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dtobi
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Everything posted by dtobi
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I have not found any good spot where people documented how the new tweakables work so I decided to put the things I know here. Please post what you know, too. Adding a button that changes a bool [KSPField(isPersistant = false, guiActive = true, guiActiveEditor = true, guiName = "My Bool"), UI_Toggle(disabledText="Disabled", enabledText="Enabled")] public bool myBool = true; The parts explained: guiActive = true show in flight guiActiveEditor = true tells KSP to show it in the editor (or not) UI_Toggle(...) defines what text should be shown Adding a slider [KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "My Slider") , UI_FloatRange(minValue = -14f, maxValue = 14f, stepIncrement = 1f)] public float mySlider= 0; The type of the slider MUST be float. Doubles will throw an conversion error. minValue= -14f sets the minimum value. It can be negative maxValue = 14f ... you can guess that mySlider= 0; Assign a default value stepIncrement = 1f steps in which the slider will move guiActive = true see above guiActiveEditor = true see above Calling a function [KSPEvent(guiName = "Call func", guiActive = true, guiActiveEditor = true)] public void toggleInflate () { ... } guiActive = true see above guiActiveEditor = true see above Showing a variable [KSPField(isPersistant = true, guiActive = true, guiActiveEditor = false, guiName = "My Var")] public float myVar = 12f; All the parts here have beenexplained above. Known or unknown issues The sliders seem to show up in the editor always, even if you set guiActiveEditor = false. Does anybody know how to prevent this? Please post whatever you know here. I will add the info to thie top post. THANKS!
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A christmas present for you: A new release is out. Feedback is appreciated! V0.9 Tweakables, new gimbal logic and linear aerospike * Added a completely new gimbal logic: - Proper roll support (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 0 position (it does not change the gimbal range) * Added tweakables to timer (now you can set the duration with a slider) * Added linear aerospike with mechanic gimballing * Added Atlantis C craft as demonstration for the aerospike * Updated the other example craft * Removed redundancy to exsurgent engineer .dll (it is not used any more) This one was a really big thing for me. I wrote the whole gimballing module code from scratch. It is now more flexible and will allow a ton of tweaks and additions. Try the tweakables for the engines. And here is the aerospike in action:
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I got a message from careo today. He fixed exsurgent engineer and recompiled the dll for .23. You can download the DLL from the link below. This should fix all problems with the sabre and the turbojets. Here is what he wrote: I've fixed the slight breakage in the code for 0.23 and pushed the updated source to https://github.com/careo/ExsurgentEngineering , and checked in the DLL to go with it for good measure https://github.com/careo/ExsurgentEn...ngineering.dll .
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Try looking at some ascents of the real shuttle. If you mimic its behavior, you should get them up. What's your problem exactly? The fun in it is, that shuttles fly different than the usual ksp rockets and that they require a different design approach. That's why I like them. You have to learn new things even if you mastered many of KSP's challenges.
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Sadly I can't properly simulate the aerospike to that degree. I have two options: only gimbal the trust vectors or gimbal the ramp and the trust vectors like in this video at minute 17: https://www.google.de/url?sa=t&source=web&rct=j&ei=JaO4UpvSB8nItQbd94GwBQ&url=http://www.youtube.com/watch%3Fv%3D-0Y0FS8Z1Qk&cd=3&ved=0CD8QtwIwAg&usg=AFQjCNHbGk2QKewTYPe723XGF3PaDb393A&sig2=gvIRRNy1NSzK7ln8IxIfaA Edit: at the moment I have implemented the second option. 2nd edit: it is a 2.5 m part right now. I've never seen any images of small linear aerospikes. These things seem to be quit big always.
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Thanks. The update might be ready later tonight or around Christmas. I've written an entirely new gimbal module that can properly limit yaw and pitch and that does a better job at rolling. It will be the heart of the mod. However, gimbal logic can be complex, so it took a while to get it done properly. 99% works. Now I am implementing x axis trimming to make it easier to work with the aerospike. Otherwise the game SAS logic seems to not fully utilize its wide gimbal range fully.
