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Everything posted by whale_2
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This does not look related to me. That "bouncing issue" is not continuous, it is over as soon as vessel is not beneath the ground and your craft is obviously not. What happens if you activate and deactivate time warp or use Vessel Mover to raise the craft and put it back? I bump sometimes into this drifting thing, but quick time wrapping usually fixes this.
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Yes and no. While I really easy down physics few first ticks, the main reason for vessels jumping is that sometimes they are loaded beneath the ground level. After physics starts, ground pushes everything that got submerged into it upwards and sometimes really hard. So first I ensure that bottommost vessel point is above the ground, move the vessel up if needed and then move it down to the safe distance. I use it along with KJR, no issues so far, at least for me.
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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
#2 is likely not related to KAS but rather to a bug reintroduced in 1.3.1 --> #16159. I'm trying to fix it and did test that exact situation - a ship moored by KAS harpoons. So far it did work, maybe it worth checking out in your situation. However, be prepared for explosions in case of bad luck. Here --> Bugfix for jumping vessels. -
For CKAN or for release in general there should be some more testing done. That's why I'm asking to check if this works in other people's saves - I can't anticipate all the possible situations.
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I've rolled out 0.6 with config file where you can tweak timers and different heights. Vessels on launch clamp are not touched, as well as flags and kerbals. There's also vessel exclusion list. Altitude detection system reworked. Latest version didn't blow up any vessel in my save, but I still can't guarantee it won't blow up something in yours. No idea. According to bugtracker this is the only critical confirmed bug of 1.3.1, but they're working on 1.4 which will use newer Unity and this could have some consequences to all the mods.
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I guess I'll add a config file so all parameters could be tweaked. Maybe even a config section later, if the official bugfix won't come any time soon. Excluding vessels with launch clamps makes perfect sense, but not zero mission time (prelaunch state), because some aircraft still jump wildly when launced from SPH. (Or this could be a configuration option as well)
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Yeah, me too. I've tried to look deeper into it and seems like OnCollisionEnter is not fired every single time the wheels touch the runway. It somehow depends on the vertical speed. So I've made a patch for this - I'm checking the wheels every 0.5 sec with 1-3 boolean comparisons - should not have any significant FPS impact - and now it squeals as it should. @pizzaoverhead, would you like me to make a PR?
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I didn't test it in that environment (but you could be first). If terrain is actually there so the game engine will allow to calculate correct altitude above the ground, it should work.
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You're absolutely right. I just was so unsure would this work at all or not, so forgot about licensing stuff. Fixing now.
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Version 0.5 is on GitHub. Added more safeguarding, as raycasts sometimes hit something but not the ground, rather something below the ground. O_o
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Hey @pellinor and all, First, thank you for your work on this mod, this is one of the most essential mods in KSP universe. I want to share my pain about stock landing gear. Not that anything does not work, with current TweakScale and KSP 1.3.1 seems like all stuff that should work really does it. But the very set of landing gears in KSP troubles me - it's really hard to match nose gear and main gears if you make high-wing or low-wing aircraft. Even with TweakScale you'll end up with either huge main gear and tiny front gear, or vice versa. I know, some people install four- or even six-wheeled gears in front, and yes, this is very kerbal, but still looks ugly and such planes almost can't steer. So I thought what if I'll scale wheel transforms independently? Of course, landing gear is, I guess, most complex part in KSP and there's not much room to play, but some still is. I've made a patch for it and if you'll find that it worth it, I'll make the PR. Here are some screenshots to demonstrate how it looks like. So far I'm only scaling the transforms; the mass, brake force and anything else was not touched, but if the idea will be accepted, I can make it, along with wheel width, for instance.
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No, it is only against "jumping of landed vessels on scene load". You can try Kerbal Joint Reinforcement
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I thought I've described what does it do in the top post. Do you have any specific question?
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Make sure you've backed up your save. It's still messy.
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Discovered some strange situation, where raycast from the bottom point of vessel does not hit the ground, but hits something beneath it. Added a workaround. And another one.
