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KSP2 Release Notes
Everything posted by Snjo
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I haven't updated the mod on the main mod sites yet, but you can find it here for 0.90 Updated the first post with the correct link
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No, that wouldn't be easy or bug free at all
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Well, that was what I was trying to convey in the patch notes. The models SPH/VAB don't have a scaling function anymore, and the * does nothing. The work area and camera constraints are scaled though, so nothing is stopping you from going large, other than it looking odd to move outside the buildings. Finding the proper objects to do that takes some digging and experimenting if they have been changed. If not, it should be easy enough to do. But at the moment the entire code from the previous version has been tossed out, so it's a matter of re-implementing the right set of stuff.
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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
I don't know, I never used that system, so I have no idea how it would interact with my stuff. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
The recent change was given to me to fix some issues withother mods that also handle fuel, but shouldn't affect the existing functionality as far as I could see. If you are using other mods at the same time that mess with this stuff, it may cause other issues of course. The entire tank setup should be ripped out and replaced with the setup in the cfg on each load, but that WAS the logic affected by the new code though... -
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, I never implemented that, a kerbal must have hit the self destruct. -
Built a new version, let me know if it breaks. Download -Rebuilt with code from NathanKell -camera and work area scales -models no longer scale, no hotkey to switch scales
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I'm sure it will, I had some issues with my first attempt, like crashing the game
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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
Do you mean the crew portraits while in flight are missing? I only tested the biplane cockpit yesterday, and that one was OK. -
They totally reworked the SPH and VAB scenes, splitting the outside and inside, but also making both the SPH and VAB based on the same scene. This complicates things a bit. But I reckon I should at least be able to extend the work area regardless of whether I'm able to scale the models. First I have to put out some fires in Firespitter though.
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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
I've done a quick recompile with the same changes as RoverDude mentioned above. Stuff works from the little testing I've done so far. Except the water launch module. But the explosions are pretty though. Checked and working: -Custom wing code -Texture Switcher -Wheel -Sound effects -Custom FSengines -Symmetry updates in the SPH -Flotation Devices Not tested: -Everything else Updated DLL download (More changes will come) -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
What did the changes entail? Just so I have a head start on my own efforts. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
A 0.25 compatible dll is here. I don't know what is coming in 0.26 or whatever hte number will be, but the devs have said they are reworking the build tools in the VAB/SPH, to make it easier to snap the craft together. That will most likely cause some nasty bugs with my wing, wheel, , engines, and mesh/tex switcher code. That's because any time you update trhe properties on one part, any paired part (symmetry counterparts) also needs to have the same values set. While it's quite possible those things won't change, it's not unthinkable they started almost from scratch. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
So much may change with the signaled changes for 0.26 that I don't see the point in doing much for 0.25. Though as far as I know, the dll is already OK with 0.25, the problem is the rest of the package at this point. -
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 should handle any fuel type defined in the cfgs, as that's essentially what the default types are too. I'm not sure what's going to happen to it in 0.26 though. A number of modules affect symmetry counterparts in the hangar, and that might all go pear shaped when 0.26 fundamentally alters the building mechanics. -
I haven't changed anything, so you will have to ask the CKAN people. I haven't done anything to make it available there other than to say it's OK.
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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
MODULE { name = FSVTOLrotator deployedAngle = 90 // When you toggle the engine rotation via the action, this is the angle it goes to. switching between 0 and this angle maxDownAngle = -90 // If manually rotating it, it can go below 0, to this number stepAngle = 5 // the amount to rotate when doing it manually targetPartObject = * // name of part to be controled availableAngles1 = 120, 90, 45 // used with "toggle max angles" availableAngles2 = 30, 0, 0 startInverted = True // no problem here steerDirection = -1 // I think this is just used internally, so whatever you set will probably be overridden. Maybe. Or maybe it only matters in some of the 2/4 engine configurations. } The nerf module is used to make the engine respond to atmospheric thickness, reducing thrust, not fuel use in thin air. The engine menu cleaner removes some values in the right click menu that are not needed in non-rocketry, and allows for other junk to take up the menu space. You can delete the various parts, but the plugin and the other folders should stay. While many of them are not needed if you are careful, a part might reference a sound effect, texture or interior space in another folder. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
The 0.25 dll is available here, i just haven't baked it into a full release yet, since the rest of the package is still a bit messy. @dr. death, there used to be a few separate craft files for FAR planes since they needed tweaks to wing positions. I never even attempted helicopter with FAR myself. They might work just fine, but almost certainly not with a craft file made for stock aero. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
Yeah, but I would rename the classes to e.g. FSUanimateGeneric to avoid conflict, and mods targeting that would just alter their cfg files to match that new pattern. If there's a desire for such a build, the question is, which modules are needed? -
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 don't mind code re-use at all, but to avoid naming collision in the part modules, the class names should be changed so that for instance FSanimateGeneric becomes NNanimateGeneric in cases where someone makes a more focused dll. Since I am not going AWOL, if anyone wants to add improvements to the official firespitter.dll, just make a pull request. If I do ever go completely away, the license does permit re-use of everything except the model files, but even then I'd alter the license for that too, and open up my project's model source folder on dropbox. -
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 don't know of any issues with the old one, but I haven't tested it. No one reported anything at least, except for stuff that is expected from bad installs. There may of course be entirely new issues with 0.25 and FS across all versions. Such as someone saying the stock lift code had changes. I'm not near the game, so I have no idea what that's about. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
As you guys will have noticed, I have been pretty absent lately. Partly it's been work and vacation stuff, and partly I've just been burned out on stuff. Creativity comes and goes in waves, and some moths (or years) I will be very into a project, others not so much. As people have noted, the plugin has become important for a lot of other mods, and I love that. Right now I see my contribution to other people's mods as more important than updating my own part set, which has often been a way to showcase the functionality of the code. As such, if any of the mod creators have feedback on how I can make things easier for them when I am being flaky, please let me know. Maybe you want some help branching the code, making a stable build of a smaller subset of the functions with other module names? To be clear, this is not me dropping the mic and heading out the door, it's just being honest about the fluctuating level of development. I love the game and you guys, who have always been super nice. PMs and such always reach me Maybe you have accidentally put an old version of the dll outside GameData, like in the old plugins folder in the KSP root? -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
How did they change? I didn't test stock wing code parts when I was rebuilding the plugin. (the wings with custom code worked just fine).