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navot

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Everything posted by navot

  1. @flart Thanks for pointing that out, I wasn't taking the scale of the gameObject into account, when detecting the size of parts. I made a quick fix for it, which is available in the latest GitHub version, if you want it
  2. the vertical offset at the moment doesn't affect the calculated height Update: rewrote height detection. It now takes defaultVertOffset as well as the part offset into account (GitHub version)
  3. Turns out, KSPFields get automatically loaded from the config file, so I did actually load some variables without knowing it... The latest version on GitHub has a config file with some parameters (link to config). Is this what you were looking for?
  4. Oh right, I got the Modules for decoupler and shroud confused... About completely replacing the shrouds, I'm not sure if there could be clipping problems (have't checked, but I think the nuclear engine has a small hole at the top of it's shroud), I just checked, and the nuclear engine sticks through my shroud
  5. Oh, so you want to completely replace the decoupler module, right? Also, I'm quite new to MM, what does the engine have to do with it? I've disabled it by default, because I think usually the sizes all match, and the customized shrouds for every engine looks better. That's a good idea, I'll do that
  6. At the moment none at all (assuming you are talking about the parameters you can set in the config) Now I am confused about what you meant the first time...
  7. Right now it doesn't use any stock part modules. I guess a MM patch to add Fairings would be an alternative to my whole mod...
  8. Not quite. Unfortunately, the node size isn't that accurate (there are only 3 possible sizes I think). For now, the width is calculated by taking the size of the collider bounds of the decoupler and the parts two above the decoupler. This can however be the wrong result, for example if the part above the engine is a size adapter, with the shorter end at the bottom. The height is calculated by the difference between the top and bottom stack node of the part above. At the moment, this doesn't take part offset into account. That's the reason why there still is the possibility to set the size manually ; ) Not at the moment. What you want to do is to hard code a value for the size, so that decoupler x has a diameter and offset preset, rather than taking it from the collider size, right? I might try to do something like that
  9. I'm not sure I understand what you are talking about? I'm already adding this to all parts with a decoupler, or do you want to add this to parts other than that?
  10. This mod adds the ability to have shrouds of all sizes, to fill the whole space between tank and decoupler. By default, the stock shrouds are used. For custom shroud, right click on the decoupler you want and enable it. If the automatic size detection fails, you can disable it and set the size of the shroud manually This mod should be compatible with KSP 1.3.0 to the current version supports FAR Requires Module Manager Download: https://spacedock.info/mod/1692/Decoupler Shroud Source: https://github.com/nav0t/DecouplerShroud/ License: MIT Custom Textures: You can add your own textures to the texture selector by making your own texture pack. Here is a small example on how to create your own texture pack, and here is some documentation of the config files. You can also use a community texture pack:
  11. Thanks for the feedback! I didn't realize my mod was on CKAN... I think I ticked the box on spacedock to automatically do CKAN things and forgot about that. Turns out, CKAN installs my mod completely wrong(it copies the source folder instead of the GameData folder), so I'll try to fix that. In the mean time, you can download the mod from spacedock and install it manually, and everything should be fine. Also delete the current ControlSurfaceToggle subfolder of your current KSP install, to remove the duplicated options. EDIT: The latest version of the mod now works when installed with CKAN! Thank you Lupus590 for pointing out this bug
  12. Hello Lupus590, I tried to reproduce the bug with a clean installation of KSP 1.3.1 and the latest version of my mod(1.2.1), but the difficulty options menu was fine. Also, I'm not sure how my mod could cause your behavior, since it should not even be active at this stage of the game, since it only loads when you start a flight. If you do manage to reproduce this bug with only this mod installed, could you tell me which version of KSP/ the mod you used, and providing the Log file might be useful. Thanks.
  13. This mod is continued by @linuxgurugamer . You can find the thread for the new mod here: ____________________________________________________________________________________________________________ Features: This mod disables and re-enables your control surfaces on atmosphere exit/ entry to stop your SSTOs pointlessly flapping their wings in space. You can also do this manually Dependency: Module Manager Download from Spacedock: https://spacedock.info/mod/1499/Control Surface Toggle Sources: https://github.com/nav0t/Control-Surface-Toggle License: MIT
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