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*** NOTE *** No problem reported for latest dev version, so I've made a public release There's a bug that was fixed in 1.3 and reintroduced in 1.3.1 when you enter the scene with some vessels landed and they jump up in the air (or in the lack of it). Bug #16159 I've tried to fix it by introducing one more simple mod. I heavily borrowed parts of the code from VesselMover, specifically, determining vessel's top and bottom points. The mod moves up the vessel that just went off rails little bit up (approximately by the difference between top to ground and bottom to ground heights) and then lowers the vessel down checking the bottom-ground distance. It also supports Hangar's anchors and vessels, moored to the ground with KAS Harpoons. Links to youtube videos (by Fredrik Wolf) Typical buggy behavior Stabilized by mod Source and mod files on GitHub: Impudently called World Stabilizer Licensed under MIT License Kudos to @BahamutoD, @Papa_Joe and all participants of this thread for code pieces I pried into. This is highly experimental mod, but I'd be grateful for test feedback. Just back up your saves as something might be blown up.
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It works in 1.3.1 as is.
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It has some IR actuators and trusses, lights from B9 and SDHI. Here's the link: https://kerbalx.com/whale2/3d-printer or https://kerbalx.com/download/craft/36286 *EDIT (The second link does not open in case you're not logged in on KerbalX)
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Hey @allista, Foremost, thank you for the great mod, it really enriches the gameplay. Seems like this is recurring problem - vessel does not fit even if vehicle dimensions as reported by Hangar are smaller than the size of the hangar (as reported by Hangar). Also, there's an odd point in the wireframe which is significantly off of the percepted vessel shape. Another odd thing is that I've chosen the size of the hangar so that this vessel fit into it, but since then seems like I've upgraded the mod (or KSP, 1.3.0 -> 1.3.1). Any advice? Even maybe particular place in the code I should look into? I'm currently setting up all the dependencies to be able to build debug version. The vessel: The hangar:
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Pro Props - Wearable items for your kerbals. Updated to KIS!
whale_2 replied to Locob's topic in KSP1 Mod Releases
Hey @Locob, would you mind making a selfie stick (with some phone attached to it) for this? -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
whale_2 replied to SuicidalInsanity's topic in KSP1 Mod Releases
This one works for me : //Use this patch to add Electric Banshee lift fans using ElectricCharge. +PART[M2X_FuselageLiftFan]:FOR[Mk2Expansion] { @name = M2X_FuselageLiftFan_E @title = D-ZZY-E 'Banshee' Lift Fan (Electric) @description = A 2 meter internal fuselage mounted lift fan for vertical propulsion in atmospheric environments lacking oxygen, this engine is designed to allow VTOL applications on bodies where jets cannot function and rockets would be prohibitively inefficient. Although it is lighter and cheaper than a jet engine, it is also comparatively less powerful. This one is ventrally mounted in a fuselage housing. (Electrically driven) @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = ElectricCharge @ratio = 10000 } !PROPELLANT[Oxidizer] {} !PROPELLANT[IntakeAir] {} } !MODULE[ModuleAlternator] {} } +PART[M2X_LiftFan]:FOR[Mk2Expansion] { @name = M2X_LiftFan_E @title = D-ZZY-E 'Banshee' Lift Fan (2 variants) (Electric) @description = A 2 meter side-mounted lift fan for vertical propulsion in atmospheric environments lacking oxygen, this engine is designed to allow VTOL applications on bodies where jets cannot function and rockets would be prohibitively inefficient. Although it is lighter and cheaper than a jet engine, it is also comparatively less powerful. (Electrically driven) @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = ElectricCharge @ratio = 10000 } !PROPELLANT[Oxidizer] {} !PROPELLANT[IntakeAir] {} } !MODULE[ModuleAlternator] {} }- 1,520 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
whale_2 replied to SuicidalInsanity's topic in KSP1 Mod Releases
I've made it another way - I modified the patch a bit to create a copy of Banshee with slightly different name and EC as the power source.- 1,520 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
whale_2 replied to ferram4's topic in KSP1 Mod Releases
This probably means that something else has changed, perhaps somewhere in the game core.- 14,073 replies
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