Talisar
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Everything posted by Talisar
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I like the way that you have the ancillary nodes coming off of the main tree (mostly on the rocketry branch). Possibly you could use a method such as that for some of the "specialized mods"? For some of the mods that have a wide variety of parts such as B9 (or spherical tanks ) you would still have to fit them into the main tree or in multiple sub-nodes (or sub-trees) off of the major ones, but if you place the more focused mods into their own dead-end subnodes/trees, then if people don't have that particular mod installed they could just ignore that particular branch. What would be nice is if there were a way to give a tooltip for locked nodes that could state that that particular branch is not necessary to unlock unless you had that mod installed.
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My understanding is that they are going to be maintained separately, so you should only have to download the one that you use.
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I'm not certain, but I don't think you'll be able to adjust that in the config. The "forward direction" is along the direction that the y-axis is pointing when you export the model from unity. You may be able to use the "rotate" options to change it, but that may just affect the orientation it appears in the hangar. The only other thing that I can think of is for you to try and incorporate a small probe core or docking port aligned in the direction that you want the forward vector to be, and use the "control from here" right click option.
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I would love to see this be implemented. While I can't be much direct help, I'd suggest you get in touch with Skyrender regarding his thread HERE. It looks like he's got a good start on this, and was looking for people to bring on board. I'd also suggest talking to Ackander regarding his thread HERE, as the two subjects are pretty closely related.
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Since it's happening with Kethane as well, you are most likely correct that it is a MFT issue. I was worried that it may have been being caused by my custom tanktypes for the supply resources, but Kethane is not handled by that one. I'll look to see if this is a known issue, and if not I'll bring it to NathanKell's and taniwha's attention.
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No worries. I just started using TACLS myself, so I hadn't noticed it either. Along the same lines, I didn't ignore your post about the EL resources. I haven't played with it recently, so I'll have to see what is up with it. It uses exactly the same process as the fuels, so I'm not sure why it would be acting that that, but I'll check it out. Maybe some weird interaction with the tweakables... Another thought, does the same thing happen if you make the regular tanks hold kethane?
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I just looked at it, and it would appear that I made a copy/paste error when updating to the new TAC resource naming scheme. I'll have it fixed in the update, but for the time being you can replace the tanktypes.cfg in the ModsByTal/Parts/FuelTank/Resources folder with the following to fix it: TANK_DEFINITION { name = TALUTILITY basemass = -1 TANK { name = RocketParts utilization = 0.86957 mass = 0.0025 amount = 0.0 maxAmount = 0.0 note = (EL Mod Required) } TANK { name = Metal fillable = false utilization = 0.86957 mass = 0.039 amount = 0.0 maxAmount = 0.0 note = (EL Mod Required) } TANK { name = Ore fillable = false utilization = 0.86957 mass = 0.0275 amount = 0.0 maxAmount = 0.0 note = (EL Mod Required) } TANK { name = Food utilization = 3.91039 mass = 0.0003166535 amount = 0.0 maxAmount = 0.0 note = (TAC Life Support Mod Required) } TANK { name = Water utilization = 3.91039 mass = 0.0017977746 amount = 0.0 maxAmount = 0.0 note = (TAC Life Support Mod Required) } TANK { name = Oxygen utilization = 3.91039 mass = 0.0004290144 amount = 0.0 maxAmount = 0.0 note = (TAC Life Support Mod Required) } TANK { name = CarbonDioxide fillable = false utilization = 3.91039 mass = 0.0005107314 amount = 0.0 maxAmount = 0.0 note = (TAC Life Support Mod Required) } TANK { name = Waste fillable = false utilization = 3.91039 mass = 0.0000561805 amount = 0.0 maxAmount = 0.0 note = (TAC Life Support Mod Required) } TANK { name = WasteWater fillable = false utilization = 3.91039 mass = 0.0019765307 amount = 0.0 maxAmount = 0.0 note = (TAC Life Support Mod Required) } } Thanks for the catch on that
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The tanks will work fine if you remove the texture switching module completely. I haven't seen this problem myself, but if you would like to keep the ability to switch the colors my first thought is to ask if you have the most recent FireSpitter plugin installed. The one with the current pack is out of date, so that may be causing the problem you are having.
