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Neutrinovore

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Everything posted by Neutrinovore

  1. Ah, thank you. I shall wait for TweakScale to be updated, then I'll update my RCSBA at that time. Appreciate your help!
  2. Just a quick comment: I see that you updated the body of the first post, but you forgot to update the thread title - It still says V0.8.0.
  3. Hmm. I suppose that I was waiting for someone else to mention this, but since no one has... A problem I'm having is that RCSBA isn't recognizing the change in mass when a part is TweakScaled. Specifically, I use the LLL weights along with TS to fine tune both my thrust vectors and RCS balance, but this has been broken in the last three updates to RCSBA. To be clear, it does properly apply the base mass of the weight, but scaling the part has no effect in RCSBA. For instance, if I place a 1 ton weight off of the centerline of a craft, RCSBA adds the 1 ton to the total mass of the vessel, and will calculate the new CoM and thrust torque accordingly. Further, shifting the weight around results in corresponding adjustments to each readout as expected. BUT, if I scale the 1ton weight to, say, 120% (or 150% or 30%, anything other than the original 'base' mass of the part), RCSBA still only registers the weight as the original 1 ton, and doesn't shift the CoM at all. Version 0.7.2 DOES do this, which is why each time, after installing the new version and checking it in-game, I've reverted back to V0.7.2., which seems to continue to work perfectly for me in KSP 1.0.5, go figure. Oh, and again for clarity, I don't mean that this issue is specific to the part I'm using as an example, the LLL weight. It's true of anything that can be TweakScaled: Wings, landing gear, antennas, anything that can be made bigger or smaller, and should consequently change in mass as well as in size, the newer versions of RCSBA don't register the change in mass. I'm sure it's something to do with changes that happened in KSP 1.0.5. Maybe someday Squad will settle down and do an update that DOESN'T force everyone to start all over from the beginning. Hah! Yeah, right… Anyway, I did check 0.7.5, and I am glad to see the symmetry issue fixed, again I think that showed up in 0.7.3, and it still does happen to me occasionally in .2, but I found that cycling through the 'Engines, Translation, Attitude' modes, and then back to 'Engines' seems to let the plugin update itself to then properly recognize all the engines in the stage. Anyway, like smjjames said, sorry I've been remiss in not saying something sooner. I continue to find this addon quite literally indispensable for building anything that flies in KSP anymore, and in fact I usually even use it when I build rovers too, to make sure that they sit evenly on the suspension, to make sure they're not too front- or rear-heavy, and to check that the CoM isn't too high. Truly couldn't (well, sure wouldn't WANT to) play the game without RCSBuildAid. Keep up the great work, M4V! I hope this info helps in some way. Later, all!
  4. [quote name='Aegrim']edit: Sorry posted in the wrong tab.[/QUOTE] Twice? An hour and twelve minutes apart? Weird...
  5. FWIW, and to add my 2 cents, OPT 1.7 works great with KSP 1.0.5! In fact, it seems that my OPT-based spaceplanes flew even better than they did in 1.0.4, more stable and responsive to controls at the same time. :D
  6. Yeah, this pack needs a major update for 1.0.5, or rather it needs a major TRIMMING of parts, because a lot of things in the game have now been updated to look much better than they did before. I've been trying to go through the configs in the VenStockRevamp folder, but things aren't separated out into discrete files where you can just delete what you don't want. A lot of parts are buried in a ModuleManager config for the config changes, and then the models and textures are over in a totally different folder, again organized in a way that makes it quite difficult to figure out what to delete and what to keep. But, I don't hold out much hope for this mod to be updated, Ven hasn't really done much with this for quite a while.
  7. Uhhmm... maybe I'm stupid, but when I click on the download link on the OP, it goes to the GitHub page, but the files don't seem to have anything to do with what actually needs to be placed in gamedata. I mean, it's source files and readme's, but I don't find any updated .dll or even any new config files, as they appear in the version for 1.0.4, anyway. Like I said, I'm probably just dumb and missing something obvious, so hopefully someone can explain this in words of one syllable or less. Update: Okay, duh, never mind, I was clicking the wrong link, everything's fine here, we're all fine... How are you?
