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Everything posted by Crzyrndm
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Crzyrndm replied to bac9's topic in KSP1 Mod Development
The whole thing, put it on dropbox or similar (don't paste it here). The ModuleManager.cache file if you have MM would also be helpful -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Crzyrndm replied to bac9's topic in KSP1 Mod Development
Sounds like something got missed in the stock config, I'll have a poke around. EDIT Seems to be working fine, you should upload log files -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
Aeris 3A needs 1.8m of vertical clearance to prevent collisions... For anyone interested in multi vessel control, there is a test build available on gihub (linky). Be warned, I can just about guarantee I haven't ironed out all the issues yet EDIT Now I really kinda want to build a rocket to throw 5-10 of these things into the air, just for S&G's EDIT now with a vessel UI selector so you can control all active systems (you need to switch to a vessel atleast once to "attach" the control system) -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
That will not happen. Ever. I want to keep the player interacting with the craft to some extent, not have a "1 button to space" mode Probably easier than my current method... -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
On this topic, someone care to enlighten me how you get multiple vessels in the air? It's somewhat difficult to test this stuff when you have to keep the grounded craft within 350m of each other EDIT Success! NOTE: Each of those vessels has their own targets and UI. I'll need to add something to switch which UI is visible... -
That's because all orientation controls (gimbal, reaction wheels, RCS) run on the same control input value. Separating that out would be quite difficult...
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Vector3 groundUpVec = (groundPoint - vessel.mainBody.position); // ground normal at ground station Vector3 groundToVesselVec = (groundPoint - vessel.rootPart.transform.position); // direction of vessel from ground station float angle = Vector3.Angle(groundUpVec, groundToVesselVec); // angle between ground normal and vessel direction If it says ~180, switch the order of subtraction on one of the vectors around
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Plugin or Filter Extensions (which is a plugin, but it lets you do everything from .cfg's)
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[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
It's coming (slowly). It's going to be a big change and a lot of work though, so I need to make sure every current feature is working as I want it to before throwing it to the sharks -
FAR doesn't use drag cubes, that's a stock aero concern. If it isn't voxelising properly, ferram and/or the OPT author may need to make some changes (Bac9's PWings doesn't use enough colliders so FAR has to use the visual appearance with this option. I don't know if that's what's required here, but it may help)
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[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Crzyrndm replied to Crzyrndm's topic in KSP1 Mod Releases
Version 1.10.1 SSAS roll control refined so it doesn't perform unnecessary spins and is more stable over a wider range of orientations All SSAS control calculations shifted to double format for increased precision (previously the error resolution was limited to ~0.02 degrees resulting in some unnecessary noise) Integration of stock SAS modes into SSAS function (eg. prograde, normal, target). When using these modes, only bank angle can be specified through the UI. Improved default SSAS tuning to reduce wobble EDIT Version 1.10.1.1 Fix for planes trying to fly upside down -
1) FAR completely removes all stock aero effects, so you can safetly ignore that. Temperatures may have an effect, but it should be relatively minor 2) The original yaw issue was probably due to this issue with B9 and the FAR release version where the port facing wings would be seen as notably larger than starboard facing ones. It is fixed for anyone using the FAR dev build PS Little forum tip: Link posts rather than pages. Which page a post is on depends on how many posts per page you have the forum set to show so your link doesn't actually take me the same place it takes you
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Crzyrndm replied to bac9's topic in KSP1 Mod Development
Do you have tweakable everything installed? I think that was (one of) the mod(s) causing FAR to have that issue, could be wrong/probably more. Could you put your MM Cache file somewhere, I should be able to narrow down potential suspects by which extra modules the control surface has -
Subcategories going into Filter by Function will by default show up in the normal tabs.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Crzyrndm replied to bac9's topic in KSP1 Mod Development
Just GameData as usual. The rest of it is code and stuff you don't need -
Orbital period should be one of the default readouts in the orbital panel for KER. If it's not there, click the edit button on the orbit panel and select orbital from the preset dropdown, it has period as the second readout from the bottom. Contract packs require Contract Configurator and can have prerequisite conditions (such as achieving orbit for the first time or having a certain level of prestige)
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Crzyrndm replied to bac9's topic in KSP1 Mod Development
this one -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Crzyrndm replied to bac9's topic in KSP1 Mod Development
Dev version. 15.2 release still has the bad mirroring behaviour