

dtobi
Members-
Posts
470 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by dtobi
-
[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
Fixed. Thanks for reporting. -
Is it all in the VAB? This roll thing is becoming an annoyance, I fear.
-
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
dtobi replied to dtobi's topic in KSP1 Mod Releases
Have you dug in via the context menu and did the smoke animation play? -
I'll help if I can, of course. Do you have a specific question. You can also send me a link to what you have right now and I can add the plugin configuration.
-
Thanks a lot. I love seeing my parts in action. This makes me quite happy.
-
A new update is out... more work under the hood this time. Plus some fixes and performance improvements. V1.4.1 Performance improvement and smaller fixes * Roll is now disabled for engines without symmetric counterpart. Can be enabled manually. * FX performance improvements * Significant KM_Gimbal performance tuning * Engine shroud and bottom node for the straight SSME * Reduced gimbal range of the straight SSME * Fixed slightly off center straight SSME * Removed S0 engine shroud from editor picture * Fixed missing prelaunch effect for straight SSME Thanks to everyone who reported bugs and made suggestions.
-
Aaah. There you go. Mechjeb integration is not working yet. Nothke told me he is on it.
-
That really surprises me and I just verified it again. For me, they fly super stable and super straight. Do you have sas enabled? Do you try to use roll on a centered single engine? You can send me a German private message if you prefer this. Edit: Are you trying to fly with enabled roll and just a single engine? That won't work because with a single engine its not possible to roll symmetrically. I'll try to introduce some safeguards against enabled roll on single engines (Nathan and RedAV8R had a pretty good idea to when to turn it off). That should be fixed with the latest update. Just checked again. Works for me as well. I'm not 100% sure if that fixed is in the already released update or not. I'm still testing a bunch of improvements (performance tweaks).
-
[1.1.x] CoolRockets! Cryo and Launch Particle FX
dtobi replied to sarbian's topic in KSP1 Mod Development
Just seen this. This sounds great. I am not a KW user but I'll give it a shot! -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
dtobi replied to sarbian's topic in KSP1 Mod Development
Oops sure. I mean CoolRockets. Sorry.. -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
dtobi replied to sarbian's topic in KSP1 Mod Development
Please see my post above. -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
dtobi replied to sarbian's topic in KSP1 Mod Development
That should have been fixed with the latest update. If you are using Ksprc it may persist. It actually krept in from Ksprc, I believe. Can you check with a new download and deleting the hotrockets folder before install. I hope it is okay for you now. -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
dtobi replied to dtobi's topic in KSP1 Mod Releases
Have you already tried a clean install and if it works, adding your plugins one by one? I suspect it might be a plugin incompatibility since few others (anyone?) seem to have that problem. I can't reproduce it either. -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
dtobi replied to dtobi's topic in KSP1 Mod Releases
I looked at your pictures again. What is that AGM button in your refinery context menu? -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
dtobi replied to dtobi's topic in KSP1 Mod Releases
:-) glad it works -
Quite strange, I have no clue.
-
Are you sure they are not on one of the other pages? Stupid question, I know. But sometimes it is that easy.
-
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
dtobi replied to dtobi's topic in KSP1 Mod Releases
It should work now. For everyone who already downloaded: please re-download. I had not fixed the old (inverted) grabbers. So the bug was still there for them. It should be OK now even for the legacy grabbers. -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
dtobi replied to dtobi's topic in KSP1 Mod Releases
OK... I just uploaded an update: V0.5 Fix for reattachment of grabbers (hopefully) - Grabbers should now be attachable multiple times - Improved grabber collision meshes for better grabbing - Turned Philly and large grabber around so that "control from here" works better Would someone test an confirm it works. BTW. The grabbers should now be grabbier. Hope that works well for everyone, too. Aaah.. and yes: the pivoth thing works as before. IMPORTANT: - The new grabbers are turned around. If you have ships in space or can't load your assembly, you can bring back your old grabbers by copying them back from the "Legacy" folder to the "Gamedata" folder. -
Alles Gute und viel Erfolg! Ich drücke die Daumen.
-
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
dtobi replied to dtobi's topic in KSP1 Mod Releases
I am sending a expedition with a couple of claws to my new testing asteroid. I'll try to get a hold on the problem. For now, please assume the claws are single use only. Hope to bring good news soon. Edit1: Qucksaving and instantly quickliading worked for me. The philly docket twice that way. But its still tricky. I'll keep working on it. Edit2: I might have found the issue. Testing now. Edit3: I successfully grabbed a large tank several times and released it. The pivot functionality was broken and did crash the module. After a release, the crashed module was unable to dock again. I'll release the update soon. -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
dtobi replied to dtobi's topic in KSP1 Mod Releases
Please keep me posted. The grabbers seem to be problematic in general. I wonder what it takes to make my own grabber plugin. -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
dtobi replied to dtobi's topic in KSP1 Mod Releases
I have not written a plugin for the grabbers but use the stock logic. If this is a problem, the stock grabber should have the same problem. Does quicksaving and reloading help? -
Thanks! I'd appreciate some feedback on the effects. Have you tried them?
-
V1.4 Straight SSME, better FX, better KM_Gimbal, better performance * Added straight X25 SSME engine for normal lifters * FX overhaul. Less blue, fixed smoke. * Improved KM Gimbal, fixed a bug that occured when the COM moved past the engine * KM Gimbal now uses .Net 3.5 * KM Gimbal now allows for Yaw trimming, too * KM Gimbal now supports multi mode engines * Improved CPU performance by further reducing the collision meshes * Added multi adapter part for creating engine clusters below tanks FX overhaul: http://i.imgur.com/riYdT8v.png http://i.imgur.com/HaPpcY5.png