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plausse

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Everything posted by plausse

  1. Yes! I could be wrong but I think it applies to any engine (that uses smokescreen) that is the root part. By making an uncontrollable and unengined part root (like the heatshield) you can work around this... limitation. Also: I am VERY excited about the new models/textures. Thanks dude.
  2. If you keep the heatshield as a separate part it's till possible to work around the pesky smokescreen bug too..
  3. I have the same problem - I have tried to find what mod it clashes with, but I'm gonna do a bit more thorough search today. Did you ever find the offender?
  4. I think you have a good point, and I just thought it was interesting. Something completely different: You made textures for procedural parts before - adapted from Tantares I think? Now you have quite a lot more done, would you consider adapting some of your textures?
  5. Out of curiosity... I tried the GOGI and Rex unmanned with FAR.. First the sad bit, true for most of the space-plane mods been and gone (I think).. Being all one part, it is difficult if not impossible to set up GOGI correctly. FAR assumes separate parts for each wing and then you set the wing up. The non-wing parts though are calculated with voxel magic... That means that GOGI actually does fly quite well as a lifting body, but landing is.. a challenge. @hraban I know FAR isn't your thing, but the only thing needed for it to work nowadays is the wings, and the simulation behind it is amazing. Ps. the models are cool. Just the kinda thing I missed. Their single-partedness is cool too. Thanks.
  6. Very nice! How will these fare with FAR? Maybe I just need to try and see what happens...
  7. I installed this when it was in its infancy and I got more confused than impressed. I then installed it again a couple of versions ago - and in my humble opinion it is amazing. KSP is Lego.. this is stretchy Lego that bends. Just extraordinary - and it's made my rockets prettier and more filled with purpose ever since. I don't have real fuels (I do prefer it, but I find I then have to increase scales and then that everything takes ages..) but still some engines use real fuel hypergolics, which I have no tanks for. Is this intentional, a known bug, or most likely my own fault?
  8. Ditto. This autopilot and FAR revolutionised airplanes in KSP for me, I downloaded it for the 1.1 pre-release, and it initially worked amazingly, but then I started getting black screens and null-refs, and I think it is related. Again, for me it only happens sometimes, and never so far on first launch, but on either reverting a quicksave or to launch. It seems to happen both in space and atmosphere.
  9. Does this use the elp modules? I'm asking because say I only wanted the launchpad from one mod or such, but also the vanilla isru and drill etc with your functions. Would it be compatible, or are there plugging differences? Sounds exciting though, either way.
  10. @rbray89 the dysfunctional normals in Hraban's texture pack for Procedural Parts were .png, whilst the ones in the original pack are .dds. Which all seems to be in line with what you and Proot said, I think? Edit: To verify this I converted all the images to .dds, but... then they didn't show up at all. I probably did it wrong though. I must try again.
  11. I tried what you (rbray89) suggested - still no normal maps for the extra procedural parts textures, although the quality is normal with the latest version. As they are referenced from a different folder I tried putting them in the main PP folder (and changing the paths), still no normals.. I then thought it might be because they are referenced with module manager, so I put them in the main config, still no change. I then re-installed everything the way its supposed to be, still no normal maps (bet you didn't guess that). I then removed DTL and all normal maps came back again. But the game crashed after ten minutes. My conclusion is that it probably is an interaction with something you didn't have when you tried to verify it as a bug. My next burden must be to find out with what. I really should have waited to type anything until then I guess. But I didn't. Great mod still.
  12. Freedomtex and the tantares texture one (can't remember the name). I could give better details and or logs if it would help... When im at home. Maybe it's just me ruining the paths with bad vibes?
  13. First - this is amazing. I love it. Im using it and have no problems whatsoever except one tiny detail: procedural parts' textures. When I use a texture in the proc parts folder everything is honkey dory - but if I try to use a texture pack the clouds thicken. Essentially bumpmaps don't load, at all, but otherwise it's fine. This is with latest working of dtl. Interestingly - with previous version some textures were also low res (which no longer appears to be the case). All in all very impressive!
  14. Looks great! I'm gonna download now. Suggestion - maybe add a three-way rcs with one nozzle in z axis and one two in x. Like this -'- so it can work in pairs - with two rings of four on the vessel. Sorry my text is a bit muddled
  15. I think you have a point. I guess there is a reason real life planes look like they look..I could have been clearer, my planes look similar to existing planes too.. Often with bits borrowed from different models in the same niche. Ugly ducklings essentially. The documentation is pretty boring. But it does explain things very well. Just a few hours of basic aerodynamics on Wikipedia made my planes fly wayyy better as well. I think far is hard.. But amazing and fun. Thanks Ferram.
  16. In Hollywood films they often use modified planes to act as other planes they can't get hold of for whatever reason. Making something that looks vaguely like a spitfire doesn't make it fly like a spitfire (although admittedly it will look cool and maybe share some aerodynamics). Not trying to be arrogant, but when I build a far plane I focus more on niche - and borrow solutions from real life planes. Fact is some things are hard /tedious in ksp, and some things easier than real life. Say a certain supersonic airliner, but without the extending canards. Still looks the same... But now with a lift off speed from the fifth circle of inferno.
  17. Just wanted to share a word of awe. Followed this since the beginning and tried to decide if it's a uniquely thoroughly made mod or a case study in off world habitation (for tiny green men [and women]). Im still not sure, but following your attention to detail and workflow is both fascinating and a good learning opportunity..
  18. First, a boring story: I used to love oldFAR, so I downloaded Euler, but couldn't cope. I tried for three hours to build something that would make sense, and it was all unstable, fiddly and more chore than it was fun. Then I deleted it and tried newSTOCK, but got bored again after three hours as its model of air seems to be filled with tiny invisible people that gently (actually not so gently) guides your plane to its destination.. So I went to bed. Then I downloaded it again. And spent about two hours properly learning to use the tools, and read up a bit more about plane forms and area rule etc. I then carefully built a boring plane (Mig 15 lookalike). It flew... Like a Mig 15. I then built a Mig 25 lookalike... Which flew like a Mig 25. I just now built something betweeen a TSR2 and an XB70... and it did a 1000m/s circumnavigation of kerbin at 18000m (59l liquid fuel remaining) with two AJE J58s. So. Even a ...... can build stuff that works.. It just takes some time and effort but at least I find it worth it and very rewarding. Probably wouldn't play KSP two years down the line without FAR. And now its better than ever. Therefore: Ferram, have you considered a Patreon account? Paypal would work too, Patreon is just a bit more elegant (and allows a bit of PRing).
  19. Although I still haven't found a quick way to check.. the offending mod was (unsurprisingly) a screwy copy of tweakscale, in case anyone actually wondered.
  20. Correct me if I'm wrong, but as long as the assets are not merged it should be OK. Any asset can be released as per licence from respective author. Any configs/assets you create will be under any licence you wish. This would mean that you would need to ship with two or three separate licenses which would need clear documentation. But apart from perceived silliness I can't see a problem.
  21. Just wanted to post "ace". But apparently that wasn't five characters. So here we go: Ace.
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