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Crzyrndm

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Everything posted by Crzyrndm

  1. If anyone's feeling adventurous, there's a new pre-release build on Github that enables tuning of the alternate SAS modes. Please back up your presets before using this as the system has received a major overhaul. RE: The new SAS Modes Whoever wrote this screwed up the derivative action somehow. Zero the Kd factor and the control is MUCH more statically stable (moving to a point could get ugly though, be careful with it)
  2. You could try parsing the .cfg directly part.partInfo.partConfig You could also explore using "part.GetComponent<type>" if you know what you're looking for
  3. The editor will auto generate a category for every different manufacturer listed in the part .cfg's in GameData. No need to list an agency, just make the "manufacturer = " line in your parts the name you want. If you want it to have a proper icon, you'll need a plugin to load it (either your own, or through Filter Extensions)
  4. It would have to be above an altitude where atmospheric pressure is 0.1 bar. Anything below that point on rails will get removed.
  5. Have you added the module "TutorialPlugin" to any parts? EDIT This looks like the sort of thing you probably want to run using the KSPAddon framework rather than a PartModule (part modules are good if you need multiple instances, KSPAddon is easier for single instances). See this simple plugin as an example
  6. Nada, I've had asymmetric flameouts on the Ravenspear Mk1 (2 turbos and 1 basic)
  7. Actually, I have some good news. Someone at Squad saw reason with 1.0 and the tuning parameters are open now. I've got some investigation to do as to how these new ones work, but I should be able to add them to the sas module. EDIT And this reminds me how unweildy the backend of the preset system is. This could take a while...
  8. Everything seems to be working fine with KSP 1.0.2. EDIT Dynamic Deflection v1.1 now includes a default %@Q. Benefits just for installing
  9. Up until now there hasn't been any point (well that and it was originally just a couple of NRE fixes I was doing...). It was a single file. Now that there's 4, I will probably be shifting to a packaged format because it does get messy. PS To be blunt, if you want to use an older version of KSP I'm in no way obliged to make older versions readily available for that purpose. Downloading an update that specifically made it compatible with a newer KSP version was just asking for trouble.
  10. I appreciate having access to both. Stock wing system is nice up to a point, but the need to stitch strut larger wings to keep sections aligned is a pain. Pwings is much easier and less infuriating in particular for any delta wing style plane of reasonable size, becasue I can have a single piece for each section of wing => no uneven flexing along the length of the plane. For stock, I would prefer it if they just automatically welded all adjacent wing sections out to a certain width (still get solid wing sections, still "lego" construction). Not having to watch individual sections of wings separating from each other all over the place would be a dramatic improvement. @r4pt0r B9 PWings NOTE: you'll need the contents of the GameData folder here to use them in 1.0
  11. Ok, so for 0.90 users: 1) Clean install of Bac9's files 2) Overwrite the plugin with this one (1.0 users should use the latest version from the link in my signature) If that doesn't work there's not a huge amount I can do to help
  12. Do you have stockPatch.cfg in the B9_Aerospace folder? You'd need to remove that for KSP 0.90 What version number? The one in the OP is the last one Bac9 released, my version is just compatibility and bug fixes with the odd small improvement thrown in here and there because Bac9 has been unable to spend time on this and it's way too good to just leave it as it was. I did add a .version file for the patch after KSP 1.0, but everything before that was just a Github link
  13. Rhino is a high thrust upper stage engine, not a first stage lifter. What it could do previously for stupid levels of efficiency was just wrong...
  14. 1) Rename the module to your own name PartModule in the part cfg and add a RadiatorAoA entry 2) something like this should work [KSPField] public float RadiatorAoA; public override void OnStart(StartState state) { SunAOA = RadiatorAoA; }
  15. No, your whole craft gets wrenched around by the altered profile causing instabilities...
  16. v2.1.0 Checked over the distributed configs for KSP 1.0 compatibility (ore and ablator resources get a proper icon now, ISRU category shows up, etc.) Added bulkhead (cross-section/profile) check type Added less than/greater than functionality for numeric part stats (NOTE: values are interpreted as integers, don't try and use fractional values) Added mass, cost, crashTolerance, and max Temperature checks Equality Check nodes can now have the equality to be applied to numeric check specified. If none is specified, Equals will be used CHECK { /// equality = Equals/LessThan/GreaterThan /// } New Checks type = profile // bulkhead Profiles as specified in the part cfgs type = mass type = cost type = crash // crash tolerance type = maxTemp
  17. I am officially ignoring the "extra" SAS settings. They are untuneable, hidden, and generally horrifyingly bad at control. Why they didn't make them use the same gains as the original SAS type I have no idea, but there was exactly nothing I could do about it in 0.90 (situation may have changed, but my level of doubt is very high...)
  18. You're not subscribing addIIFilter to the GameEvent listed in the OP (In Awake: GameEvents.OnGUIEditorToolbarReady.Add(addIIFilter); )
  19. Not sure how much this applies to stock, but FAR would give that fairing a good dose of drag as well. Not only is it at the front of the craft (and therefore subject to greater drag forces by default), the sharp neck at the base would give it a decent second dose of drag.
  20. I can but I'd rather not make the call on that just yet (and it wouldn't be the only thing they'd change either if it was done)
  21. Slight correction, pressure is measured in Kilo-Pascal or Kilo-Newton / m^2 (pressure is force per unit area) not Kilo-Newtons 1atm == 101.3kPa
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