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TouhouTorpedo

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Everything posted by TouhouTorpedo

  1. Actually you can - thats one of the things I planned to add to the opening post. Get "Tweakable Everything" mod. This is compatible with the MK3/MK4 cargo/bomb bay doors, and will let you open and close them in VAB/SPH!
  2. Someone is going to have to post a modlist and/or a craft file for me to even look at this, it's not a bug I'm getting so I can't do anything about it till I get a proper bug report!
  3. Allow me to join the funtrain I even found a re-upload of one of my mods that was uploaded FOUR times! (I thought it was 3 initially then found another)
  4. Fantastic, good to hear. I had go in a spaceplane later on with this, and while flying it was much better than my experience using it for rovers. Add in that the plane lost control, ran out of power, all the rasterprop screens went dead and then the plane broke in half while trying to fight control back, all in IVA and seeing the back half go past with a shaking screen, it was pretty intense stuff!
  5. Actually this is something I've been thinking about. You need two objects, the strut and the float, then have the strut expand size from a tweakable and the float move along with it. That's something I have planned for multiwheels in the future.
  6. Snjo, any thoughts on making the guy in the biplane cockpit toggleable, or a version without? Now I've got a different solution available to getting Kerbals in seats it seems a little redundant. http://forum.kerbalspaceprogram.com/threads/77066-Seat-Fixer-Assign-Crew-to-Command-Seats-in-VAB-SPH!-Launch-Kerbals-on-an-SRB!
  7. I've heard this before, but I've never managed to trigger it. Craft pictures / file?
  8. Then do! It may be on the old mod system but is still compatible if unzipped in the KSP main directory As above in the meantime, but this will be a long way down the line. Theres a lot I want to add and right now I'm limited for time. At most, I might get a quick fix out that'll switch to the new mod system. (as no one remembers the old one anymore or reads the instructions for how to install it, but it does still work if installed in the right place and not gamadata.) Another thing I'd like to do is put together a mod that strips transforms from other mods, so they can run off my own plugins. Theres a lot of nice wheels and vtol engines out there, but I've never liked what they run on. (hence I made my own) Currently working on: Updating MK3E to PART{} Updating MK3Crew to PART{} Planned soon: Update MK4 to PART{}, add adapter for 3.75m fuselage Finish last part for TTFS expansion, release Update MM to PART{} standard (maybe, I may end up just doing the other option) Future Ideas: (too time consuming at the moment to do) When I do next big update for Multiwheels: (if theres more or any thoughts on this let me know) - Fix for incorrect axis by switching to reference transform instead of vessel transform. Should allow vessel docking to work properly. - Adjustable max steering axis via tweakables - Possible switch for each wheel type to one part, and control the type (visually and otherwise) via the tweakables in VAB/SPH only so it's less clogging on the screen. A big problem with this though is it'll make old saves incompatible, unless I made a save file / craft file converter or something which isn't impossible. - perhaps in wheel electric motors (tweakables add/remove VAB/SPH only) - might consider rebalancing the mass of some parts - technodes, obv. Truckwheels would be on the starting items, it'd be hard to believe Kerbals could master rocket engines before wheels. Concept : Pitch Vector Structure - with rewrite of Pitch Vector Engine code and some bits of the Kerbal Seat mod, and a game I started making in Unity, I might be able to create a system much like the Infernal Robotics but with the controllability of Pitch Vector Engine. Concept : High Warping Ion Engine - I've advocated this for a long time and we ended up just getting higher thrust ion engines, which was the wrong approach far as I'm concerned. I'd like to try and see if I can have the orbital properties modified over higher warps then x4, simulating a long burn of an ion engine over the course of an orbital transfer. Be fairly hacky but I think it'd make them actually worth using for some different gameplay.
  9. NEW RELEASE! MK3 Cockpit Internals RasterPropMonitor Edition v0.3 http://kerbalspaceprogram.com/mk3-cockpit-internals/ Two versions included, a new RasterPropMonitor and ModuleManager driven glass cockpit in its own folder using the PART{} system, and the classic version which overwrites Squad files with an analogue cockpit. (but is also on PART{} now) This mod also slightly modifies the Navball in RasterPropMonitor to add a Throttle Gauge. the set up file for that is free for anyone to use for anything. Otherwise the license which applies for the mod is on the spaceport page and in the readme files of either install.
  10. No idea, probably better asking the RCS build aid guy. Pitch Vector Engine doesn't do anything to do with RCS.
  11. Nice Videos, Rivvik! I'm suprised you're not using any intermediate settings on those engines though. Why not move all the engines to 45 degrees on the Vega rather than moving half of them to full then the other half? Or even split it down into 30, 60, 90? The Firesplitter Expansion pack I'll need to make one more model before I want to release it, it's not too complicated but just getting around to doing it. At the moment I'm focusing on getting everything modernized and up to date, so firstly I'm upgrading the MK3 IVA to make use of both Module Manager and Rasterprop Monitor. It will be provided in both the old style (with no additional mods needed to play) and this new style below. (currently only one side made, need to mirror the instruments layout) I'd like to know if anyone has any thoughts on this layout or ways they'd suggest improving it, otherwise I think I'll just mirror these instruments on the other side and leave it at that.
