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Porkjet

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Everything posted by Porkjet

  1. I'm having a blast with this mod! It's just the right balance between fun and realism. Thank you for this.
  2. Ah ok thank you. Not what I was hoping to hear tho X). I have the growing suspicion this could actually be a problem with SP+. But how? The wings are pretty much an exact copy of the stock equivalents, nothing new or special about them. Found an old album where I actually have this with stock parts on screenshots. This was even before I started modding, maybe 0.21 or so, and unfortunetely the log doesn't say anything about 'collided with launchpad' so idk if its the same bug. http://imgur.com/a/Yzj22#19 This will definetly happen. Tho I'm not looking forward to making the landing gear. Wheels are apparently the most complicated part you could mod for KSP.
  3. Oh cool! Its so simple! thx for sharing.
  4. Do you have v1.3? Shouldn't happen there anymore. Thank you, glad you like it. Did the "crashed into launchpad" bug happen to you with parts from this mod or with stock parts?
  5. I've seen a few people mention this, and yesterday it happened to myself. Right delta wing exploded above the runway, F3 - 'crashed into launchpad'. I'm on 32bit so its not a 64bit issue. I have absolutely no idea why this happens. If I remember correctly, the same happened to me with a stock spaceplane a while back, so it might be a generic KSP glitch, but I'm not sure. Gotta keep an eye on this. You're right there, I have to confess, while I kept visibility in mind right from the start, it was pretty much eyeballed. While on the Standard cockpit it kinda worked out, on the inline cockpit I estimated things wrongly. In my defense, Kerbals have such damn large heads, it makes it difficult to place them in a narrow cockpit, with their eyes high enough to see below the horizon, and not clip into the ceiling with their big heads. I thought and designed this with human proportions in mind which was the mistake. I bet if we scaled up the inline cockpit to human sizes, a human would have decent visibility in there. If I was to redesign it, it would look much different. The top would be much higher, making it less sleek unfortunetely. Learned my lesson there. I didnt know they get saved into the craft file?! Wasn't such a good idea to put them there... Just do what cashen said and replace the cockpit.
  6. Compare the Mk2 Fuselage to an Fl-T800 rocket fuel tank, which has 800 units of fuel. The Mk2 Fuselage has a much bigger volume than that, from pure volume I'd say it could even contain 1200 units of fuel, but being a plane fuselage, it probably has additional things like structural reinforcements, electronics, channels for intake air, which take away space for fuel. So how much fuel would it realistically contain? I think 160 is a vast understatement. As for part attaching, I've never heard of that COL curser problem, it might be a problem with EE's vertical lock function. The rest of what you described are really just problems from the stock game. Angle snap causing random pivoting near other parts and symmetry not working on bicouplers, that happens with stock parts aswell. It's just how the editor handles things, and until the devs revise them, we have to live with it. The bi-coupler symmetry thing in particular is caused by the colliders of the parts beeing slightly over 1.25m in diameter, touching each other, and thus the symmetry prohibits you to place them. This is indeed very annoying, but can be solved by enabling part clipping.
  7. WTF?! I thought dropbox was cool?! Ugh lemme get another up on mediafire. Before I update on curseforge I wanna get some more input on those 64bit crashes. Havn't tested RPM 0.18 nor MM 2.2.0 yet. I can only safely say that it works with RPM 0.17 and MM 2.1.5.
  8. That's definetly because of NEAR. It changes the drag model, you can reach higher speeds in the lower atmosphere, and have more aerodynamic control in the higher atmosphere. However, such suborbital hops are also possible in stock KSP, Kerbins orbital velocities are like 1/4th that of earths after all. If you think its a problem you should probably post this in the NEAR thread.
  9. Ok so it looks like the crashes only happen on 64 bit installs. We know 64bit version is unstable. Is it caused by SP+ or is it a general 64bit problem?
  10. That's strange, because module manager only applies those patches if FAR or NEAR are actually installed. IF not, they shouldnt affect the game at all.