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I wonder what you'll say to the next release. I've got an linear aerospike coming. Not inclined but huge gimbal range (x axis, not y axis). EDIT: You can always use the BB1 and rotate it to its straight position on the launchpad. It will give you an engine with an 8° gimbal range on the x axis without inclination.
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Oh! Looking so forward to it! Actually, seeing people using and liking the mood is my main reward for doing this.
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There is no real interdependency between SSE and any of these mods. The only dependency is that some of the example craft use B9 parts. If your game crashes, try to look at the readme of B9. It tells you how to use its reduced textures. Otherwise Sugois suggestion should also help. Cheers!
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Updated for .23 compatibility. Changelog: V0.8.2 - 0.23 Compatibility * Reverted to normal gimbal logic. It does not feel and look like the previous logic but it works. * Adjusted attachment node positions. Squad has finally fixed the attachment node vectors.
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Ok. I'll do the fix tonight (CET).Thanks for being patient.
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This mod does not work right now because the smart gimbal plugin is broken. I'll write a new one once I have the time to do so. Would anyone be interested in a quickfix? The normal gimbal does the job, too. It just doesn't restrict the yaw axis as much.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
dtobi replied to Starwaster's topic in KSP1 Mod Releases
Hi Nathan, I made sone animated parts that are supposed to work with deadly reentry (two inflatable heatshields that actually have adaptive buoyancy when in water and a number of heat tiles). I am not sure what values to put into the config file. Would it be possible to send you a preview of the mod so that you can suggest some values? I'd hate to accidentally create super parts.- 5,919 replies
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I see. Are you testing with an emptied tank? Getting the tank empty for glide testing was a big pain for me always. The design with the trail control surfaces looks really neat.
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Hmm. I don't think the x0 is a good choice for this design. It's supposed to compensate a offset in the CoM. Your CoM seems to close to the center axis of the engine. It might fly well if it was more heavy at its belly (e.g., with an extendable fuel tank). This looks really cool. Nice use of the radial attachment points!
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Oops, you're right. I changed the link. Should be OK now. I'd be very interested to see what comes out of your cargo bay, too. I love to see things that were made with these parts. Especially if people do creative things.
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BTW: Has anyone tried the small X0 engines and built a craft with it. I keep seeing images of vessels with X1 and X2 engines here. I'd love to see some smaller shuttles. Any feedback on the X0?
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The base angle is 15 degree but depending on the thrust of the boosters (or the lack thereof after separation), the resulting direction of movement will be rather different (by up to 15°).
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These should be all fixed now (see update log). Thanks for your suggestions!
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Fixed. Thanks for the hint! I put the values in the vector in the wrong order.
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I was working on an altimeter trigger for soft landing rockets. This (LEM sensors) should be fairly easy to do. I'll try to do it after the 0.23 update because I would like to let people configure the trigger height in the editor wit the tweakables.
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Neat idea. I wonder at which angle to put it because depending on the CoM the angle will change during flight.
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A new maintenance release is out. It fixes the following things: V0.8.1 Maintenace update * Corrected spelling mistake in countdown counter * Corrected wrong Isp setting for x3 engine * Corrected wrong size of flameout detectors * Improved visual appearance of flameout detectors * Corrected heat animation of OMS engine * Updated Falcon example craft Thanks to everyone who proposed improvements!!! I really appreciate the feedback. Also: I am working on separating the staging an action group gadgets. However, I'd like to wait for the .23 release and its tweakable goodness to take advantage of it first. Suggestions for action group thingies are very welcome, though.
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It is "GameData\Klockheed_Martian\Parts\Shuttle Engine X3\part.cfg". You can change the line heatProduction = 630 to a lower value. That will result in less heat.