  12. I've not used MM configs before but judging by the structure there, I think changing what you've done to this would solve it. @PART[seatExternalCmd]:Final { CrewCapacity = 1 MODULE { name = TTSeatFixer airlockposition = 0,0,0 airlocksize = 0.25,0.25,0.25 airlockrotation = 90,0,0; } } Been back for a little while. Theres also an update out for Pitch Vector Engine which adds more engine types in the main thread.
  13. When command seats were released, I was hyped for what had been exclaimed about command seats, that we could "Launch a Kerbal on an SRB" Then I found I was pretty disappointed that although this technically possible, the fun was entirely sapped out by running around trying to get a Kerbal from one pad to the other that had to be spawned in a pod first. Well, no more. Enough is enough. It's time to take out the tedium and bring back the fun. CLICK TO DOWNLOAD This mod does what it says on the tin. Makes you able to assign a Kerbal in the SPH or VAB to a command seat. This then makes that seat classed as "Controllable" and removes the "No manned modules" warning. Once you launch, the Kerbal will spawn, then jump in the seat. Now it's time for one last thing - the fun! http://kerbalspaceprogram.com/ttseatfixer/ If you want to make mods that use this plugin, go ahead. Please give a link to the original plugin though instead of providing it : I'd like to keep this up to date for one thing at one source, also I'd like to be sure how many people are downloading it - and for Squad to gauge what kind of interest there might be in an official fix for this problem in the future. This has it's own release thread for the same reason!
  14. Thanks for the feedback! Yeah, the Camera glitch is unfortunately unavoidable due to how it works. As I don't really know how to "Spawn" a Kerbal into the world with the right characteristics to be on the seat and in command, the easiest way is to more or less force built in functions to occur, which is what it does. The camera jumping around is the vessels quickly switching between vessel, kerbal, vessel, kerbal, etc. Kerbals not being able to leave the seat is 50/50 - doesn't always happen but yes, sometimes does. I've got an idea what causes it, I need to investigate it. In the meantime there is a solution - the fault does not occur in persistant saves. So if you want to get the kerbal back out, switch to space center, then back to the vessel, and the kerbal will be free. Not sure I get whats happened with the revert there. Shunting airlock is a bit of a redundant feature from before i messed with kerbal collisions. The KAS problem sounds a bit alarming, though. The hatch being visible is a development feature that helps me see what's going on. Not really needed now though so it will be disabled. I think I can make the warning at launch go away, though it'll probably be a hacky solution. Till Squad actually allows seats to be commanded from the get go, hacky is what it'll have to be...
  15. Newest stuff always goes at the top! Only recent change is Pitch Vector Engine 3. (There has been an update to 0.3.1 but its only a minor tweak to add an intake to the scorpion engine, most people would never notice the change) The Command Seat filler is not officially yet released as it's still got problems (any reports on this mods bugs are appreciated) I've also got a Firespitter Expansion pack on the way, I want a few more parts in it to make it worth the download before I release it though (unless the demand is high for the three parts it includes). Here's a sneaky: the intakes are in TTFS expansion pack as well as a shorter version of those intakes, and it also has a FS oblong tricoupler which is how the intakes are mounted where they are. Are you using the rover controls you have set? It should work fine. Also be sure you have unzipped the mod into your KSP folder, not the Gamedata folder.
  16. cfg packs are fine with me, haven't tested this (not going to find the time to do so) but hopefully does what the guy was looking for in the meantime. I usually try and keep my mods as independent as possible though, so i may look for another plugin or configuration set up later when i do an update of that pack.
  17. Little treat for anyone keeping their eyes on this thread, a sneaky peak download for the next mod i'm working on. It's not finished, full of bugs, sometimes you need to go to Space Center and back to be able to get Kerbals out of the seat, but it does what it's supposed to - You can assign kerbals to a seat in the VAB/SPH, and it will spawn them once inflight. http://www./download/27rdlymr5i8am2e/TTSeatFixer_Prototype.zip it overwrites the seatexternalcmd part so back that up first ideally, though it's only difference is an added module. should work straight up with anything already. Quick gif of what it does (gif is old, it doesn't make craft bounce anymore on spawn) again, it does still have bugs and will make you need to go spacecenter and back sometimes to get a kerbal out. report any other bugs if you try it!
  18. Oh neat, that's a really cool way of using those engines. Going to be flying that through a few sandstorms then I take it since I see volumetric clouds there!
  19. Still work, just unzip into the main KSP directory so it goes into the Parts and Plugins directory, NOT gamedata, then it works fine. Multiwheels doesn't have tweakables in the current version thats up, I may add that when I get around to updating it for steering angles. It'd be neat to put tweakables in for power/steer/etc, but that would be a lot more involved - and it'd invalidate any previously saved models, which would kinda suck.
  20. Balancing is pretty easy since tweakables, actually. By default the engines appear in the VAB/SPH at initial angle zero. So just get the thrust marker aligned with the mass marker. I found a neat way of doing this and improving controlability at low speed was to place an RCS tank somewhere and vary the fuel load and therefore the center of mass. Some of the engines have different spool rates too, so try adjusting the throttle more gently.
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