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TouhouTorpedo

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Everything posted by TouhouTorpedo

  1. Interesting. I don't actually see the part thats a rant here. Mechjeb sounds like it helped you to learn the game and get an idea what to do, then you left it behind afterward, releasing the training wheels as it were. Bit of a shame you won't see too much new but hey I can't complain, I modded a super fuel tank back in them early days for dunking my test rovers on just about every planet I fancied trying it out on. I did Mechjeb once, heck it had some useful features that are pretty undisputable (Damned Robotics Muservo module, Camera Mod module, DeltaV in VAB/SPH) and I did used to use Ascent and Land on the odd occasion for video work. Since Infernal Robotics and Kerbal Engineer, theres no need for me to use it at all anymore though. It might just be my experience, but I found it to be less reliable in time, and a lot of the features I tried really didn't perform as well as I'd expected. The addage of "If Mechjeb can't fly it, no one can..." is certainly not true in my experience, and it seems OP would agree with that. Still a pretty awesome piece of programming mind. I especially love how well the landing pilot works, and I'm gonna have to dig into the code one day out of curiousity.
  2. Unity Engine is part of the problem. Even if you had KSP on solid state, Unity Engine checks all the available ports possible (be those internal to your computer or networks) when any file is accessed on the loading procedure, since it uses a URL loading method. Since it checks everytime file, its pretty slow, and if you have any virtual network open such as Hamachi, the loading times become intolerable.
  3. Just tested this as I hadn't looked at the right click GUI, its still there for me. I believe another mod you are using is conflicting somehow. They have since release, no problems!
  4. Stockwheels I don't believe there is any ability to tweak performance on other worlds. the only mods that ever did were CleverBobCat which I'm not sure if this has been updated in a long time, or mine - Modular Multiwheels. You can edit the gravity compensation by fiddling with the multiwheels config XML file in plugindata (but this is on by default with a reasonable value, you shouldn't need to). CleverBobCat just pushes a force down on low gravity worlds, Modular Wheels changes the grip. A big difference in how this behaves is that modular wheels still feel low grav, just not low grip. So its really easy to roll over on the Mun if you aren't careful. then again if you only want stock wheels to behave this way and not a replacement - can't say I can help you there. well... I could perhaps make a mod that fiddles stock wheel performance now I think about it. Never something that crossed my mind.
  5. There is never a perfect mod, ever. Always room for improvement and different approaches to the problem!
  6. I think I know what it is you're after, but its not a part I'm thinking of making. I somehow missed you mentioning you'd be interested in the MK4 developers kit, so here it is for you! http://www./download/9djdpexy644563p/TTMK4DevelopersRelease.zip It contains a standard MK4 fuselage in a variety of formats, as well as a MK4 fuselage standard texture. So you can mess around with the form and have it match up to other MK4 parts. (Bac9 used this in the B9 pack to make a MK4 adapter!) I'll update the OP to be sure its in there as well.
  7. They're suprisingly simple, although my images might make them look otherwise. The important part to remember is they are in unity, basically a stock landing gear with one single extra transform in them - "steeringAxis" - these are all case sensetive. I know most people would know this, but whenever I dev a new wheel I always find I forget and have to fix the names again lol... Heres two examples. Wheels will work in BOTH orientations shown, though you'll need to edit this value appropiately to tell the plugin which way you built it - "yforwardtrueorxfalse = false" I know some mods out there (rollkage) use clever set ups for the wheelcollider to determine behavior. you won't need to do that here as the plugin deals with it. Just use the data above basically. If you were to change them you'd need to change quite a lot of CFG parameters and that isn't worth it. Also fuel consumption in CFG is a rate per torque output. so you won't need to change that if you change torque output. (but if you want to use a different fuel of course go ahead!) EDIT : just noticed an error. The text with no line is meant to point to "Wheel"
  8. yes it would matter. Because I've still got it on the old data system config piggyback doesn't work. You need to copy the whole directory and change the name field of the CFG's. I'm suprised to see a growing interest in modding the multiwheels finally. Once I have the free time to do so I'll start to investigate updating the mods for Gamedata system since thats starting to look like it could be useful finally. If theres anyone who has any particular interest in making new wheels that use this plugin to run, let me know - I've done an instructional image like the ones for stock gear and stock wheels, so these can be done by other users.
