Jump to content

theonegalen

Members
  • Posts

    1,764
  • Joined

  • Last visited

Everything posted by theonegalen

  1. Any plans to integrate with the stock upgradable parts feature to allow upgrading parts to versions with a lower base failure chance?
  2. Fantastic! Is the AnalogHSI prop still included with this version? EDIT: Also, how do I use modulemanager to add the KerbinSide runways?
  3. Thank you, @Ser. Thank you, @kujuman, for everything you've done on this mod! It was absolutely essential for my Kerbal Space experience since it was introduced until now.
  4. Everything looks great @blackheart612! That is a really lovely cockpit IVA!
  5. It's fine with me! I actually got it from someone else a few years ago but don't remember who that was. I did add the conditionals at the top, but that's about it.
  6. If I hate CKAN and want to install manually, what all do I need?
  7. @Crown01, copy this to a addNavUtilsToASET.cfg file anywhere in GameData, and NavUtilities will show up in the ASET props. It will be accessible through the leftmost button on the top. A .cfg file is just a .txt file renamed to .cfg. @PROP[ALCORMFD40x20]:NEEDS[ASETPropsIdentifier&RasterPropMonitor]:AFTER[RasterPropMonitor] { @MODULE[RasterPropMonitor] { PAGE { button = button_A name = KSF_NAV_HSI disableSwitchingTo = btn1, btn2, btn3, btn4, btn5, btn6, btn7, btn8, btn9, btn10, up, down, enter, escape, home BACKGROUNDHANDLER { name = KSF_MLS method = DrawMLS buttonClickMethod = ButtonProcessor btnPrevRwy = 6 btnNextRwy = 5 btnDefaultRwyGS = 3 } CONTEXTREDIRECT { redirect = home, menuDefault } } PAGE { button = button_A name = KSF_NAV_AI disableSwitchingTo = btn1, btn2, btn3, btn4, btn5, btn6, btn7, btn8, btn9, btn10, up, down, enter, escape, home BACKGROUNDHANDLER { name = KSF_AI method = DrawAI //buttonClickMethod = ButtonProcessor //btnPrevRwy = 6 //btnNextRwy = 5 ///btnDefaultRwyGS = 3 } CONTEXTREDIRECT { redirect = home, menuDefault } } } }
  8. I installed as per those instructions and have had no issues, but I'm also more often using the KK or ASET nav features.
  9. Awesome idea! I'll have to try it out, if I ever actually get time to really play KSP enough to get this deep in the tech tree.
  10. Put about twelve hours of work into the Clyde cockpit this week, so here's what it looks like now:
  11. Small update on the SXT Clyde, now that the Bonny is finished. I plan to release both together with the next version. Put about 12 hours into it this week.
  12. Wait, KK can put wildlife in now?!?!? And I thought AlphaAsh's version had feature creep! Looks amazing, btw.
  13. I thought I remembered reading something saying that because it hadn't been updated to the newest version of Kopernicus, it would cause unspecified issues. I think that was in the Kopernicus thread.
  14. Oh wow, I forgot I was going to try to test this. I have to admit I'm deep into other things now, but would still like to use this in KSP.
  15. Ah, I'm on mobile, so all I see is "Moderator".
  16. I would say the best solution isn't making the others better, or making more even better props (that just pushes the problem down the line), but to nerf the Bumblebee. There should be things it's best at, and things it's not best at. My two cents. I do have some alternate configs I'm playing with based on data collected from F4U flight tests. It's pretty WIP. Try dropping this into a .cfg file in GameData somewhere. (This will eventually be released as a companion download to my Warbird Cockpits mod found in my signature, once I have all the Pre-Modern engines configured) @PART[corsairprop]:AFTER[AirplanePlus] { // --- standard part parameters --- @mass = 1.070 @maxTemp = 495.15 @heatConductivity = 0.01 @emissiveConstant = 0.8 //radial engines are good at radiating! @MODULE[FSengineSounds] { @powerPitchBase = 1.4 @thrustAddedToPitch = 0.2 } @MODULE[ModuleEngines] { @name = ModuleEnginesFX @heatProduction = 40 @PROPELLANT[IntakeAir] { %ignoreForIsp = True } @useVelCurveIsp = False @useAtmCurveIsp = True @minThrust = 5 @maxThrust = 40 //Large three-bladed propeller, mechanical supercharger !atmosphereCurve {} atmosphereCurve { key = 0 17800 0 0 } !atmCurve {} atmCurve { key = 0 0 0 0.4950944 key = 0.1 0.05 0.4873725 0.4966392 key = 0.2 0.1 1.212028 1.962855 key = 0.2520615 0.2973241 10.08152 10.69248 key = 0.352629 1.407494 -0.931268 -0.6020336 key = 0.5807371 1.319278 -0.935968 -0.6839083 key = 0.837371 0.75 0.1717446 -0.5517068 key = 1.002457 0.7 } !velCurve {} velCurve { key = 0 0.1 0 0 key = 0.03818119 0.930127 -1.480186 3.640765 key = 0.1436505 0.9725937 -1.680585 -1.839557 key = 0.5013649 0.4019652 -4.712195 -5.715059 key = 0.6234659 0.06266855 -0.534535 -0.7436634 key = 1 0 -0.1565126 0 } !atmCurveIsp {} atmCurveIsp { key = 0 0 0 0.4950944 key = 0.1 0.05 0.4873725 0.4966392 key = 0.2 0.1 1.212028 1.962855 key = 0.2520615 0.2973241 10.08152 1.437634 key = 0.389484 0.4233794 0.6419257 0 key = 0.467715 0.6212435 -5.456381 0.6890054 key = 0.820172 1.126131 key = 1 1 } } @MODULE[ModuleAlternator] { @RESOURCE[ElectricCharge] { @rate = 35.0 } } DRAG_CUBE { cube = Default, 0.7536889,0.6974452,0.7221569, 0.7536889,0.6974494,0.7221569, 1.213026,0.45,0.7008534, 1.213026,0.9357337,0.1625167, 0.7536888,0.6983959,0.7221569, 0.7536888,0.6964872,0.7221569, 0,0.269185,3.208935E-08, 1.25,0.6633701,1.25 } }
  17. If the ASET beacons work for that, I think you're right. There are a lot of your beacons close to @alexustas's beacons, although not in identical locations, aside from KSC and the old island. I made an overlay of the two different beacon maps, but its on my computer at home and I'm on the job for the next few hours. I'll upload it tonight when I get home. If you don't see it by tomorrow, just remind me. EDIT: Here you go. There are a lot of places that are very close, but in general, the ASET beacons are more arbitrarily placed, because they weren't meant to be used with KerbinSide, and were placed more to make sure there was 100% coverage across the planet at high altitudes rather than inspired b geography. I actually do like some of your custom NDBs more than I like the existing ASET VORs and NDBs.
  18. The especially annoying part is that even once you correct their placement and orientation, they refuse to save to the config through Unity ans have to be manually entered into the .cfg files. I had to do this with the seat and stock bigbag cargo container in the SXT Bonny IVA.
  19. @Papa_Joe my condolences on the loss of your wife! I had no idea. Thanks for being the spearhead on the BD stuff.
  20. Something has definitely changed in the way KSP and the PartTools read the cfg files. I'm seeing the same thing with the doors, as well as seats refusing to show up in Unity. But my PartTools install has been such a nightmare that I wasn't sure if it was just me or an actual problem.
  21. Yeah, I use a lot of CUSTOM, MATH, and SELECT variables. There is a lot of bending going on, but mostly I base it around what alexustas or you or DeputyLOL did in the first place. Almost all of the props I use with Warbird Cockpits are modified in texture, model, config, or all three. I'm going to go through the example now. One thing that has been consistently excellent in my RPM experience is the quality of the documentation wiki on github. True lifesaver. Have you looked at Near Future Spacecraft to see if your config needs updating now that NFS is updated? EDIT: First impressions. First, I really like that we can set requiring power and a g-limit per IVA in the MASFlightComputer, however, I have a few instruments (like an analog magnetic compass) that are supposed to never be interfered with by power loss. Can I set individual instruments to override the "requiresPower" setting in MASFlightComputer? Second, I really hope there's an easier and more modulemanager-friendly way to add NAV beacons to the NAV radios in MAS. @MOARdV, it's clear that your penchant for great documentation is alive and well. I feel a lot better about trying MAS, although I think I'm going to stick with RPM for the next version of Warbird Cockpits.
  22. I have so far been too intimidated by the lua aspect of MAS to give it a try. I just figured out how to make RPM props work, and the idea of having to switch is scary, although I figure I'll have to anyway eventually.
×
×
  • Create New...