  11. Bit more info please. Are you running 64bit?
  12. I'm very excited about this too. A little 'preview' for this feature can be seen on the Structural Intake in version 1.3, which can now be toggled to have a black heatshield, thanks to firespitter textureswitch. I'll make more use of the FS texture and mesh switch functions in future updates. So anyway, new version is out, changes include: - Tech Tree and Budgets overhaul for First Contract - Added 4 new Wing segments - Modified some collision meshes, no more 'wiggeling' when attaching parts to the top or underside - Structural Intake can now be toggled to a black version that fits better to spaceplane heatshielded undersides. - Updated RPM configs for 0.17, disabled built-in cameras on standard cockpit, use external ones instead. - NEAR support
  13. New Version out! Changes: - Tech Tree and Budgets overhaul for First Contract - Added 4 new Wing segments - Modified some collision meshes, no more 'wiggeling' when attaching parts to the top or underside - Structural Intake can now be toggled to a black version that fits better to spaceplane heatshielded undersides. - Updated RPM configs for 0.17, disabled built-in cameras on standard cockpit, use external ones instead. - NEAR support
  14. Yes! It also means I can let Mk2 fuselages radial attach start at the correct rotation I'll check it out! Yepp! not only that, the heatshields will also be toggleable, for people who prefer the old plain white style.
  15. Ah yea, thank you! That's a leftover from some experimenting I forgot to reset. I was working on a way to add heatshields on wings using a plugin by Albert VDS that allows to actually mirror parts in symmetry. That'll be pretty cool when its finished.
  16. Hi folks! You all having fun with the contracts? I'll release the .24 compatibility update asap, just need to test some more if everythings working. This has like 25 000 downloads on curse already so I really don't wanna release broken things. You can help me by testing this pre release here and tell me if you find anything weird. (latest firespitter.dll included) The new "specialized" parts aren't there yet, I didnt get to finish them yet. There are some new wing segments tho that people have been requesting. I've revised the Budgets and tech tree entries for .24 to hopefully represent a nice spaceplane development progression in career mode. Early on you mostly get some basic wing pieces, and most of the parts are then unlocked onwards from supersonicFlight. There's no SP+ entry in aerospaceTech anymore, I think that should be reserved for OP things like Scramjets and powerful engines. A detailed changelog will follow tomorrow. Hope there aren't any bugs, have fun!
  17. Try this: Firstly you should reduce the detail/amount of the colliders. A 12-side is totally enough. Try to merge the colliders near the hatch into one so that it only touches one collider. The collision will not be as accurate on the inside but that's hard to notice. Make sure the colliders leave enough clearance on the inside so it doesn't block things with the correct diameter to fit inside.
  18. Your collision mesh is the problem, if the hatch trigger touches more than one collider it'll be obstructed.
  19. Basically, I'm going to split the top texture of the small fuselages in two halves so I'll be able to have 4 different texture combinations for that mesh: 1) Liquid Fuel 2) LFO 3) Monoprop 4) ??? (your vote here) I'll be using Firespitter texture switcher to put them all into a single editor entry.
  20. Sadly no, its not that simple, but thx for the offer. You can't really make a texture for a model without actually having a model. And to be honest, I wouldn't even want it, having 100% control over the looks of this mod is just awesome! It's an animation of the emissive color of the material. Basically, when the lights are off, the emissive is still active, but its colored black so its not visible. Look up engine emissives, theres tutorials here on the forum. in the CFG the pit lights are then simply used with a ModuleAnimateGeneric, or firespitter FSanimateGeneric. EDIT: I'm considering adding a Monopropellant fuselage after all. Question: Do you want a Xenon Fuselage in addition to that?
  21. Does he? If he redoes any MK2 parts I'm gonna commit seppuku x_x
  22. I wouldn't mind reading a novel on this. Can you show us a picture or video of it in action?
  23. Interresting, but give more info please. What do you have so far? Whats the plan?
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