  9. If you just moved vessel to that one then released the parking brake yes, if you just stopped the vessel then put on the parking brake, then released, then tried to drive off, no, as the engine power should still be set. If you have any stock landing gears or landing gears based on the stock module attached, those DO jam on for a few seconds after using the parking brake. The best way to avoid that is don't use stock or stock based gear - use mine! lol
  10. There shouldn't be, and if you have all the parts then its probably installed in the right place too. Heres a quick test - take a probe body/pod, any standard fuel tank, and put an engine on the end. Then attach wheels to the tank. if it moves plugin is fine. (use a powerful engine to be sure!) Another thing to note, almost bugworthy i guess, is that if the vehicle manages to be perfectly 100% utterly still it can jam with the engines set to zero torque, but its incredibly rare something ends up perfectly still. And once the vehicle has moved -once- it sets up the engines properly and works fine. (this is why if some people were wondering, the rover doesn't instantly move away when the throttle is pushed on launch - there has to be a tiny ammount of pertubation to allow it to set up, and floating point errors are a good source of this so I didn't feel the need to fix it) So another thing you can try is putting a seperatron on there to shunt the rover moving, then see if it works fine after.
  11. Have you tried fuel lines to the engines themselves from a LiquidFuel tank? You can set up a more complex fuel line (jumping between struts for instance) but try it simple first. Also I like the little radiator!
  12. Brilliant plugin. Its about time modders had the tools to make Kerbin not feel like a dead world anymore.
  13. I disagree on this. Text is all different sizes, and the vents textures aren't that appealing. Far as the mesh goes, its a bit skitzophenic. There are places where doors are modeled with a mesh and places where they aren't. Plus the edges could do with a bevel as it looks a bit arkward where the window meets the interior layout. If the corkboard is going to be there, the edges really need to be more pronounced (texture+normal). Not saying its terrible, The style reflects a few choices I made on the MK3 IVA mod. but I think I'd expect more from it stock. Far as a "when" for HitchHiker IVA, I'd hope it doesn't push any other features back for this to get completed. Its really only any use for a few nice screenshots and roleplay, and won't add much to the gaming experience unlike a lot of other things that could be done, such as fixing seats to work how they should do (though this is a coding issue) and adding cities and other landing sites on Kerbin (Modellers and Texturers can do this), as this would give a lot more to do in the game.
  14. MK4 comes with three end capping parts, a tail with door, a MK3 adapter and MK4 cargo door. So its got all it needs far as I can tell. I don't know what you're asking for. The end of the tail with a door is small, imo. Any smaller and you're asking for pancake flat one, and the bigger cargo door does that. Theres also a MK4 Development Kit available if you want to try your hand at your own MK4 compatible design. Edit : Gristle, thats some absolutely lovely work there. I love how the vehicles are all well varied yet still hold a similar style. Honestly you've given the first interesting reason I've had to want to upgrade to the new file system so things like that are easier to do. (so until new file system compatible there isn't a way that doesn't involve copying folders yet, unless you convert it all to gamedata manually) Prior to this I've only known one person to do custom textures on their parts, but that was before the new system. I'll try to remember to set it up to new system soon when I've got some content to add.
  15. Oh, you only want a colour change? Sure just change model000.png. The top right area of the texture is the fenders. If I remember right I think it shows two fender textures there, for dual fender wheels. But yeah just use something like GIMP (free!) select that area, copy into a new layer and use colorize or the brightness contrast option to change the colours to whatever you like. Honestly I did it on purpose with the hope people might do some neat recolours, so please go ahead.
  16. Very nice truck you have there! Reminds me at some point I need to make a single wheel driven axle without steering. (though, its quite easy to make your own by fiddling with the CFG of the steered truckwheels) The Fenders should be in Utility tab along with the wheels. oh wait now I see what you're asking, derp I hadn't looked at my avatar in so long. Those are from Modular Wheels 0.4 Legacy, and aren't compatible with KSP 0.20. Its not impossible to bring them forward, but they were based off assets that weren't mine (some of model and texture were made by tosh, reused and released with permission) But I still felt arkward using them for a few reasons. Once 0.5 came out, I had enough new wheels, features, fixes and changes to how the wheels worked (which would break compatability with 0.4 multiwheels craft) that I felt it'd be acceptable to remove them from the pack.
  17. Good lord the far edge of that runway and texture choice. I sure hope it isn't like that on release, it's horrific.
  18. Poll is a little too black and white imo. Its just not that simple. Squad needs to make a lot of changes to how it does features and updates before I'd consider buying another game from them, to be honest. I'm not saying any of the work they do is bad, they certainly aren't EA, and their mod support is fantastic. but the ammount of unfinished features in the game and the slightly ropey community servers are a little irratating. And as someone already mentioned, I think KSP 2 would have to be on a whole new engine if it ever happens. But then what would this even do for modding support, I wonder.
