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Everything posted by Snjo
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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
Thanks to Tanya Sapien, I have found the cause of the slowdown in the Apache and b9 cockpits with monitors. The problem isn't the code running on it as such, but the fact that the code generates around 400 simple planes to display the letters on the monitor. 400 objects running the transparent shader is simply too much for non-beefy video cards. Sadly this means that there is no easy solution without rewriting the whole thing to do some alternate font magic, which I will need some help from Raz to do. Finished the Lancaster engines. One with landing gear built in, one without: Now onto the rudders for it, which might be interesting symmetry-wise. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
Thank you, that'll help a lot in optimizing this thing! -
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, but I have a test for you. Try removing the FS modules from the cokcpit cfg, (or remove the firespitter.dll), and see if that removes the lag. If not, it's a geometry issue. -
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'll have to do some testing on that explosion stuff tomorrow. If there were any messages in the flight or error log that gives the cause for the explosion, let me know. -
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 only the engine explodes? That's weird! Could you send me the craft files you use to get those explosions? pointless edit: -
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 actually already made an animated air intake module, but never used it ( https://github.com/snjo/Firespitter/blob/master/Firespitter/animation/FSanimatedAirIntake.cs ). It moves an object in the part between two locations based on the flow of the intake. In your case I guess it should use an actual animation instead to handle multiple rotating objects, but it's a starting point. With the thrust in the opposite direction, do you mean it creates drag? cause for a non wing part, you can simply increase the drag of the part, which is the same as adding force in the opposite of your velocity direction. All the rest of the functions are already handled by the stock intake module: resource production, minimum flow when standing still, atmospheric checks. edit: Oh, I see it should work when there is NO atmosphere. OK, that would require a new module 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
It's a pity wings with a bend in them are almost impossible to make as a single part using the KSP symmetry rules, cause it's an awesome looking plane. Air tanks are pretty heavy, so it's not like you are getting a free ride, you are just carrying air just like a rocket engine does with its oxidizer except you get to not bring that extra heavy engine along. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
Tanya Sapien - Does the lag start before or after you go into IVA view? All the code to update the displays only runs when you are in IVA, so if it starts before. something else is up... Char0093 - Make sure you put everything in the GameData folder (Check Scott's video linked in the guide), or rotation and such won't work. It's extremely odd that the rotors would rotate in that case though... If you get propeller engine sounds, it should indicate that things are in the right place. (Forum is bugged, so I can't link or quote) edit: BTW I updated the f-86 wings leading edge code to check for atmospheric pressure, and reduced it's drag and lift a bit, cause it was acting almost like a parachute. It's in the pre-release file on the first page. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
there's an option in air intakes to not require oxygen, just any kind of atmosphere. I took that option If you managed to get to Eve, who am I to punish you with a defective motor? -
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 not a bug I have seen before. Bugs like that are typically because you didn't put stuff in the right folder (GameData) Check the guide for install instructions. If you have other mods installed that interfere with parts on a broad scale, I can't help with that. If the problem persists after doing a clean install, post the output_log to pastebin and link it here. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
Hey! Those plans are my Intellectual Property, and were not released to you for redistribution. You will be hearing from my lawyers about this! How would you like it if I revealed that you are working on InfiniteDice's Cake Parts: The Tale of a Kerbal Pastry Shop? I know you put a lot of work into your moistness formulas, and would hate for someone to get wind of it. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
Even a docking port will allow you to "Control from here" in the right click menu to reorient the perceived craft direction. In case you don't want to add a probe core. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
Adding more water launch modules would not help at all (it would probably just add to the problem). Try changing the time it spends trying to move you to the water. In the cfg file, edit the line timer = 4.0 to something higher. This is the time in seconds it repeats the move. On a slower machine, you might need additional time. (This is in the MODULE { name = FSmoveCraftAtLaunch... ) -
