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OrbitusII

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Everything posted by OrbitusII

  1. I couldn't get references to the right variables and even once I got past that the wheels wouldn't display right or add motor torque correctly, to name a few. It might just be me or it might be something wrong with Unity (in my 3.5 years with it, I haven't seen something like that before). Thanks for checking it out!
  2. I tried inheriting from ModuleWheel but it caused issues. I might go back and look at it again later, but for now the tiny amount of code necessary works fine.
  3. Updated the OP with a zip file containing everything needed to use the plugin with minimal install effort, including ModuleManager.dll and a sample craft file. Unfortunately the landing gear do not use ModuleWheel like rover wheels do, and my plugin runs an explicit check for ModuleWheel, so it won't work until I add in support for landing gear. I expect it will be a similar process, but the landing gear wheels do not have the same variables as ModuleWheel which will probably cause some issues. Edit: did some quick checks into the ModuleLandingGear part module and it looks like they also have a BrakeTorque variable (difference between this and ModuleWheel is capitalization of the first "b"). Writing up the necessary code now... Edit 2: Finished landing gear support and updated the zip file containing everything. I really have no idea why this stuff isn't stock, it's so simple and useful!
  4. That might be nice, I'll have to look into it. You can set the torque in VAB/SPH since it's just a standard tweakable.
  5. Stock wheels do not have tweakable brakes, they have the action group settings and that setup only has on/off brake settings. This plugin adds the ability to change the torque used in braking so that you can have less brake torque at the front of a rover to prevent flipping and stuff. You still have the action groups with this installed, you just get more control over braking.
  6. Just tried this out, got into a 80km*100km orbit with fuel to spare in the EFT and on the shuttle. I guess I figured out a really good gravity turn. :roll eyes: Edit: "Landed" my shuttle. I started my flare too late and crashed... everything except the cargo bay and landing gear broke. Sense? I don't think so... Need to work on landing...
  7. ModuleManager config file works fine! Thanks to a__gun for doing that. Config file Download This doesn't come bundled with ModuleManager itself (for now, anyway- I need to bundle everything together) but so many mods use it that it shouldn't be hard to find. This only affects rover wheels (parts with ModuleWheel) currently but I might be able to get landing gear working by tonight.
  8. I haven't made it explicitly compatible with landing gear but that is something I have planned. It might work without a major code change but I'll have to see how the landing gear work with wheels. Thanks for doing this! I'll try it out to make sure it works.
  9. Ever wanted more control over Rover Wheels? Are your rovers flipping because you forgot to remove the front wheels' brakes during construction in the SPH or it's turning too hard? Worry no more, for Tweakable Wheels is here to help! Here's a quick overview of what it does: -OLD VIDEO- Context menu (Brakes only) Same as stock with the exception of the new slider for Percent of Maximum Brake Torque. Context Menu (All Tweaks) How is this Helpful? Tweakable Wheels adds a slider to adjust braking torque on any wheel, whether it be for rovers or planes. By decreasing the braking torque in front, massive, top-heavy monsters like this guy become practical and easy to stop! Or you can put torque into the front only and flip almost anything onto its top. It's up to you. Torque for accelerating also has its own tweakable, similar to Thrust Limiter on engines. To install: Put the TweakableBrakes/GameData folder contents into your KSP/GameData folder. Put the craft files in TweakableBrakes/Ships into their respective folders into KSP/Ships. ModuleManager.dll is now included! Included: - Plugin for adding more tweakable parameters to wheels - affects both rover wheels and plane landing gear! - ModuleManager.dll and config so you don't have to change the config file of EVERY wheel part - Sample craft file Things I plan on adding: - Adjustable Suspension - Config control over which Tweakables are visible - Proper handling of steering tweakable for wheels with tank steering Direct Download Alternate Configs -OBSOLETE- Source Code License Tweakable Wheels is licensed under Creative Commons Attribution-NonCommercial-Sharealike 4.0 Let me know what you think!
  10. Have a gander at Maiden 1: 100% reliable since 0.20! I've improved it over the months and never a major issue. Newer versions feature extra fuel on the side boosters and an extra poodle/Rockomax 16 stage after the Mainsail runs out. The only problems I have with the Maiden line are my reconstructions of it (I typically forget struts) each version. It's not the greatest at rolling but is super-stable and can take about 20 tons to orbit. Maiden-series rockets have built things like this and this... The newest version eliminates the side boosters and is designed explicitly for launching this crew transport vehicle: I think Maidens were used to launch these parts, but I'm not sure. I'll have to check that next time I can play... Overall, the Maiden Launch System is my most reliable rocket ever. It looks good, flies well, and has a long history of success.
