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dtobi
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Everything posted by dtobi
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Hmm do you have some images and references? I'd like to learn more. Was it proposed to e sliding or static? Sliding would be very cool!
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You're right. The Firefly was broken. I assume it got corrupted during the .23 update. Something with the wings was odd. I removed and re-attached the wings. Now it launches better (but it still tries to turn a little - not bad). I also tweaked it a bit and added new action groups for the trim. Reentry is somewhat broken because the balance is off now. I'll fix that later. Landing with chutes works fine, though. I updated the dropbox file (made no extra release on spaceport because of this). Thanks for reporting the issue.
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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
Actually, the 1m part is a 1.25 and the 2m part is a 2.5. KSP has its internal conversion f..ed up and I got confused. Do you intend to use it with some specific mod for larger rockets? The 0.625 could be an issue. Either it has to be quite heavy or it will wobble like crazy (wobble and flexibility depend on the part weight). -
[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
Well, if you can bind the coffee maker to an action group, sure! ;-) -
Nice looking craft. Its certainly not good as motor for a regular airplane. Power-wise and fuel-wise it behaves more like a Mainsail (but a bit more efficient) rocket engine. I think you need quite some external tanks to get your bird into orbit. Have you tried a shuttle-like ascent? Thansk for trying it out.
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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
The readme says: How to use the Radio Controller ----------------------------------- The radio controller can send events to remote vessels with other radio controllers that operate on the same channel. All radio controllers in range (typically < 2000 m) will execute the command if the channel matches. You can also set the throttle of remote vessels. .... basically you just slap one radio on each vessel and as soon as they are in rendering range (~ 2 km) you can issues commands to the other vessel. You can also bind transmission events to action groups. So you can just hit a key (say 7) and trigger transmission of Action Group 7 (or 5 or any other) to it. The radio will transmit it to ALL ships in range on the same channel and they will execute the action group 7 binding (or 5 or any other you specify). You can also set RCS, SAS, fire stages, turn on and off lights... -
[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
These parts are also part of SSE. I just updated SSE to contain all of these. Just make sure you run SSE 0.9.1 and you'll be fine. -
[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
Feedback is very very welcome! -
A new update is out: V0.9.1 New Smart Parts Version (Caution! Compatibility notice below!) * Complete overhaul of the smart parts * New remote controller part (control other vessel's action groups over radio) * Altimeter action group trigger * Updated example craft * Trim can now be toggled IMPORTANT: Please delete the old Klockheed Martian folder before updating. Please also delete the example craft files. PLEASE NOTE: The update 0.9.1 may break existing ships with action group triggers. If you want to recover your ships, you can copy the parts from the Legacy folder into your Klockheed Martian folder. This will give you the outdated action groupdevices back.
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Custom staging icons, how to?
dtobi replied to stupid_chris's topic in KSP1 C# Plugin Development Help and Support
Hi! Any news here. I ran into the same problem as Nerta. The custom icon is just empty if I set it with setIcon. -
Here is the link to the last .22 Version:https://dl.dropboxusercontent.com/u/3061183/Space-shuttle-engines-2013-11-24-v0.8.1.zip
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Sure. I'll post a link to 0.8.x later when I am back on my PC.
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Hi! I'd like to create a part that changes its texture based on its internal state. The state can change during the game or in the editor. Say, if the state is "1" it should have a "1" on the side, while if the state is 2,3,4.... it should show that number. The number of states is finite and small, so it would be feasible to create 1,2,..... textures for the part and change the textures depending on the state. This seems to be a so useful thing I thought I'd ask in the forum to see if someone has done this before. Thanks!
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Has anybody tried the aerospike yet?
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Yeah. This is super annoying. I canonly guess what happened: Squad implemented a new way to do attachment noses one or two versions back. However, it was broken because all the attachment points were off by a few units. It seems that Bac9 circumvented the problem by placing the attachment nodes slightly off in the other direction. Now Squad fixed the offset, which breaks all the mods that tried to make the new system work. I had the same issue for space shuttle engines. There is little you can do (unless joy want to end up fiddling with config files forever to use the old system). Just give the author done time to fix it. .23 is a PITA for mod developers.
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Excellent point. Lowing the ISP too much might create problems for shuttles that need to drop their tank before stable orbit is achieved. I also would like the size similar to what it is now. After all, they are mostly used with the shuttle shoulders, which hold the OMS engines in the real shuttle. Maybe I'll make them larger and sink the additional parts into the mother part (e.g., the shoulders).
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Right now the trimming is relative to the engines axis. I think what you would need is trimming relative to the vessel axis. I could implement the latter if there's is serious interest. Cheers!
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If you like it, I can factor it out, so that you only get the gimbal plugin without the rest.
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I created a totally new gimballing implementation for space shuttle engines last week. It has a number of advantages over the smart gimbal plugin: - Proper roll support on all axis (can be activated on demand) - Proper part-based x and y limitations (even when the part is rotated) - Tweakables: tweak gimballing speed and trim the x position (it does not change the limits) If you don't need the enhancements you can also download the latest version of exsurgent engineer from careo git site.
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D'oh! I implemented the reset for the pitch as a real reset, not a toggle. That's why. I can change or to a toggle of you think that would be more useful or intuitive. About the action group manager. I haven't used it before. I might try it next.
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I think what you mean is that they sink in?The radials (small and medium) are supposed to sink in. Look at the firefly example craft to see how they should be used. Cheers!
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Hi everyone. I would need your help for preparing the 1.0 release. With that release I would like to have all the engine specs fixed. To this end, I'd like to ask you to tell me if you think that a specific engine is overpowered, underpowered, too light or to heavy, too cheap or too expensive, tech tree positions are odd.... The goal is to be close to the stock parts to stay compatible with the stock style of gameplay and other mods like mission controller. I would really appreciate your help and I will give credit to everyone who contributes in the readme and the first post. Please discuss vividly.
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Darn, you're so right. Procedural wings became such a natural thing for me that I forgot to mention it on the image. Sorry.