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Beetlecat

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Everything posted by Beetlecat

  1. oh! I hadn't dug into the folder structure of the mod, yet. That's great to know! Are tags store centrally, or within the individual save's file & directory structure? I'll feel free to tag away, then.
  2. Your final note was the exact thing I had in mind! My thought behind "sharing" tags between saves was that my main sandbox game is for building and testing craft-- and even importing other's shared crafts (like a whole library of @Raptor9's stuff) and this mod is utterly perfect to simply make sense of it all. Migrating craft to the "Production Environment" of career or other save would require the re-doing of any tag framework and assignments to individual crafts. Being able to import crafts from within the game and preserving their tag assignments is Spot-on.
  3. Oh! This works for those little fold-up wings currently already in SXT? Perfecto!
  4. It's not so much the crossfeed toggle, but rather that the stage-able pylons used to act like fuel lines, draining outer-attached tanks first. Instead, they simply draw at the same rate as all tanks on aircraft/spaceplanes. I noticed it when looking at a set of craft from Raptor9, and this was the response: The variation between craft originally built in 1.1+ vs built pre 1.1 is a bit perplexing.
  5. What's the basic methodology for fine-tuning the Gravity Turn performance? I have a rocket I'm trying that Gravity Turn is failing to get to orbit on the first go-- do I hit abort and just revert? Do I need to let it crash? Do I need to "load previous best?" What's a stepwise process for training the mod for a particular rocket design? I've used this mod a bunch, but I guess this is the first time it's ever not worked out-of-the-box with a design that's right on the edge of needing to be really efficient in launch profile.
  6. Do you have any plans or notions for sharing tags between saves?
  7. Oh -- and massive thanks to allowing the function of custom "archive" type tags. This seems like a perfect way of "hiding" stock craft in a career game until you're ready to see them.
  8. Totally having that, too. It's been noted, and is just an IVA bug (likely with the newer version of Unity [in 1.1?])
  9. Right -- exactly. Just like the cockpits that still require "space suits" (like the SR-71, etc.). They'll work fine in space -- just not in the usual way.
  10. Precisely Snark describes above. Try pulling Texture Replacer, and the parts should light right up.
  11. On the subject of parts and fixes: Hardpoints: I tried to do some quick searching about stageable hardpoints for aircraft drop tanks, etc. but nothing appears by way of a fix or noting the problem. They no longer drain connected tanks first, but rather at the same rate as the rest of the craft. Is this a crossfeed issue or fuel-line behavior that they're missing now?
  12. ha! If you check out the Ven's revamp version of the science jr. lab, it looks like they *should* be all blinkenlights.
  13. I think what Smorfty is trying to say is that images / comparisons would exactly be much to see. It's a visual change to the way lighting works.
  14. It's kinda possible to set your groups in the editor, then simply have a "control panel" for those while in-flight. I do agree, though, that the visual complexity get a bit daunting.
  15. maybe with some kind of shader feature? Similar to how someone created "fish" underwater at some point.
  16. Well, that's helpful. Still, quite thankful for the continued efforts to keep these things operational, and for the upcoming version!
  17. Certainly giving @Matchlight the benefit of the doubt at the moment. I certainly don't want to imply any quash of creative energy. Proper forum etiquette can be worked for in time.
  18. TCA is incredi-good--but only for a craft that flies on balanced engine thrust. Other autopilots will have to assist with shuttle landing, etc.
  19. Okay -- that makes sense -- and something I can totally wait on the "real" fix, or maybe it'll be something at appears in claw's unofficial fix pack (i'll check to make sure it's a known bug, etc.). Curious that the older craft would *still* work, even though the part itself is currently broken. There must be something that gets embedded in the .craft?
  20. (sorry for a quick double-post) @Raptor9 I admire the cohesion and sheer dedication to your whole series of craft and the consistent updates are impressive! Quick question (for you or any other SPH devotees) about some of your planes. Any thoughts on how to get the drop tanks to drain first, ahead of the on-board fuel? I took a stab at adding a fuel line, pumping from the tank into the fuselage, but that didn't seem to do anything. Do I need to disable cross-feed on the pylon? That could be an awesome mod/feature for pylons; to let them function as fuel lines.
  21. This looks great! any chance of a .craft file for sharing?
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