Jump to content

Starwaster

Members
  • Posts

    9,282
  • Joined

  • Last visited

Everything posted by Starwaster

  1. Think it has to do with aerodynamic changes in 1.2 but I'm not sure which specific ones would be doing this. Try changing heat shield CoPOffset to 0, 1.1, 0 (matching it to that of the stock KSP 2.5m shield... ) Edit: Edit 2: Oops nvm first edit, that's just in the repo...
  2. Anyone finding it harder to maintain an aft first orientation during reentry?
  3. Assuming you're using the SDHI release for 1.1.3 Are you seeing any spam in the flight screens? (convex hull spam)
  4. No, it was ready a month ago, it's just I've been having trouble focusing and assembling the release package
  5. It is done. I posted the link in the same message. Or use the one in the first post of the thread
  6. Probably a heat shield issue. The stock shields are configured for smaller planets with slower orbital (and therefore reentry) velocities. RO or DRE would recalibrate the shields for real sized solar system but neither one is updated for KSP 1.2 yet...
  7. I haven't found the centrifuge to be reliable in 1.2 at all, given that it causes me crashes. I have no idea why it works for you and not me. In fact, given that you reported no problems without the patch, I'm not sure what it would be good for?
  8. It goes as a cfg file anywhere in GameData you want. I keep files like that in a folder called MyTweaks. I copy that folder around anytime I have a new KSP installation (from updating)
  9. @PART[centrifuge1] { %PhysicsSignificance = 1 @MODULE[ModuleAnimateGeneric],* { allowAnimationWhileShielded = False } DRAG_CUBE { procedural = True } }
  10. Sorry sorry guys. Past month hasn't been so great. Some of our older cats are reaching that point where we don't know how much longer they'll be with us. We lost one a couple of weeks ago and there's three others that have been taking up a lot of my time. In particular a little tortie girl who's always had a poor immune system but a tremendous will to live. She's having a hard time right now and I don't know what's going to happen with her. Anyway, here's the update: https://github.com/Starwaster/AnimatedDecouplers/releases/latest
  11. When you load the centrifuge in the VAB, do you NOT get an orange error message in the upper right corner? And spam of said error in the console? (convex hull has a polygon with less than 3 vertices) Just tried launching one. Launched ok even with the fairings... but it still has the bounding box issue that I reported here: And saving then loading the craft causes crashes
  12. Have you tried launching it with fairings over it? Edit: Also, are you using any of the centrifuge patches that I tried to fix it with back in KSP 1.1.3?
  13. When replacing a texture via a texture line in the MODEL node, the texture being replaced has to have existed in the game where the .mu file expects that texture to exist. Otherwise the model will load without that texture and it cannot afterwards be replaced since it doesn't really exist in the model. Because the model is initially loaded without referencing the MODEL node.
  14. @ROXunreal@PocketBrotector@Deimos Rast Ever since Squad added a menu for transferring crew it has always worked by clicking on the hatch. Never by right clicking the part. There was a mod that provided similar functionality before then and that might by why you're thinking right click was supposed to do something. Re: The centrifuge. I had thought that @Tokamak's refurbished parts had a fixed centrifuge but apparently he's not including the centrifuge in the download so maybe it never got fixed. In any case, the centrifuge in this pack has serious mesh issues and can either crash your game or cause serious physics issues if you are able to load a centrifuge equipped craft. It should not be used at all. Nothing at all to do with the hab crew restrictor. The model itself is broken at the mesh level and it needs to be fixed in a modeling program and and reimported via Unity editor. There are some workarounds that I was able to do that got it functioning in the past (KSP 1.1.*) but I don't believe that to be a reliable fix and it would likely still have issues.
  15. Yes but a part without a category is never shown because it is hidden by the game. That's how you deprecate parts without removing them entirely. (if a mod did that then it would break saves) RealChute parts start out without a category (category = none) but and then are assigned one at runtime after a new parachutes category has been created. And those parts will then show up in their new category. But apparently that's not enough for them to show up in a search. So KSP thinks they do have a category for basic display purposes but not for a tagged search... I'm going to see what happens if I change it in the config file, but the thing is that when the part is initially compiled by KSP, that category won't exist yet so I don't know if that would actually work.
  16. It's not at all weird. Mars has an atmosphere that extends out about that far (I think it's actually more like 150 though)
  17. How about a detailed description of the problem with reliable reproduction steps? How about logs? Have you tried running with only RSS & the mods required for it to run and nothing else?
  18. It seems to be a result of part categorizer code that moves the chutes to a custom parachute category. The parts themselves aren't actually seen as belonging to a category by the part search function.
  19. The looping issue has been an issue since the centrifuge debuted. It's a Unity issue and that's just how looping animations work. You could probably halt the looping by giving the centrifuge a new animation with the same layer as the rotation animation. That might result in an unrealistic halting though... it might snap to its default position instead of just halting. Again, this is a hypothetical. It should work but I don't know for sure. (SHOULD seeing as how if inflation/rotation share the same layer then inflating halts the rotation) There is another way that would probably work and it would require a plugin to halt the animation. From a practicality standpoint it should be a PartModule with a GUI for the player to 'apply the brakes'. Functionally it would change the rotation wrap mode from looping to Once. (WrapMode.Once). I think that would result in something more natural looking. The centrifuge should continue rotating until it reaches the end of its rotation and then it would halt. The same plugin would also then need a GUI option to resume rotation. (change to WrapMode.Loop) Rotating in the VAB faster is a stock issue with all animations. Whether it's unintentional or by design, it plays the animations much faster in the VAB.
  20. @Benji13 @Drew Kerman In other words: @PART[*]:HAS[@MODULE[ModuleEnginesFX]] { @MODULE[ModuleEnginesFX] { heatProduction *=2.5 } }
  21. @Tokamak Why replace the HabRestrictor at all? It was already prepackaged as part of the original download to begin with and requiring USI means an unnecessary dependency that not everyone uses. HabRestrictor is very unlikely to break from a KSP update. For it to do so, the current system used by KSP would have to change where either CrewCapacity were no longer a recognized field or ... actually I'm not even sure what the other part of that is except that it would have to change pretty drastically. Even if not recompiled for KSP 1.2.*, the currently packaged HabRestrictor plugin still does what it needs to: Checks to see if the inflation animation has played and then changes CrewCapacity as desired. And then KSP does the rest. I'm using it right now and I haven't seen any issues with it.
  22. I haven't tested it with 1.2 yet but comparing the probe experiment files with KSP 1.2 experiment files for crew reports tells me that it hasn't changed very much if at all. So it SHOULD work Like your avatar. Melificent would approve.
  23. Yes, H2 tanks have to be enormous. If you go with a nuclear rocket though, you can use liquid ammonia... higher thrust overall and a higher boiling temperature...
×
×
  • Create New...