  8. That's a really cool looking ship, dude! But I see what you mean about not really being able to use it for anything. For one thing, you won't be able to get any Kerbals out of it, the way the wings are covering the hatches like that.
  9. By the way, just wanted to let you know that I figured out what my problem was: I had a duplicate 'ToadicusTools.dll' in another mod, Tantares. As soon as I got rid of that outdated file, everything started working fine. So I was right, in a way, in that the problem wasn't actually caused by this mod, at least not directly. Rather, it was the fact that multiple mods package the same .dll within their archives, so when one gets updated but the others don't, conflicts can arise. Anyway, just letting everyone know. If you're having a lot of problems like I described in my original post, you might want to dig through all of your mod files to see if you have a duplicate .dll situation. Later, all!
  10. Regarding the inflating centrifuge rings, I suspect you'll be able to do that with no problems. The reason I know this is that BobCat has had an inflating AND rotating habitat in his MPSS Nautilus pack for years, and I still use them all the time. The only thing I don't care for about them is that their cosmetic appearance is a bit dated, that's all. Well, that and it's only available in 1.25 meter size, although I did clone the part into a 2.5 meter version for myself, with double the crew capacity. Anyway, I'd love to see a new version of such a part! Now, with the trusses, absolutely YES, I definitely use more than just 2 sides, that's what I like about the Hex trusses specifically, they allow TRI-lateral symmetry if I so desire! Everything else currently available (or, at least, USEABLE) in the game is either just cylinders or squares or other boring shapes like that. There was THSS a while ago, and there have been a few attempts to redo that system recently, but with limited success and support. One thing I think might be causing the lag is the mesh switching feature, but I'm just spitballing about that. Is it really necessary to have that feature on the trusses? I mean, I know why you're doing it, so that one can attach to the surface of the truss if desired, or one can get the collider 'out of the way' so as to attach something to a tank or piece of equipment that's been placed inside the truss. Here's an alternate idea: Could you maybe create a narrow strip of collider down the middle of each face on which to attach something, and also of course on the corners where the metal structure would be, but leave areas to either side through which we could thread something into the middle? Again, just an idea, don't know how practical or even doable such a thing would be. Anyhow, keep up the great work on everything, and as always I look forward to whatever future developments are coming from DSEV. Later!
  11. Actually, expanding on what Krittick said, the last 2 releases (1.13 and 1.13.1) have rendered the game unplayable for me. I don't know if it's in the ToadicusTools.dll or something in one of the TweakableEverything packages, but I couldn't even get my game to load with this last update. With 1.13 it would load, but CTD within 5 minutes of playtime, no matter if I went to flight mode or into the SPH or VAB. Some conflict or exception keeps spamming the log until the game runs out of memory and crashes. I know it's something in this mod, because when I revert to v1.12 of TweakableEverything, the problems disappear. Before anyone gets upset that I'm not providing my output log and/or crash report, I decline to do so because I'm certain that the problem stems from the interaction of this mod with one or more of the MANY other mods I use, so I don't think it's very reasonable to ask the dev of any one mod to try to debug problems that may very well be caused by someone else's mod, that's all. I merely want to point out the problems I'm having in general terms so that Toadicus, IF he or she is so inclined, can investigate the issue to determine if there is something that sticks out and waves a red flag within this mod. Otherwise, I can live with using the older version of TE. It would really be nice to be able to open radiators in the editors, though, that's why I was eager to update, but again, I'll cope. Later, all!
  12. Uh, yeah, that's exactly what he did in the Experimental release, v1.8. You haven't tried it yet?
  13. If this works... and I'm almost certain that it'll conflict with something in my GameData directory, I already run more mods than I probably should... but IF it works, this will be so insanely useful that it's a wonder no one thought of it before now!