  11. Indeed, I'd like to stream my first time with this beautiful replica/spinoff of the real Shuttles. HOWEVER! I want it to be good, so if it needs to be more than a week, so be it. I'd rather have a US-quality shuttle mod than an North Korea-quality one.
  12. Velocity is OVER 9000!!! But seriously, I'd love to see some effects like that. Hope you can do it, nazari!
  13. We had a huge discussion about this on last night's KSPTV stream. There are several issues with changing game engines in the middle of development (especially version 0.24): 1. Re-writing EVERYTHING. KSP's development would take another 2+ years if Squad changed engines 2. OS Compatibility. Frostbite is only available for Windows, PlayStation and XBox variants, while KSP's community has a huge OS X and Linux population. One does not simply convert the whole world to Windows. 3. EA is the developer and owner of Frostbite. Need I say more? 4. Unity works well enough for KSP. The only major limitations are the 64-bit bugs on OS X and Windows and an older version of PhysX that only uses 2 CPU cores and a small amount of the GPU.
  14. The little one with Jeb in it? That's Lack's work! Linky Also this: My Soyuz replica... docked to an Apollo-esque ship! The proportions are even pretty accurate! And then there's a space station. I did the docking of my Apollo-like craft on IVA.
  15. This was actually the most favorable outcome for this flight, since Gilgard flew up past 70 km after destroying his Thermal Turbojet (nice going, rookie!) with barely any horizontal velocity and I barely pulled him out of the dive and "landed." It all happened on Alternis Kerbin, obviously. Lesson Learned here was don't fly straight up with a Thermal Turbojet powered by an antimatter reactor. Also Thermal Turbojets are ridiculous when powered by antimatter reactors and running in atmospheric mode. 1km/s and above at 1km altitude? Beats the SR-71. This plane is flying backwards. With no power. Over the ocean. At least it landed...
  16. Not sure if you knew, but Bobcat has those in the HOME pack.
  17. That's unfortunate, I'll take a look at it and see what needs to be rewritten for it to work.
  18. Thomler Kerman performing inspections on the new Backbone module for Dir 1 (those docking ports can be concealed to protect them from debris!) This guy was on the end of Backbone, providing control systems for it. It has just finished a plane change of around 30 degrees and an AP boost to 327 km. It will be used for scientific research and has been dubbed "HE/IS SHORT," an acronym for "High Eccentricity/Inclination Satellite for Scientifically Hemorrhaging Old, wRong Theories." The flight team for this satellite didn't put any scientific instruments on it, but they figure it can "Scientifically Hemorrhage Old, wRong Theories" one way or another while also defying the rules of grammar! Kudos to those Kerbals for trying, at least.
  19. Screenshot Dump! I don't even know how... Ok, this is getting real old real fast... New crew transport vehicle. The launcher is a modified Maiden 1 without side boosters. Cheaper but uses a lot of fuel in the orbital vehicle. New space station. Kinda reminiscent of Mir (that's what I'm going for). It's in a 150 by 150km orbit inclined at 18 degrees, just to make things interesting. Internal view of the new station. RPM is a very nice mod.
  20. Pretty much. I might take a look at it to see what the issues between 0.21 and 0.22-0.23 are to figure out if I can get it working without too much trouble. It might just need a recompile for 0.23, or it might need a complete rewrite. I'll figure out what can be and what needs to be done after that quick test.
  21. I find Eeloo the creepiest- it's so far away and so close to cubic light-decades of nothing. Very intimidating. Duna's also pretty creepy with the face and the SSTV and all that, but it's also the easiest planet to get to, so they kinda cancel out. I need to see this.
  22. Addiction? Yeah right! There's no such thing as "addicted to KSP." It's even funnier if you start to talk about how you got all this stuff done in such and such a manner- all you get is blank stares and then you can go about your business! This also works really well with programming.
  23. Kerbin City hasn't been updated to 0.23 since the Kerbtown plugin hasn't been updated since 0.21. It was buggy in 0.22, and I would imagine it is completely useless in 0.23, so until the developer of that plugin updates stuff, Kerbin City is effectively dead.
  24. Messing around with planes! Nice landing job, huh? The other Kerbal went ragdoll and couldn't get on the rover in mid-flight, so I tried to land to help him up... Needless to say, he died. Messing around on the runway yielded this. The Kraken had a field day with the B9 inline booster. I should probably update it...
  25. Probably moreso the great link between KSP and Unity, I don't know of any other game that makes you use the game's base engine to make mods for it.
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