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Posts posted by SnailsAttack
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FYI to anyone who reads this, I've still not found a fix for this. I'll try to remember to update this thread if I do
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On 9/20/2021 at 12:39 PM, sebi.zzr said:
Hello
Try adding:
MODULE { name = ModuleRCSFX useZaxis = true }
That totally seemed like something that would fix it, but I tested it and unfortunately it seems to have no effect, regardless of whether it's set to true or false.
Here's another clip that shows the... peculiarities of this.
https://www.kerbalspaceprogram.com/api/class_module_r_c_s_f_x.html
I assume you got that parameter from this website, yeah?
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I'm attempting to add a toggle to engines that allows them to act as RCS thrusters. I got it working without much of an issue, except one thing: the thrust is backwards.
Here's a video clip of what I mean. This happens with every engine I've tested, notably the "spider" and "puff".
MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = fxTransform //thrustTransform thrusterPower = 2 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = fx-spider-running //running atmosphereCurve { key = 0 240 key = 1 100 key = 4 0.001 } }
Here's the relevant block. I've currently got it configured to work with ReStock, which changes the "thrusterTransformName" and "runningEffectName" values.
Note that the engine fires normally through the ModuleEnginesFX engine, it's only reversed when I try to get it working through RCS.
Fixes or workarounds would be appreciated, but I'm not looking for alternatives such as mods that overhaul the whole flight control system (e.g, Throttle Controlled Avionics).
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13 hours ago, Nertea said:
... that's what they should do. You need to supply the power rated on the unit that is shown in the VAB info box or they won't harvest.
If you don't think I'm understanding you correctly, wait until the bugfix update and then come back here.
oh. I just tried to pitch your own idea to you. Not sure how I managed that. huh
well, I look forward to the patch.
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Just now, Nertea said:
Yes, that's what we've just been discussing being fixed as the result of the bug.
no this is something else, like. uh. like if you could make it so the harvesters wouldn't operate if they don't receive a minimum rate of electric charge. not necessarily more than just 0 EC/s, but, say, some custom amount like 5 or 10 EC/s.
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8 minutes ago, Nertea said:
Isn't that the case though? The consumption rate on the harvesters is 45 Ec/s and 20 Ec/s. When the bug is resolved that'll be properly functioning.
nah because they can operate on even minimal rates of electric charge. say, 0.1 EC/s. it just throttles down their production rate accordingly.
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31 minutes ago, Nertea said:
Hmm, I don't understand what you mean by that. There's this bug you've reported (it is not a gameplay feature) that makes it so you can run a harvester with any charge source, yes. Once that is resolved, you will need a charge source of appropriate power.
I mean like a minimum rate of electric charge that's not necessarily just above zero. Like it could be 5 EC/s or 10 or something.
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48 minutes ago, Nertea said:
Of course it's bloody not intended!
well i dont know! It's kerbal space program, i learn something new about bad game design every day!
hey while we're here, is there any way you can make the harvesters require, like, a minimum rate of electric charge in order to operate? I think it would make for interesting ship design restrictions. If not as a stock feature, then maybe as something that can be enabled in the SpaceDustHarvester module.
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@Nertea I did some testing and it appears that the SpaceDust resource harvesters' collection rate isn't throttled by a ship's ability to supply electric charge. The harvesters are either on or they're off, and this is determined by whether or not the ship has any source of electric charge. Therefore even a single solar panel is sufficient to power them at full speed. This doesn't make for good gameplay.
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1 hour ago, R-T-B said:
I really need to take some time to work on Kittopia, but I've been distracted recently by another side project... Fortunately a it's a good, Kopernicus related one and you'll all be hearing about it soon.
When that is done I can promise I will take a hard look at updating Kittopia. As of now though I am afraid no work around is available.
Alright. thanks man, ill be keeping an eye out for that other project of yours
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In the latest version of KittopiaTech (release UBE1), I'm unable to view changes I make to a planet's PQS material ingame, even if I rebuild the surface via the "Rebuild Sphere" button.
In older versions of the game (at least as far back as 1.7.3), changes to the material node were applied instantly. Currently I'm playing on KSP version 1.12 with release 55 of the stable branch of Kopernicus.
The ability to view PQS material changes in real time is really important to being able to understand how the different parameters work, and I'd greatly appreciate a fix or workaround. Thanks.
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I'm working on a mod that adds the option to switch between different propellants for the stock engines. I recently updated from 1.7.3 to 1.12 and it no longer calculates the delta-v given in the VAB/SPH properly until I switch editors, reload the craft file, or exit and re-enter the VAB/SPH.
MODULE { IDENTIFIER { name = ModuleEnginesFX } DATA { maxThrust = 300 PROPELLANT{} PROPELLANT{} PROPELLANT { name = MonoPropellant ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 196 key = 1 186 key = 7 0.001 } } }
My changes to the max thrust and atmosphere curve are calculated correctly when I select this ModuleB9PartSwitch subtype, but the delta-v is still calculated as though the engine runs on LF/Ox instead of MonoProp.
I'm using the latest version of B9PartSwitch (v2.18.0) and no other mods.
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I made some different resource colors. V
hypergol is part of my mod. use if you'd like
EDIT: Added some more.
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I love you
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dunno if it’s possible but this would be cool. i tried using pistons for it once but they usually got destroyed in the process of contacting the ground.
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wow. that is so much worse than the original mainsail. have you... seen a rocket engine before? because i have seen individual plastic legos with twice the detail and believability.
maybe try using a reference image while modeling and texturing this thing. the old mainsail and new skipper at least have some greeble on them.
EDIT: this was dumb im sorry
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this is the suggestions and development discussion section
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6 hours ago, DMagic said:
@SnailsAttack You are using Unity 2018, you must use the version of Unity that matches the Part Tools, 2017.1 for KSP 1.4.
I downgraded my Unity version and it worked fine. Unfortunately, I suspect that making entries for my two dozen kopernicus planets is going to be a rather long process. Oh well. Thanks for your help!
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Hello. I am having some problems with using the KSPedia Database to make KSPedia entries for my mod.
When I open the KSPedia Database, it is completely blank (as contrary to the tutorial's view of it). I am new to Unity, and am not sure what I'm doing wrong. Can you help?
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Doesn't KSP already have trimming?
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i'm not sure i quite understand what you're getting at, but having lagrange points would be awesome.
EFFECTS node duplication
in KSP1 General Mod Development Help and Support
Posted
EFFECTS { fx-twinboar-running { MODEL_MULTI_PARTICLE { name = core modelName = ReStock/FX/restock-fx-boar-core-1 transformName = fxTransformCore emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } } }
Anyone know a good way of creating a duplicate of an effect node using module manager?
Basically what I want to do is create a copy of fx-twinboar-running and rename it to, say, fx-twinboar-running-2. And from there I'd like to simply switch out the FX definition with a new one, which should be easy enough.
@MODEL_MULTI_PARTICLE[core] { @modelName = ReStock/FX/restock-fx-nerv-core-1 //ReStock/FX/restock-fx-boar-core-1 }
Additionally, how do I get MM select an effect node based on a key word such as "running"? Since I'd like to automate this process.
My reason for wanting to do this is so that I can use B9 Partswitch on rocket engines to have em swap between different runningEffectName definitions depending on what fuel type they're set to run on.