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KSP2 Release Notes
Everything posted by Snjo
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OH! so they quietly made a sensible spawn system. When they did that, and everything broke, I asked the devs if they could make a system that would be sensible and be accessible to mods, cause the various mod spawn systems kept breaking with each version. Turns out they already had, but just never responded... I have a water launch system in my mod which does it in a very hacky way. I wonder if I could give it a transform name, and then create that transform just in time, at the right lat/long as the flight scene starts. It seems KT must be rushing to do some of the same when the scene starts. It might still be affected by the Put To Ground though, which is problematic in the water.
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Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
It's the monitors in the IVA that cause the slowdown. It's using some 1600 individual objects to render the characters. You can remove some or all of them from the cfg. Maybe someone in the rasterpropmonitor thread has made a setup for that cockpit. That thing is way more efficient than my old ones. -
Heavy? In terms of disk space, a whopping 63KB! In terms of CPU use, probably pretty low, even with a bunch of replay vessels going. They have way less stuff going on than an actual vessel with lots of parts would. GPU-wise it would be pretty similar though. In terms of the weight of the data, based on the fact that a stored byte can be argued to have some incredibly tiny amount of mass, it comes in at around 0.000000000000000000000001 grams (Not kidding)
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Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
Oh yes, indeed. I never even tried using the Part Tools directly on the mesh. As you see in the name logging, it alters the name of the vessel's root part's first gameObject, adding in (Clone), so that hierarchy setup is unpredictable. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
Yup, I know The reason for the name of the mod was that the first couple of parts I made, the engine, wings and landing gear, were based off the Spitfire, if not super accurate. At that time, doing a faithful spitfire cockpit was beyond what I could do, and I wasn't into creating alternate fuselage shapes. Things have changed since then. I could do a better job on the cockpit, and I have gotten the reference material to do it well. Now, I won't be doing any cockpit at the level of DCS, but at least comparable to the Sopwith Camel cockpit. As always, it's also a motivation problem of course. Being challenge driven, not completion driven, I jump from thing to thing. From aircraft to aircraft, or from project to project. I may just have picked up a Unreal Engine 4 license to investigate the possibilities for plane games in that The cost of UE4 is basically $20 (monthly cancellable), compared to $1500 for unity, so you get great graphics (which, admittedly, is not something I will be able to fully exploit), and hopefully a good physics engine for cheap. I just hope they have some actual wheel physics! Too bad it's all C++, not C#. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
I assume you already tried, but it looks to me like the proper object name is model, and that the KipEng/parts/LPNodes/6nodemodel(Clone) is the parent of that mesh. The proper name should be the name of gameobject with the mesh in the Unity editor. -
It just meant replacing the reference dlls in Visual Studio, so it was using updated KSP code when compiling. There were issues with some things freaking out when referencing thing like surface speed and possibly other stuff. I didn't see those errors in KT myself, but knew they were there from other compiled dlls (firespitter etc), and therefore issues might arise under certain conditions with dlls compiled with old references.
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The source code is here: https://github.com/HubsElectrical (I never use mediafire, so that must have been someone else's link) As for the license, it is listed as https://creativecommons.org/licenses/by-nd/3.0/ : NoDerivatives  If you remix, transform, or build upon the material, you may not distribute the modified material. I will send Ryan a mail and see if he will alter the license. No one has spoken to him in ages though, so no promises. For better or worse, KSP modding, at least on this forum, requires a license to be given. This avoids rip offs, but also means a popular mod is dead in the water if a modder goes dark. The only legal thing you can do then is either to modify for personal use, create a new mod that can reuse the same format for statics, or get the license changed by the author.
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Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
InfiniteDice has finally released his Skillful weapon mod! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Snjo replied to InfiniteDice's topic in KSP1 Mod Releases
Check your Num Lock. One Num Lock state allows for rotation, the other state moves the camera etc. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
Well, the problem is it's very hard to know what's wrong when stuff doesn't work. As long as the folder is in the right location, the textures and sounds will work. As long as the dll is present anywhere within gamedata, that will work. There's always the option that something goes horribly wrong during some code execution, crashing the whole thing. But all I know is it works with stock KSP + FS, and many other combinations. Beyond that, you will need to dump the error log to pastebin or something after you know you've tried a correct installation with just FS and KSP. If that works, add other mods one by one until it fails. At that point you know where it fails. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
You can list all the objects in the model to the log if you have the list objects option on in the cfg. You'll just have to try them one by one, with a restart of the game per try, unfortunately. That might have something to do with a lack of dev news lately, I've been taking it pretty easy since new year, alternately recharging the batteries and being ill I figure this mod doesn't generate as many war stories, or help requests for in game use as some other mods. At least after the install is done and everything works. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
That might not work, cause it will generate an error as soon as you try to access the mesh/material of an empty transform. Try one at a time, with a game restart between each try (because of the way the nodes are loaded). Underscores are not a problem. Only periods are a potential gotcha as far as I know, cause they are replaced during the part tools export or model import. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
Do you have a cfg example? When it comes to underscores, the only thing I can think of is that unity or ksp translates any periods to underscores, but you should be able to see the actual game object names if you use the list objects function on the switcher (if showlListButton = true). -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
1 mass is actually roughly 1 metric ton, as you will see if you do the volume calculations for the cylindrical parts. Meaning 0.25 mass is 250kg. If you look at a fuel filled stock fuselage and subtract the weight of the fuel, the dry mass is pretty low. The MK1 is 0.35 mass dry, but for some odd reason they made the purely structural one heavier, at 0.4. I try to base my parts weights on the fact that it's for an airplane, and therefore light. I don't think 250 kg is too light for an empty fuselage section section measuring 1.875m long, 1.25m tall and 0.925m wide. But then again, I've never tried building a real world fuselage out of aluminum, but a quick wolfram alpha check of the pure plate piece , assuming a 1mm plate gives 75kg.. Then there's also the internal structure, but I think it's still well within 250kg. (edit: 1mm is actually overkill, it's probably more in the range 0.3 to 0.7mm, much like in a car) I have a much smoother hovering system in the works on the new rotors, which I'll also probably add in to the older rotors. -
in the VAB or SPH? What are you trying to achieve that is not possible currently?
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Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
It's already in the pre-release -
Raz's original code is here: https://github.com/HubsElectrical The recompiled version just removed the launch selection buttons from the SPH/VAB, and fixed some reference errors after the KSP dll updates. For launch site selection I now use the Firespitter Water Launch module (still only in the pre-release), that lets you save and load spawn point anywhere on Kerbin. (source) (FS pre-release) It could theoretically be rolled into KerbTown, and would be almost as good as the original system, but it's a lot of GUI work. The way I read the original system it seemed it should still have worked, and the fact that it didn't indicated to me that something in KSP changed in such a way that it would need a redesign. But it was hard to find all the code, and I never tried to alter it.
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Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
No, no one has noticed that, including me Each part is often an extension of an older part, and some of the old Squad parts were probably of the strut type for whatever reason.It doesn't actually control the physics though, that's another variable. There are big struts that have plenty of mass and drag. I should go through and make sure as few of the parts as possible use non Part types. Code-wise, any change to the Part code will also affect inherited classes, so it's not a problem in most cases, but it might contain old extra crap.