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BahamutoD

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Everything posted by BahamutoD

  1. It was mentioned in the changelog that the leaders' throttle is limited if followers have lower twr. This is kind of a WIP feature though. A known issue is that the leader's throttle is permanently limited until the BT module is reset (turn it off and on again). No, sorry. It's only designed for ships with rockets in space. Also now that I think about it, it currently doesn't work with engines that are mounted at an angle.
  2. Edit: Interesting, that's not quite my curve either. Looks like Duna got even more work..... which is good because it gives more atmosphere to aerobrake in Thanks! Copying the new pressure curve worked, but I first tried just replacing the cfg file with the one you linked, and it set Duna, Dres, Jool, and Eeloo back to their stock orbits and size.
  3. Were the tri-count and texture size guidelines hard rules or suggestions? Mine was about 2.5k tris...
  4. Ah, I thought I had the latest FAR. Turns out I had 0.13 and not 0.13.1. The update seems to have fixed the issue. Thanks for pointing me to Procedural Parts as well, and keep up the good work!
  5. Before I forget, here's my submission. Zip file includes blender files, unity asses, and ksp gamedata files. Download. I didn't include usage of NathanKell's crossfeed plugin nor Snjo's tooltip bug fix plugin. Just threw the ModuleSAS node in.
  6. Yeah, issue with the tooltip bug and the radial crossfeed unfortunate especially for a project meant for beginner modders to learn the ropes. I guess it goes to show that with modding there's always annoying problems that need workarounds or hacks.
  7. I couldn't timewarp anywhere within Mars/duna's SOI either.
  8. I have a problem in my install of RSS+RO where null ref exceptions get spammed when any part is connected to the bottom node of AIES engines. Sometimes it causes FAR to fail as well. Anyone know what may be causing this? I have the full spread of mods installed so it'd probably be a nightmare to pinpoint whats causing it unless someone else has experienced it as well. ps. I landed my first rover on the moon! It really is alot more difficult than the kerbin system. It took hours and hours to build the craft. pps. I found another problem where the connection between a procedural interstage adapter and a stretchy tank wouldn't be saved properly; when you save and exit, then return to the vab or spawn the craft, the interstage fairing is clipping deep into the stretchy tank. The workaround to this was to connect a non-stretchy tank underneath the stretchy tank and attach the interstage adapter to that. Slightly off topic but I'd mention it.
  9. Probably, but ModuleSAS is pretty harmless. I don't think it does much without a ModuleReactonWheel coupled with it.
  10. That did the trick! I guess everyone who's doing this part will have to do that.
  11. Thanks for the link. Doesn't it mean that you can fix it by adding "descriptive modules" to the config? How do you do that? I'm not using model nodes, just the old school mesh = model.mu
  12. I should have made my RCS much smaller too.. well its too late to turn back now Now, I imported it into the game, and came across a bug that I've never seen from making over 10 parts. Everything works fine except: in the part browser, when you hover over the box the model sits in, but not on the model itself, it starts scaling up uncontrollably and ArgumentOutOfRange exceptions start filling the debug log. Also for some reason, the model in the tooltip thumbnail is my BT part. Has anyone seen this/know of a fix? Edit: After seeing how small the part was in the game, I deleted any loopcuts I could without messing up the texture wrap, or making it look too much worse from a reasonable distance. Was able to reduce tri count from about 5k to 2.5k.
  13. My statement was based on the way the plugin works. It throttles the engines at a certain ratio based on max thrust to weight; this works fine for rockets because thrust is consistent and instantaneous, but not so well for atmospheric engines, which spool up and down and vary on altitude. It doesn't take into account other atmospheric conditions like drag or lift. Also, the plugin uses RCS translation to make smaller adjustments to keep ships locked in formation as opposed to attitude control. Nevertheless, that's a nice shot, Bateriii!
  14. I'll try to participate too! I'm struggling with a wheel at the moment..
  15. Alpha v3 is now available. (Link in the op) alpha v3: -works with ModuleEnginesFX now (for new .23.5 engines and hotrockets(?)) -Added "Toggle AG Mimic" button to make followers copy leader's action groups. (Currently only supports landing gear and lights) -Added action groups for main functions -TWR matching now takes engine throttle limit tweaks into account. -leader ships with higher TWR than followers will now have their max throttle limited. -followers will now cut engines if the leader runs out of fuel -improved RCS kill rvel function. No. To be honest, I doubt it will ever be able to, since atmospheric control is much more complicated than control in space.
  16. This is just a replacement/addon parts pack for the Extraplanetary Launchpads mod. http://forum.kerbalspaceprogram.com/threads/59545-0-23-5-Extraplanetary-Launchpads-v4-1
  17. Actually, if you add an ASAS or two to to those rockets, and give them 4 rcs blocks at each end, I'm sure they'd follow a much tighter formation. Right. I'll add support for ModuleEnginesFX soon, don't worry.
  18. You're right, no useful info in there, but I found out where the problem is and will begin trying to fix it. The issue, for some reason, is with my animation module. For now, delete or comment out this section in the part.cfg: MODULE { name = LoopedKConverterAnimation DeployingAnimationName = deploying ConvertingAnimationName = writing2 } The part will still work, just without any animation. (Unless the problem is somewhere else and it was just one of those random times when it didn't fall apart when I tested it).
  19. I'll try a rebuild/reimport. 5thHorseman, were there any relevant entries in the debug log?
  20. Thanks for the reminder. At the moment the plugin only supports ModuleEngines (the new parts use ModuleEnginesFX for the new effects). I'll add that to the todo list. As for the multilaunch, the program really only accounts for engine thrust and mass so atmospheric effects tend to throw it off. Current settings of the SAS it uses for the followers is a bit floppy too. I should reiterate that it's mainly intended for synchronous burns in space, so any other capabilities it has (like launches, landing etc) are coincidental and I probably won't focus on improving them until much later.
  21. Yeah its just using the stock SAS. Eventually I'll change the steering code so it doesn't rely on that and it will just point to wherever the lead ship is pointing regardless of it's sas status. Right now I'm trying to figure out staging, and gosh.. its so difficult. The method for staging a rocket normally only works on the active vessel, so I have to do some hacky stuff to fire another vessel's staging remotely.
  22. Well... it helps me confirm that I still don't know where the problem is coming from I think he was asking for a smaller EL ore drill. A smaller surface sample drill would make sense, I agree, but that's low priority for me at the moment until I can get these other problems fixed.
  23. It works in .23 (actually I've only tested it in .23), but it probably doesn't work with mechjeb controlling the leader, though I haven't tried it.
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