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Posts posted by Sudragon
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Just now, Shadowmage said:
add these to the 'transformsToRemove' line: RingStructure,Cyl001,Cyl002,Cyl003,Cyl004,CylSleeve001,CylSleeve002,CylSleeve003,CylSleeve004
(No guarantee on that, I'm winging it based on the part config file; the ideal way to do all these is to import the model into blender so that you have precise dimensions and transform names/hierarchy available)
Permissions -- I don't believe permissions are needed for new config files, only if you are (re)distributing the models or art assets (otherwise everyone would need Squads permission to distribute configs/patches that modified stock parts). Others might know better on that though; I don't know that I've seen any official answers anywhere.
Yup. doing that. Also have PM'd Nertea just to be on the safe side.
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3 minutes ago, JoseEduardo said:
you mean the top ring structure that attaches to the tanks? if that isn't a separate transform I'm pretty sure you're out of luck....
It's a B9partswitch:
fragment:
MODULE { name = ModuleB9PartSwitch moduleID = meshSwitch switcherDescription = Subtype SUBTYPE { name = Supported transform = RingStructure transform = Cyl001 transform = Cyl002 transform = Cyl003 transform = Cyl004 transform = CylSleeve001 transform = CylSleeve002 transform = CylSleeve003 transform = CylSleeve004 } SUBTYPE { name = Unmounted transform = Structure transform = Cyl005 transform = Cyl006 transform = Cyl007 transform = Cyl008 transform = CylSleeve005 transform = CylSleeve006 transform = CylSleeve007 transform = CylSleeve008 } }
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Welp, got rid of the shroud, fixed the spacing. Now working on removing the support ring. If I get it working, do i need to get Nertea's permission to post it here, there, or somewhere?
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Re: the conversion/tweakage of the Volcano config. I've inserted the module you gave me, seem to be having success with the clustering. just have to cut the switch-able support ring and change the shrouds for the SSTU model. Any hints on how to fix this:
It might be hard to see, but the attach nodes are floating above where they should be. Is this partTopY that needs adjustment? -
You could always hit up @Angel-125 to do interiors...
Grin, duck and launch...
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49 minutes ago, CobaltWolf said:
Not with that attitude it won't be.
Like 1.5m hey?
But 3.125m is one of the small arrow click stops on the context menu of most SSTU tanks, staging rings and fairings. If it were added on the 160RP band of the Tech tree, it would make a good intermediate, akin to the 1.875 unlock point. 1.875 not being a regular size, but gets a lot of use from people making Atlas and Titan analogs.
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Perhaps a 3.125m checkpoint as well?
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At the risk of being told to read the forums, what are the size expansion trigger points for the various decouplers and payload fairings...interstage petal adaptor included. (I've triggered stage 3 fuel tanks (3.75m) but I'm not sure where to aim the tech tree to be able to glue them together.
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2 hours ago, Adam Kerman said:
The landing gear is stuck open any ideas to fix it?
Get Bill out there with the big hammer?
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The KCT menu used to remain active on the space port screen. Now I have to bring it back up every time i comae back. Is there a way to lock it on?
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It's easier, if less immersive, to get that first star by jamming your pilot in a Mk I can and punting them into orbit...
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I didn't think a patch would do it, the clustertech is fairly deep tricky stuff.I think there's scope here for a full set of reworked replacement config files, for both cryo and atomic engines, and I'm thinking of taking a swing at it, if it doesn't make my head explode in the process.
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7 hours ago, Shadowmage said:
Those images are a bit old, but are mostly still applicable. A few new config options that they don't explain...
The most important things to get set properly are 'engineHeight', 'engineYOffset', 'engineScale', 'engineMountDiameter', 'engineSpacing', and the two toggles for the upper/lower mount options. Okay,...so pretty much every line in the configs is important to get them properly setup.
Good examples of using others' engines can be seen in the SSTU-SC-ENG-NRV engines, as these use the stock LV-N model (at three different scaling factors, so you can see how easy it is to scale stuff (hint.. just change the scale value ). Other examples exist from the rest of the SSTU engines, but some stuff is not applicable to them as they use specially setup/located models (e.g. the SSTU stuff doesn't need any vertical offset as the model is built intentionally for the plugin). If you need explanations on any of those specific fields please let me know.
Truth be told, I'm trying to either build a patch or fiddle the .cfg of Cryo Rockets Volcano model engine. It meshes really well with SSTU and I wanted to cut a lot of fiddling around in the VAB to fit it properly.
Are all the details necessary available in the .cfg?
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Just now, severedsolo said:
I'm assuming this was an advanced engineering one? It will be the vessel you have deployed. Only boot camp spawns a vessel.
Mun trip it is then!
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Is there a simple tutorial to applying the engine clustering technology to engines from other mods?
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Is this for 1.1.2 or just 1.1. I keep getting version warnings when loading in 1.1.2
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I got a 'repair landing legs on Krikkit lander (my one man lander design). Is a vessel spawned or do I have to build one? Or use one of the landers in munar orbit?
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Could Neimah's science pack be also interfering?
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Just now, CobaltWolf said:
no no no its fine. What was wrong though? I'd like to avoid player confusion in the future.
I forgot to disable the decoupler on the SAU. I come burning in, trigger the chute and the experiment flew off. Have you seen how MOLE does parachutes on it's version of the LCM? it's a side mounted panel.
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My apologies, I missed a button in the VAB. I can cite no defence save lack of caffeine when I was conducting trials of the Hermes system. I like this mod as it meshes well with SSTU and MOLE and meant no disrespect.
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Is there any particular reason the Hermes is designed to discard 2/3rds of its science take just to get onto the ground?
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The TAC-LS MM patch for SSTU, was it in SSTU or over in TAC LS?
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2 hours ago, sojourner said:
Woot!
Hey, Does it bug anyone that because of the way KSP fudges ISP/TWR that nuclear engines don't actually produced the claimed TWR in an atmosphere? Makes designing landers using nuke engines difficult to test on Kerbin.
Kerbal Construction Time has a simulator function
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Have you considered using any of the other 'mainstream' fuel types, like lhyd/oxidizer (hydrolox) ?
[WIP][1.8.x] SSTULabs - Low Part Count Solutions (Orbiters, Landers, Lifters) - Dev Thread [11-18-18]
in KSP1 Mod Development
Posted
Made adjustments as per last posts. Didn't get to see if it worked as it was still loading when I had to leave for work. Such frustrated. Much annoying.
Will post results and file in 8 hours from now