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Redoti99

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  1. Not sure if this is even worth reporting as this mod hasnt seen updates in a while but I really like the petal hinge function, sadly it has an issue that even if the petals are open the parts inside the fairing still act as stowed and therefor can not be used, things like RCS thrusters or parachutes, Pic for reference I really like this idea and I would love to keep using it but sadly its impossible to do so with how the mod currently works, and since theres no mod or functionality in the game to override the "is stowed" mechanic on parts this design is unusable. If I understand correctly vanilla cargo bays have a functionality to remove the "stowed" flag from parts when they are open, though this is just speculation, if something like this could be implemented for the petals that would be amazing. Upon testing this seems to only affect vanilla aero, when using FAR petals work correctly, so I am assuming this will never get fixed / there is no interest in fixing it as all the other issues with stock area have been ignored.
  2. I still cant seem to get this to work. I am using the latest versions of all the dependencies, double checked that the version are at least as new as what Linux Guru Gamer mentioned above, but it still doesnt seem to work. Getting a Kopernicus error: Failed to load Body: Squad/Moho: Value cannot be null. If anyone has any idea what could be causing this it would be very appreciated! Kopernicus Log KSP log
  3. Ive been thinking about an idea for a mod, and was wondering if its at least theoretically possible before attempting to get it commissioned or do something with the idea in general Big part counts slow the game down, from my understanding the main contributor to this is the fact that every part contains a rigidbody component. I wanted to see if disabling these rigidbodies was possible. From my understanding, since parts are always parented to the root of the vessel, only the root part of every stage would need to have a rigidbody component, and the rest inherits the transforms of the root part just by the nature of being parented to it. This would lower the rigid body count by a very significant amount. I am assuming it would cause problems with collisions and drag calculations though. I feel like these issues are something that can be figured out, the meshes used to calculate drag could be combined in some way and collisions could still be calculated separately from my understanding. This is all just off of my very limited experience with unity and my Guesses about how KSP works. The idea for this seems fairly simple on paper, which means there must be some limiting factor, otherwise someone would have done this already. I would just like to know what that is. Am I saying complete nonsense or is something like this conceivable ?
  4. The volumetric clouds you see in videos are part of an early access version of the EVE Redux mod. [snip]
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