doxid310
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Posts posted by doxid310
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On 12/20/2022 at 2:08 PM, doxid310 said:
Hello @cmet24! This mod is just perfect considering that I am really passionate about designing all kinds of aircraft.
However, I noticed that it has a very weak upwards wind component, which makes building gliders kind of useless, since you can't take advantage of the vertical winds. I am familiar with C# and I've seen that the mod source code is available on GitHub. My wish would be to multiply the vertical wind component by a considerable amount at all times (since it depends on lots of factors, randomization wouldn't be a problem). Since I'm not too familiar with KSP modding in particular, I would like to ask you what variables or lists should I modify.
I would like to rebuild the mod for personal use with the desired changes, if that's okay.
Nevermind, I found out myself.
For anyone interested, in climate_data.cs and weather_data.cs multiply the "ww" variables with something around 30-100 and don't forget to change in the GUI the units for vertical velocity from mm/s to m/s (remove the *1000 and edit the string). Rebuild the project and replace the dll in gamedata/kerbalweatherproject. Cheers.
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Hello @cmet24! This mod is just perfect considering that I am really passionate about designing all kinds of aircraft.
However, I noticed that it has a very weak upwards wind component, which makes building gliders kind of useless, since you can't take advantage of the vertical winds. I am familiar with C# and I've seen that the mod source code is available on GitHub. My wish would be to multiply the vertical wind component by a considerable amount at all times (since it depends on lots of factors, randomization wouldn't be a problem). Since I'm not too familiar with KSP modding in particular, I would like to ask you what variables or lists should I modify.
I would like to rebuild the mod for personal use with the desired changes, if that's okay.
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9 hours ago, thepres1s_Stuff said:
@blackrack For the volumetric clouds, any chance for Tornadoes and Hurricanes? (probably no wind unless kwp can put it in)
This would be rather a matter of @cmet24 's KWP - some strong vertical winds would be great for gliding/ soaring planes. It would be nice if it was somehow integrated with @blackrack's EVE true volumetric clouds config so that they generate in stormy areas. Perhaps we'll see this someday.
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These are some of my aerial creations so far in KSP, Hope you like them!
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18 minutes ago, doxid310 said:
Hello, I am currently experiencing an issue regarding the FMeshSwitcher on all the parts that have this feature. I am currently using the latest version of FAR Continued along with the latest version of AP from @Lisias github page.
It seems that all the meshes are bulked upon one another to the point of z-fighting, and the next/previous buttons do not appear in the editor menu.
In the screenshot I've tested it with some mk3s0 parts and a wing connector.Sorry for the bother, I figured it out rather quickly.
I had an old version of Firespitter installed.
For those having the same issue, update Firespitter to the latest version. -
Hello, I am currently experiencing an issue regarding the FMeshSwitcher on all the parts that have this feature. I am currently using the latest version of FAR Continued along with the latest version of AP from @Lisias github page.
It seems that all the meshes are bulked upon one another to the point of z-fighting, and the next/previous buttons do not appear in the editor menu.
In the screenshot I've tested it with some mk3s0 parts and a wing connector.
[1.8.x, 1.9.x, 1.10.x] Steam Gauges Recalibrated
in KSP1 Mod Releases
Posted
@linuxgurugamerI don't know if this is the best place to post this, but I found a fix for the dynamic parts of the HUD when you're IVA . Here is a part of code that I've used to fix it. The problem arises at private void drawPitchLadder. Hope it's useful.