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dtobi
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Everything posted by dtobi
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Sure, that's easy. I only need to know the exact resource names and relations (e.g., 0.9 and 1.1 for LF and O)
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We have that on our list. It will be fixed soon.
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Cryo Effects: V1.0 Art Pass, Cryo Effects, Balancing, OMS * Particle based pre-launch effect * Art pass: Better looking tank system (more similar to the actual shuttle tank textures) * Switched vacuum and sea level LSP. The engines are more realistic now. * Fixed offset for dual OMS engines. They fly straight now. * Added OMS version of X0 engine. * Fuel valve for getting rid of excess fuel before reentry * The tank system has built-in smart part fuel sensors now. Right click on a tank. * Smart parts update (see smart parts for details)
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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
V0.3 Fuel Valve and Detail Improvements * Activation and deactivation action group commands for altimeter and fuel detector * Beep command to beep when a condition occurs * Fuel valve to drain excess fuel * Staging for the timer * Improved fuel drain detection (should not fire prematurely) I addition: I would like to welcome Firov as an additional author. -
I guess you'll like the next release then. It contains a straight X0 as dedicated OMS engine. Thanks for sticking with the mod! Your appreciation is very much appreciated ;-)
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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
This is on our list. Its not strictly needed but I'll consider it. You are the second person to ask so maybe there is a demand. If you set it then you can "disable" the condition tracking until the condition is not true anymore. Consider a altimeter part that says "fire below 100m" in order to extend the landing gears after reentry. If that part would be active at start, it would fire when leaving the launch pad. So "enable after launch means": ignore the altimeter until the condition is met the second time (at reentry, not at launch). It is a necessity. If you want to fire below 100m, it would also fire at 50, 10, ... You can add a second part that activates teh first part at a given condition (see the feature that will be implemented soon below). This is already implemented and comes with the next release. I don't get your use case/application here. Can you elaborate? I'll change it. Thanks for the suggestion. -
You can use the gimbal module from SSE. Since others would like to use it as well, I'll make it available as separate plugin. I'll also offer my help if you need changes to the module (in reasonable bounds, of course). Just contact me if you need my help.
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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
Thats not possible with teh default tweakables. otherwise I would have done that. Maybe it becomes possible with a future KSP update. So long we'll have to deal with sliders (I won't go through the hassle of making my own UI, sorry. I have enough to do even without that.) You can already do that. Just trigger a timer device and let that timer device execute the action. This works well. Adding staging for the timer is on my list. Maybe this can be done. We'll see. Can you send me the craft file so that I can check it? Best would be without other mods. Yeah, KSP staging is quite messy. Maybe I can do something but I can't promise it. Right now, Version 1.0 of SSE has priority, though. And don't get me wrong: Your suggestions are very very welcome!! -
Don't be so hard to yourself. Even with these engines, building a shuttle is far more complicated than builing a rocket. Where do you fail? Maybe I can help. Post what's wrong and maybe a picture of your CoM and the complete vessel. We'll get you flying, I'm sure.
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I will swap the vac and ask values in the 1.0 version. I got that comment from quite some people.
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Here is a little teaser of some of the things coming in version 1.0. I hope you like it.
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Hmmm. Could you post a screenshot of the tweakables menu in the VAB? What height does the altimeter smart party show (right click menu) when it fires?
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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
I'll send you the dll. Please keep it updated and replace it in your mod when I update SSE. It is still under development. Woudl you like to have the KM_Gimbal as an extra mod without smart parts and all the other stuff? -
[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
You were right. I also think it is in the mu. I added an option to invert the gimbal in the config file: MODULE { name = KM_Gimbal gimbalTransformName = Engine_Nozzel debug = true yawGimbalRange = 5 pitchGimbalRange = 5 invertPitch = true invertYaw = true invertRoll = false } It will be in the next release of the space shuttle engines pack. If you want an early release, I can send you the dll. -
[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
I do exactly that. The KM_Gimbal calculates the contribution of a change of the local xy axis to the change of the vessel's up and right axis. You can attach the engine with any rotation. It is a complex thing so there may be cornercases that are problematic. However I've tested quite many configurations including rotated, asymmetric, inclined, clustered, and Goddard style configurations and all worked as expected. The CoM plays an important role, too. If you have your engine above the CoM the pitch and yaw controls must be flipped. Likewise, the roll direction must be flipped if the engine is right or left of the CoM. If you have a ship with a CoM that moves so that the CoM changes from above the engine to below the engine, the controls of the engine must be flipped, too. Otherwise the craft will not react to the yaw and pitch commands properly. Could at least send a picture or video of the craft and problem? That would be great. -
[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
Some of the flipping in the code is to make goddard style rockets work. I can't even imagine what your ship looks like. Maybe in some configuration it doesn't work but I haven't been able to create a rocket where it was flipped. And thanks for your effort! -
[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
It'll be included in the next update. -
Hello Nathan, I'd like to reproduce the issue you had. Did you have any luck with a more stock like KSP? I don't have RSS and most of your other mods installed.
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Oops double post.
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You mean like this? Craft file: https://www.dropbox.com/s/rp0wepdpl9948zy/KM%20Booster%20Sep.craft
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The inclination is the same for both nozzles. I believe the tool only looks at the first thrust transform and displays that. The engines are slightly off. I will fix that in the next release. But that slight offset does not explain the very wrong display in the RCS build helper tool. I'm on in nonetheless. EDIT: I fixed the issue. The fix will be in the next version.
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Nathan, cluld you share a craft file so that I can debug it? Cheers!
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A new update is out. V0.9.4 Smart Parts Update and Bufix of Explorer craft * Added example craft for smart parts * Minor fixes for smart parts * Fixed Explorer example craft * New KM_Lib.dll Check the smart parts forum entry for a example video: LINK
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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
There is a new update. V0.2.1 Smart Parts Update and New Example Craft * Added example craft for smart parts * Minor fixes for smart parts * Optimized altimeter scale * Made fuel detector more robust against remaining fuel in empty tanks * New KM_Lib.dll Please note the showcase video in the first post!