of black magic done around moored vessels. Some progress is here - at least the test stock lander with added winches stays moored after exiting timewarp or entering the scene.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
whale_2 replied to IgorZ's topic in KSP1 Mod Releases
Please try 0.8.1 -
Released 0.8.0 with support for KAS pylons / concrete blocks. I somehow missed the fact that they can form physical connection to the ground. Now if such pylon is found, it is detached before raising the vessel and re-attached when stabilization stops. It works fine on Kerbin with default settings for stabilization ticks but might result in blocks permanently floating above surface if there are too few ticks, minimum downward movement set for something big or if surface gravity is weak. I plan to rework this part.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
whale_2 replied to IgorZ's topic in KSP1 Mod Releases
I guess I know the reason. I somehow missed attached state in KAS pylons and ground blocks. I'll address this in WorldStabilizer soon. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
whale_2 replied to IgorZ's topic in KSP1 Mod Releases
Can you please elaborate on attached/detached state? Maybe some screenshots. It could be that I have something to fix. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
whale_2 replied to IgorZ's topic in KSP1 Mod Releases
So did you try the WorldStabilizer? -
I think I've fixed this. Please try 0.7.1 Hope I didn't add any regression, I've checked for most obvious ones. The reason was in the way I determine which mesh should be used to calculate part bounds. Some parts have their hierarchy crafted differently from others, like it was with stock large adapter in this particular case.
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[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
whale_2 replied to Eskandare's topic in KSP1 Mod Releases
Try to install the latest Firespitter 7.6.0 over it.- 264 replies
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- engine
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A (somewhat) solid release
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As some reports suggest, 1.5.1 still suffers from it... The infamous bouncing bug was mostly fixed in 1.4.1, however, in some odd situations it is reported to appear again. If this happens to you, you're welcome to try this mod. But surprisingly, there are reports that 1.4.5 has the bug again: Squad Bugtracker Issue #16159, note #19 There's a bug that was seemingly fixed in 1.3 and reintroduced in 1.3.1 - when you enter the scene with some vessels landed they jump up in the air (or in the lack of it). Bug #16159 If you don't experience it, just ignore this post. However, many, including me, do experience it and it is rather frustrating. It is unclear when and how this would be fixed officially, chances are it will only happen in Release 1.4 and this release in my understanding could potentially break many mods, so 1.3.1 might be around for quite a long time. The root reason of this seems to be that the game places the vessels slightly beneath the ground and after that physics kicks in and the ground pushes the vessels outwards with significant force. In many cases, especially on low-gravity worlds this could be disastrous. Features and caveats: Vessels on launch clamps are not affected Kerbals on EVA are not affected by default (configurable) Vessels in Prelaunch state (i.e. just launched from VAB/SPH) are affected by default (configurable) Vessels that are Splashed, Flying, Orbiting, Escaping, or on Sub-orbital trajectory are not affected Particular vessels can be excluded from stabilization (see config file) If there is a Hangar with attached anchor, it would be reattached after the hangar settled If the vessel is moored to the surface with KAS harpoon, it should be safe (no longer valid for KAS 1.0 as there are no harpoons at the moment of writing) If the vessel contains KAS pylons/concrete blocks in attached state (with staticAttached = true, that have physical connection to the ground), they will be reattached like Hangar anchors (NOTE - relevant for old KAS < 1.0, new KAS is yet to be addressed) You might experience some FPS drop during the stabilization, for instance when you are coming into physics range with some other vessel and it goes off-rails. This usually lasts only about 3 seconds and can be reduced further in config file in exchange for less gentle vessel release. Compatibility and Robustness This fix has been tested in a bunch of other people's games including mine and so far no issues were reported, but I'm pretty sure something will eventually be blown up - some parts or mods me and all participated in testing don't have weren't tested. Some specific mod may require special treatment. Some particular situations may require special treatment as well. For instance, I'm pretty sure if your base is hanging on a cliff, it would not survive. I just didn't find a cliff in KSP to hang a base on it. BACK UP YOUR SAVE BEFORE TRYING THIS FIX and please report the issue if bad things happen. Configuration is being done via WorldStabilizer.cfg file inside the mod directory, it should be pretty self-explanatory and there are comments. The mod comes with MiniAVC version checker - obligatory notice: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Licensed under MIT License Kudos to @BahamutoD, @Papa_Joe and all participants of this thread for code pieces I pried into. Thanks for all who participated in testing. Latest version for KSP 1.3.1 is 0.8.4, for 1.4.3 - 0.9.2, for 1.5.1 - 0.9.3, currently available on GitHub, SpaceDock, CurseForge and CKAN. As there are reports for 1.4.5, proper recompile is expected soon, but other people report 0.9.2 works just fine. Ping me if you badly want 1.4.5 recompile with fixed AVC version. Since 0.9.4 I start doing multi-builds, so at least 0.9.4 is available on GitHub for KSP-1.3.1, 1.5.1, 1.6.1, 1.7.3. However 1.8 has changed quite a lot, so recent builds (0.9.6-0.9.7) are for 1.8.x only Download from GitHub Download from SpaceDock Download from CurseForge Source code is on GitHub as well. Changelog Development thread for posterity.
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I really didn't receive much feedback, at least I expected more - I still anticipate things to blow up in other people's games where they use lot of parts that I don't and build like I don't. But in order to give it better visibility, I guess yes, I'll make a release and just will be fixing things as they blow up.