  14. Yeah, I'm with Starwaster on this one, the wings in 1.7 work great for me, they're just about all I use anymore. I do remember that I did have some major problems in a previous version of OPT with the wings not seeming to produce much lift, but that was a very short-lived thing, K.Yeon was updating stuff fairly rapidly at the time and the problem was quickly corrected. Or perhaps that was all during the 1.0, 1.0.1, 1.0.2 patch frenzy that was going on there for a couple weeks. Either way, if you're running KSP v1.0.4 and OPT v1.7 (again, I'm not using 1.8 for other reasons), the only other reason you'd be having problems with ONLY the wings from OPT would have to be because of a third party mod such as FAR or NEAR or something else that messes with stock aerodynamics. Which, if that's the case, it's not really fair to say that the fault lies with OPT, is it? Later!
  15. Gotcha, I stand corrected, thank you. It looks like StahnAileron might have a lead on the problem though...
  16. Yep, exactly, the exact same antenna, just with a hinge at the bottom that lets it fold down 90 degrees for more compact storage, such as inside a fairing during launch. Of course, then the animation would include the 90 degree unfolding part in addition to the regular telescoping extension, etc.
  17. Oy! Looking at the picture of the 'real' ship in the OP, and thinking about the parts count that such a vessel would have when complete and flying in space, just... I think I can hear my computer crying.
  18. Oh, I have no doubt it would be great on a big screen. I just have this thing about large crowds of people, that's all.
  19. Any chance of getting a version of the N100 Omni Antenna that folds at the base in order to lay closer to the surface of a ship? This would be great for applications where one would want to mount it on the side of a part, rather than facing straight forward. Just a request.
  20. If I'm not mistaken, OPT still requires that you have the latest version of the Firespitter plugin. You may want to check that you have that, and that it's in proper working order. Beyond that, I'm out of ideas. All of the wing control surfaces work fine for me, at least in V1.7. Hope this helps! Now, on to new business: I've tried out V1.8 test, and I LOVE the new Phoenix cockpit! Ahem, note the bold letters in 'Phoenix', there. It's misspelled in the part configs, descriptions, etc. Just saying, K.Yeon. Anyway, the only problem I had with 1.8 was the fact that, no matter what I tried to fix the problem, I was missing the textures on exactly ONE (1) part: The new 'K' cockpit! And dammit all if that wasn't one of the parts I wanted the most! Grrrr! I looked at the config files six ways from Sunday, and I can't figure out why the part shows up as solid shiny black in the editor, everything looks right in the configs, and all of the texture files are where they're supposed to be in my GameData OPT folder. Weird! So, anyway, I just reverted back to 1.7 for now, it's not a huge issue for me. I did, however, import the Phoenix cockpit into my current OPT folder, though, I have to have that one now! Which reminds me, K.Yeon... would you PLEASE stop removing/renaming OLD parts in favor of NEW parts that you add in your ever improving quest to provide us with utterly awesome spaceplane components, PLEASE!?!?!? I, as do I'm sure many others, REALLY LIKE pretty much EVERYTHING you've created to date, and I don't want to keep losing those older parts every time you come out with newer versions. I'm not saying you have to leave their part names the same, if you want to call them something else for the purposes of restructuring your file hierarchy, or whatever, that's fine, I'm not talking about save-breaking, I can live with that. What I mean is, I just want to still have the parts SOMEWHERE in my inventory, that's all! Got it? I realize that your new 'J' profile is completely different than the previous one, and so is the 'K' profile, etc., but as long as you keep the naming conventions consistent within each iteration of that part category, i.e. 'Old J', or 'Legacy K', whatever, and if you keep them grouped together, I don't think that too many users will get confused as to what goes with what. Anyway, just a heartfelt request from a fan, and my 2 cents as well. Later, all! ​
  21. Yep, what he said! WANT IT! Haven't seen the movie (waiting until it's out on Blu-Ray video, ), but I want to see it even more now, lol!
  22. Yeah, since all of BobCat's wheeled vehicles use his and CleverWalrus's custom plugin, MechJeb can't interface with it at all, it's been that way since... well, since BobCat and MechJeb, lol. Also, since the 'control' direction of the rover is 'up' (navball all blue, pointed at the sky), MJ would have a problem with THAT as well, so no dice. Best you'll be able to do is set your cruise control at a desired speed, if I remember correctly the default key is 'o', or use your right-click menu if that doesn't work. But yeah, following a heading or waypoints? No dice, sorry Pippa! Later.