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 can only think that you are using an old version of the plugin. Make sure you only have one copy of firespitter.dll, and that you use the latest one from spaceport or the pre-release. The steering mode boxes are in the same window as the presets, at the bottom, so if you have the right dll, it should be working. If some other mod is using my dll, but in the wrong folder, that could create a conflict... Update FS, start a new craft, throw the VTOL engines on it, and check it in the action editor. If you see any red errors in the log ( Alt+F2 ), that might be worth a look at. -
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 slats do two things, they apply more lift to the wing, which is not a problem, cause they still act like normal wings, i.e. they do nothing at all in vacuum. However they also apply drag directly to the rigidbody, instead of altering the drag coefficient. That ignores reality and space all together, and needs to be changed, cause it also creates an unfortunate parachute effect. -
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 added it to my todo list for the next version. Yeah, you can use the cylinder, as long as you rename the part to avoid a conflict. -
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 reaction wheel torque is very low or off, because I don't like magical torque to be greater than what the pilot could make by simple leaning over in the cockpit. If you want to pitch or roll, you should use your control surfaces for that. I don't use FAR myself, and I can take off with no problems with my planes (the K-17 is the most challenging one), but I have flown them many many times, so I know to apply moderate throttle, and keep pulling back on the stick after you get close to take off speed. If you get close to take off speed, the wheels start losing contact with the ground asymmetrically sometimes, causing a violent turn and flip. Therefore you need to practice the right speed and pitching maneuver for your plane. edit: you can also increase the max aileron control angle to get more lift when pulling back on the stick. It can give you take off a few m/s earlier, and is important in very heavily loaded planes. I don't think I got around to implementing jet-style shut off for the sound at low levels, even though there is a threshold value for it. I'll have to revisit that. As it stands, the sound will run as long as the engine is active. Haha! I made the leading edge drag independent of the presence of atmospheric pressure, didn't I? Ooops. That's what happens when you don't try your planes in outer space. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Snjo replied to Snjo's topic in KSP1 Mod Releases
Those are some sweet designs, and one Bad Ass Kerbal! Tom Cruise ain't got nothing on him, with his Implausible Missions. -
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 should think that some experience in coding and "arting" would be a great help in understanding the work your coders and artists do on a game. Just like a manager with no experience with cars would be badly suited to run a car factory (at least according to the workers). Unless you end up in the "a little knowledge is a dangerous thing" category To the defined decal idea for parts, the problem is that, yes, it could save on some texture memory space, but it would also add draw calls to have that transparent material in addition to the diffuse mat on each part. For standard 1m parts, you could create a transparent rounded decal plate (or flat for other parts) which would be an inch outside the main mesh. That could have a switcher and support any decal. As a separate part I mean, to slap on any other part. It would increase part count of course, but with just one or two on your plane/rocket, it would be cool. -
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 metric -
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 wasn't as much work as I thought. I updated the pre-release with the new version of the texture switching module. You can click the List Objects button to fill the debug log (Alt+F2) with the names of all the objects (transforms) in the part. Not all those objects have a mesh and a material, some are just empty holders. Define the module like this to allow for different sections switching independently.: MODULE { name = FStextureSwitch displayName = Nose Art Texture showListButton = true moduleID = 0 textures { name = Firespitter/Parts/Command/FS_bomberCockpit/noseArt/ozymandius_model003 name = Firespitter/Parts/Command/FS_bomberCockpit/noseArt/early_bird_model003 name = Firespitter/Parts/Command/FS_bomberCockpit/noseArt/swift_demise_model003 } objects { name = noseartplate name = frontwindowglass } } MODULE { name = FStextureSwitch displayName = Fuselage Texture showListButton = true moduleID = 1 textures { name = Firespitter/Parts/Command/FS_bomberCockpit/noseArt/ozymandius_model003 name = Firespitter/Parts/Command/FS_bomberCockpit/noseArt/early_bird_model003 name = Firespitter/Parts/Command/FS_bomberCockpit/noseArt/swift_demise_model003 } objects { name = fuselage } } edit: added the displayName field to change the heading of the Popup box for each instance of the module Wow, that's ugly Of course the list of textures for the fuselage should have included a better choice of textures. Now, one thing to note is that each image present in the GameData folder is loaded as a texture by the game, which means that making a bunch of alternate textures for every part will increase the RAM usage. If people are running many mods, that could be what tips the scale and puts them over the memory limit, crashing the game. Therefore I can't do alternates all around, but please feel free to release texture packs for my parts, or for any other set of parts you want.