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dtobi
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Everything posted by dtobi
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They should be coming tonight.
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
dtobi replied to sarbian's topic in KSP1 Mod Development
I'll include the config if you send it to me. Looks cool :-) -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
dtobi replied to sarbian's topic in KSP1 Mod Development
If someone creates the middle manager config, I'll certainly include it. -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
dtobi replied to sarbian's topic in KSP1 Mod Development
Give it as shot! Patches for the conduit are very welcome. -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
dtobi replied to sarbian's topic in KSP1 Mod Development
Hmmm. I'll keep that in mind. If realtor's would include a public function checkCryo() I could query that and react on it. -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
dtobi replied to sarbian's topic in KSP1 Mod Development
I agree, that the tank effects are not perfect. I included a pretty extensive debug mode and support for other particle effects to allow others to contribute. If someone wants to give the effects a shoot, I am willing to help and provide the necessary guidance. -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
dtobi replied to sarbian's topic in KSP1 Mod Development
OK, Module Manager 1.5.6 is now in the download zip. It shoudl (fingers crossed) work now. Please re-download. Thanks for your patience. -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
dtobi replied to sarbian's topic in KSP1 Mod Development
I am the one being dumb. I forgot to include module manager. It's coming. -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
dtobi replied to sarbian's topic in KSP1 Mod Development
I just changed a tiny thing in the download. Please update once more. -
Quite strange. I don't have this mod installed. Maybe the scaling does something strange to the particle effects. It will be possible to turn these off with the next release.
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Hello, I made some nice pre-launch effects for SSE. These include cryogenic boiloff before launch. Once you get used to seeing it, all other parts look quite boring. Now the question: I made some particle effects and exported them with the Parttools script. Now I would like to somehow instantiate or spawn these particle effects from a partmodule plugin. The partmodule plugin would be loaded into the configs of the stock parts with modulemanager. My problem is that I can't find a way to load the particle effect from the partmodule code. Can anyone educate me how to load or spawn the existing *mu or the particle effect within it?
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I'll consider adding a little force. It will be really tiny if I do it. The cryo effect turns off based on the vessel state. As soon as the state is not prelaunch any more the plugin turns the effect off. Does that answer your question?
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Its already done: It will be in the next release.
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I am sorry but that is not on my list right now. The B9 parts are really excellent. Providing another cargo bay system in addition seems like a waste of effort. B9 in its .22 form works really really well if you replace firespitter.dll and exurgent engineer.dll with their latest versions. I have it running an I can't see any limitations. See here for details: http://forum.kerbalspaceprogram.com/threads/66020-B9-0-23-fixes
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Very cute shuttle, too! Thanks for posting these. I love to see shuttles with these engines.
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Excellent Shuttle. Looks quite NASA!
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Ooops. Bug! I fixed it for the next update.
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The engines have the same TWR as the Stock LV-909 they are a bit smaller so they can fit the 0.62m default size scheme. The next larger scheme is 1.25m, which is way too large. I did not want to have anything in between.
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Oh, You're right. Firov's new stagable timers blew these up..... My bad for not checking. I'll adjust the ship for the next minor release.
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
dtobi replied to Firov's topic in KSP1 Mod Releases
Regarding the scope. Originally it was made to make shuttles easier to handle (fuel controllers, empty tank detector for external fuel tanks, ...) I found that tying that all together via action groups worked really well and so more action group devices were created. I tried to create distinct tools where each solves one particular problem. The fun part is that the collection of parts adds a new aspect to the game: planning actions and behaviors before launch. As long as something fits that scheme, I am fine with doing it. Space is hardly a problem, even for probes. Aesthetics may be a problem. That is why I tried hard to make these parts as good-looking as possible. It is entirely possible to just put every function to one single part and I have been thinking of things like a slot concept where you just add something like extension cards to a main module. For now, I think the separate parts are OK. Should the number of parts keep growing (maybe with Firov's help) we might consider switching to something else. As Firov said above: the focus is currently on getting the best user experience out of the current set of functions. -
Oh, wait. These parts are supposed to sink in a lot. They replace tri-, quad, ... octo-, ... couplers! Look at the example craft firefly and endeavor how to use these.
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They also need procedural dynamics (pwings). It's mentioned in the showcase pictures but I have to make it clearer in the top post.
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The tricky thing is that they need procedural dynamics, too. Do you have that installed?