  19. The only thing I'd say on that is a lot of Legacy mods come with folder prefixes, and if you've got the zip file, I don't see why Kerbal Mod Manager should not have a way to be able to work out how to install Legacy mods and keep track of them. Or for that matter, just stick them in game data and fiddle the CFG. I'd call that a compatability problem with Kerbal Mod Manager than a problem with mine personally, as from my programming experience I cannot see it being hard to add this compatability. (Mine can't be the only Legacy mod I'm sure, but I don't really run that many to know what other mods do) Regardless yeah I'll look into it in the future for a major update whenever that is, but the mod manager guy should consider making his system back compatible imo. Far as a Tutorial goes I'll think about doing one, but if anyone else wants to I'm fine with that. I've been accumulating footage to do a video for a while, but wasn't aiming for a tutorial - i could just think about doing that seperate.
  20. Its no reason so complex as that. All my current mods are only dependant of plugins I've written, which work fine in both. Its mainly a cross between being slightly lazy (because this set up works fine for me in testing, I didn't beleive it would cause anyone problems if other mods out there may still run the old system too, and heck it says in many places (check install tabs in spaceport, not that anyone does) to put it in the main folder!) and that at the time, I really didn't see any advantage to moving to the new system for my mods. Because of the heirarchy being neccesary in the Multiwheels files, adding model and textures in the cfg isn't realistically viable (so it isn't going to save much RAM at all except in single texture models where the textures could be duped). Ultimately, the mod works fine in 0.20 as long as the install instructions are followed (install it like you would a pre 0.20 mod). And I see no reason as yet why any of them wouldn't run in 0.21 either, but we'll see on that one.
  21. Sure, heres the mods used: Basically everything from my TouhouTorpedo Releases Thread (Wheels and MK4 Fuselage on huge cargo plane) http://forum.kerbalspaceprogram.com/showthread.php/29661-TT-s-Mod-Releases-JOYSTICK-VTOL-CONTROL-Pitch-Vector-Engine-2-with-pegasus-engine%21 Firespitter (A few aero parts but not much in this case) http://kerbalspaceprogram.com/firespitter-propeller-plane-parts/ Spherical Tanks http://kerbalspaceprogram.com/0-20-0-spherical-fuel-tank/ Kerbal Attachment System (Hold down Winches and Fuel Transfer) http://kerbalspaceprogram.com/0-18-2-kas-kerbal-attachment-system-v0-1/ Procedural Wing http://forum.kerbalspaceprogram.com/showthread.php/29862-0-20-Procedural-Dynamics-Procedural-Wing-0-4?highlight=procedural+wing Kethane 0.7 http://forum.kerbalspaceprogram.com/showthread.php/23979-Kethane-Pack-0-7-3-Geodesic-grid-overlay-%28hex-map%29-and-other-scanning-improvements%21
  22. Mission Controller. 100% you want that. Also get the NT missions pack to go with it. http://kerbalspaceprogram.com/nt-space-program-mission-controll-mission-pack/ Lies. I've built realistic rockets in Mission Controller before.
  23. It should do. The Plugin reads from KSP's joystick axis definition ingame. So if you can get a joystick to work for anything else in KSP, then it will work for this.
  24. UPDATE! Pitch Vector Engine mod has been updated! and is now the first VTOL / Shuttle Engine mod with JOYSTICK SUPPORT. You can fly your advanced VTOL's and Shuttles using Joystick or action groups, but the action group keys selected will act like REGULAR INGAME KEYS! so holding pitch up or down action group will continue to move the part while held for instance. There is still 3 memory slots to use. And the set angle and Joystick inputs also mix. You can fly just fine using one or the other, or fly even better if you master both together there is also now a Jet Engine inspired by the Harrier's Pegasus engine and a stock (appart from this mod) craft included for experimenting with! http://kerbalspaceprogram.com/pitch-vector-engine/ if you are offline, the spaceport page will show the old image. Because it's spaceport.
  25. Useful but very niche while a rocket engine. They needed to be something a bit higher ISP. And to that end I've started an update to the Pitch Vector Engine mod - Jet engines. More specifically, a two nozzle clone of the Pegasus Engine. the TT Pegasus! yeah its about 15 mins in if that. But hey, its a start. Be a while till its something usable ingame, but heres hype then. The plan is to make it much faster responding than the Pitch Vector engine. In theory it'd be harder to control for that, but I'm tempted to start looking into joystick support for it soon...
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