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Manul

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Everything posted by Manul

  1. I removed them as soon as I installed Water Launch Sites because there were some naval accidents with these lights
  2. The KSR landing lights will break your heavy spaceplanes when you crash into them on a takeoff. These things get really annoying when you launch a 200+t flying brick that barely lifts itself from the runway.
  3. Yes. It bugs out the Kerbal Konstructs mod, not the KSR itself. The recent update has some folders removed/deleted. I managed to restore the folder structure and make it work but I don't remember what exactly I've fixed. See the log, there will be some errors about missing files and folders or you can use the previous version of this mod.
  4. That was a desperate measure to save stuck crews that couldn't get out after the 1.11 update. I found these parameters in the KSP API and randomly tried to put them into the part cfg... that worked. There are much more parameters we can change within the part cfg but they aren't documented.
  5. How do you orient the airlock collider? I achieved best results when the Y axis is pointing inside the cockpit and the Z axis is pointing up (in the game, not in Blender). If the collider is oriented this way, overriding the hatchObstructionCheckInwardDistance and hatchObstructionCheckOutwardDistance parameters in the part cfg works just fine.
  6. 3d modelling itself is not that bad actually. I don't know what 80% of Blender functions do and have no modelling experience but I managed to make stuff like this But making colliders is another circle of hell because they should always be convex, be as low poly as possible while being as close to the shape of the original mesh as possible. That shouldn't be such a big deal for a telescope though because it's mostly cylinders and flat surfaces, no smooth aerodynamic shape required. UV unwrapping and texturing is the next level of killmeplease, still can't figure this one so my models look like lego bricks digested by a dog.
  7. This is not a limitation of the game engine, this is a bug introduced in 1.11 update. The default value of hatchObstructionCheckOutwardDistance became ridiculously large (like 2 meters) that turned many of my older crafts into a deathtrap. I tried to override this field and it seems to work, but I didn't yet find the correct value to prevent EVA when the hatch is actually obstructed.
  8. This adapter is a crime against aerodynamics and the other crime is the lack of Mk2 nosecone in stock. I guess these parts somehow slipped from pre Porkjet times when most aircraft parts looked like lego bricks.
  9. Burning unrefined rocks with no oxidizer required? Highly unlikely to happen.
  10. MM patches that target a jetpack can cause this. I had this problem due to a patch that makes the jetpack a deployable ground part. It could not be refueled and it had unexpected mass fluctuations (up to 20t)
  11. Is this a problem? This mod is designed to work with stock aerodynamics and there is no way it could ever work with FAR because it would require an entirely different approach.
  12. SunkWorks has a patch that allows you to drop a parachute and a jetpack on the ground. And sometimes it has some unexpected mass fluctuations. Once Jeb got a 20t jetpack, and it's mass was real. When Jeb boarded the aircraft it became so nose-heavy that it was almost impossible to fly without an unrecoverable nosedive. I couldn't understand what's going on and was blaming aerodynamics. But after the crash landing I noticed that Jeb can barely walk and can not jump at all, and it was the time when I realized that he was 20t heavier than usual.
  13. Some other mod is messing with Kerbal Konstructs preventing it from loading any statics. For me it was Ordinary Construction, it has a messed up folder structure in a latest release.
  14. As a HOTAS user I would suggest to use stock settings for axis setup and use the AFBW to deal with buttons. If you don't need custom input curves provided by AFBW, stock is a viable option because KSP is surprisingly good at recognizing complicated axis setups. I have a custom-built controller with 4 slider-type axes and the stock KSP recognizes them just fine.
  15. Some landing gear parts had been misbehaving since KSP v 1.4 update and it was 7 years ago. Later KSP updates didn't affect this mod so it counts as "still works" (it's not flawless but it didn't get any worse for the past 10 major KSP updates)
  16. The strange thing is that animations work. Until they don't. And then they work again. In this case the animation just doesn't work. I need to replicate the issue with RPM and .mu plugin or with MAS and Unity to be sure.
  17. I've just encountered a mysterious issue with interactions between MAS and .mu plugin for Blender. The model made in Unity can have multiple animations and they work just fine with multiple MAS ANIMATION nodes. But when I reimport a model made in Unity using mu plugin or create a new one from scratch, MAS begins to freak out. One animation always works as intended while others freeze randomly as if they fail to update. They can be frozen for a minute and then work just fine until they freeze again. Changing the order of ANIMATION nodes in the prop cfg changes the order of freezing: sometimes only 1 out of 3 animations is frozen, sometimes 2 are frozen and only one is working.
  18. Feel free to use the Dummy.mu it's just a set of three empty transforms and the last of them has an animation assigned. (it is required to have at least one GameObject in the hierarchy between the root and the animated one so there are 3 objects instead of 2).
  19. The major problem is that the DeployModuleIndex should be pointing exactly at the animation module, and with MM patches you don't know the exact index. If the part has one PartVariant module and one resource module in it's cfg, we can assume that the MM patch will add animation module as a third module (DeployModuleIndex = 2) but there are another patches that add another modules (like HitpointTracker from BDArmory) so you need to be absolutely sure that your patch is applied first (with a mod name starting wit A it's not a big deal though)
  20. There is no "Open" state because there are no doors and the fake animation to open nonexistent doors is disabled So the second drag cube will never be used.
  21. I've already prepared some screenshots and drawings, still need more of them so it would take some time.
  22. If it is set up like this, it won't even show up in the game: All credits for this fix go to @K.Yeon or @JadeOfMaar or whatever genius who fixed aerodynamics of every single hollow part in OPT spaceplanes.
  23. Replacing the DragCube of a hollow part with a DragCube of a fueltank having exactly the same outer dimensions is a common trick used by many modders. Actually I had to paste the same dragCube twice, both for cube A and cube B that represent the "Open" and "Closed" state.
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