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Just a feedback post here, I have started a completely new career, and I have most of your supported mods installed. My initial impression was that you went a bit too far in the other direction by allowing unlocking nodes too quickly, but I have adjusted that opinion after some playtime. It seems you have done an excellent job balancing the rate at which you can unlock nodes and work forward, while still giving us enough to play with at the start of the game to keep it from feeling grind-y. So far, I'm loving the update!
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
Talisar replied to nothke's topic in KSP1 Mod Releases
I'll second this. I use these all the time now, and what I've been using is the end piece adapter from Sumghai's FusTek expansion pack. It's basically just a very thin circular 2.5m hull piece that works great paired with these. Very useful parts, Nothke! Thanks! -
Yes, I'll be doing an official update once MFT is updated. However, it appears to be working as intended if you use the experimental version of MFT linked in THIS POST. I'd suggest giving that a try, and if you find any issues, they would like to hear about them so they can get the official release out as bug-free as possible. -edit- That is only for the stock fuel types, if you are using Real Fuels or RO, it will take a bit longer
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Do you have RemoteTech2 installed? If so, is it the version from spaceport? (This version is out of date and incompatable with v0.23) If both of the above are true, download the experimental version linked in THIS POST. That fixed it when I was having the same issue. Mine was locking up on a Novapunch part, so it wasn't immediately obvious that it was RT2's issue.
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Mod directory question
Talisar replied to EvilKot's topic in KSP1 C# Plugin Development Help and Support
It would be best to place it in the GameData folder. That's the current standard place for them. The reason the Parts & Plugin folders are still there is so older legacy mods can continue to work, but I'd be surprised if they remain through too many more updates. -
The way that I set up mine is when I am initially making my model (in blender in your case) I make the low poly collider that as closely corresponds to the detailed (visible) mesh as possible, and have them in the same place. Just judging by the pics you've posted, the basic shape is fairly simple, so you could have a collider for your model that is very low poly. Assuming 36 sides in your cylinder, you could get away with around 300 polys for the collider and it would work well. 36 sides is actually a bit high too, I only use that many for very large diameter cylinders. For one that is supposed to be 2.5m, I usually use 28-32. In unity, you would select the collider piece and right click on "Mesh Renderer" and completely remove that component. Then set it up as you did before with convex collision. For the mesh that you want visible, you would right click on the collider component and completely remove that, making it a non-physics part, so the tris in it won't have a significant hit on performance. Sorry for the lack of detail here, I don't have unity on this computer, but I hope you get the gist of what I'm suggesting.
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I would suggest that you consider making a separate collider with simpler geometry, and make the mesh that you have visual only. You can get away with having far more polys in your model while having less impact on performance. I've made models with a few thousand polys on the visual mesh with no significant lag in this manner.
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That invisibility issue is weird.... It's almost like the normals are flipped, except if that were the case we'd be able to see the other side through it. Unfortunately, I think I've reached the limit of what aid I can be. Sorry I couldn't be more help.
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[Part] Unnamed 4 Kerbal Capsule, Work in Progress
Talisar replied to S3416130's topic in KSP1 Mod Development
Oh, S3416130. You should copy those airlock and ladder instructions into a post and get it stickied in the Modeling and Texturing forum. It's very well written and easy to understand. I wish I could have had it when I was learning to do airlocks, rather than having to figure it out piecemeal from half a dozen different threads. Great work with that! -
Jaded spacer here, any mod suggestions?
Talisar replied to Material Defender's topic in KSP1 Mods Discussions
Realism Overhaul if you want to turn it to 11