  23. Well, to be fair, AlexUstas hasn't really FINISHED anything, has he? I mean, everything he's working on right now, even ALCOR and the ERS rover, JSI and RPM, is technically 'not done yet', right? I mean, they're all in perpetual development because the game itself isn't capital 'F' "Finished" yet, this "Version 1.0.4" b.s. notwithstanding, the game ain't even CLOSE to being "Finished"! Anyway, all respect to the guy, but I have given up on ever seeing ANY finished product of any kind from this otherwise fantastically talented modder. I suspect that he's very much like I am: I'm great at making grandiose plans and starting out at a furious pace, but then about halfway through I realize that this project is WAY bigger than I thought, so I kind of stall out and never finish it. Or, because it's taking so long, I get distracted by some other newer idea and go off to do that, or just get bored, even. Whatever, but you have to acknowledge that all of these projects that are waiting until 'something else is finished first, then I'll get to this one' will ALWAYS be waiting, because NOTHING gets finished! The thing is, though, is that eventually you have to just grit your teeth and pull the trigger, and put SOMETHING out there, because if you're waiting for it to be perfectly totally absolutely 100% completely done finished signed sealed and delivered, well, frankly, there just ain't no such thing! No, it's not 'perfect', or 'finished', there may still be a few bugs, but we'll deal with it. 'Don't let the Perfect be the enemy of the Good', if you will. Ahem, sorry to seem like I'm really ripping on AlexUstas here, I really do like his work, but I have to call it like I see it. Anyway… Whatever the case, I'm with Raptor22, not demanding that something be released I mean, just that it's been long enough since we've seen in-game video of finished looking parts that I don't think it to be an unreasonable expectation that we should have seen some kind of WIP pre-release version by now. To paraphrase, "if you pull it, you'd better be prepared to use it". That being said, however, this is Alex's mod, and he can work on it as much or as little, as fast or as slow as he likes, so if it's been this long with no payoff, then that's OUR too bad. If it NEVER gets released, tough, sucks to be us. It's not like it's never happened before, look at all the cool stuff BobCat was working on that'll never see the light of a Kerbin day. That experience, as well as the (non)development of this mod and a few others, has led me to the attitude of 'wow, that's cool, I hope it comes out really soon!', but also to not EXPECT anything at all, or to get my hopes up in any way. So, sorry for butting in, just felt compelled to drop in my 2 cents. Later everyone!
  24. I agree 1,000% with Nothalogh on this issue. Yes, innociv, IR 'works', as in 'it does what it is designed to do', but it doesn't work, meaning that it's cumbersome control scheme and framerate gobbling .dll and parts make it essentially impossible to do ANYTHING simply or easily. I've installed Infernal Robotics a good half-dozen times, messed around with it for a few game sessions, and then promptly UNinstalled it again, because each time I try it thinking that 'this time it will be easier to create x ship that does all kinds of y things, it only ends up being even MORE complex and difficult than the last time I tried it. The only thing I've really found it useful for is using 10 parts to perform a task that could just as well be accomplished by one or perhaps two well-designed and -animated custom made parts. Yes, it's modular, and the 'LEGO'-like universality of the parts is attractive, but again, that same LEGO-ness creates the need to add way more parts and controls and commands than is practical or desirable, at least to me (and, apparently, Nothalogh, at least). Anyway, it's not my intention to turn this into a 'bash IR' discussion thread, and I'm sorry if I'm encouraging too much topic-drifting. But in my opinion one well-designed custom VTOL engine using the Firespitter plugin, or even just the stock animation module, is still WAY better than using Infernal Robotics. And I apologize to the creators of that mod for criticizing it so bluntly, I know they've put in a LOT of work to get it to where it is now. I'm simply saying that the mod doesn't work FOR ME, that's all. So, anyway, that's my 2 cents.
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