

fatcargo
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Everything posted by fatcargo
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There is a more permanent solution (that i prefer, even if it means a little bit more work on a craft) : find GameData\TweakScale\plugins\PluginData\Scale\config.xml file and edit "Autoscale" and/or "Scale chaining" items to 0 (i set both to 0, and it works for me). After that restart KSP and it will no longer rescale parts from component list after attaching them to the craft.
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@Sparker : I don't use RF (MFT only) and my RCS blocks also do not have their thrust rescaled. If you feel like doing some ModuleManager configs, you could look at how engines are rescaled and then apply same logic to RCS in your custom configs. It's not a perfect solution being only on your install, but i have given up on trying to have some customizations implemented in official plugin releases.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
fatcargo replied to bac9's topic in KSP1 Mod Development
I don't know if this was already posted, please point out the relevant post if it already is. I don't blame the B9 proc wings for this issue. I came across a strange issue and did not found a way to reproduce a bug : sometimes after loading craft in SPH, the wing part assumes the name of parent part, even if re-attached. When hovering mouse over it, it's parent part and all sibling-parts and child-parts are highlighted in green. Some weird corruption of craft data. J key no longer works, but menu is properly displayed. May something to do with Part Wizard (i use it for symmetry breaking). This is basically off-topic but if this issue persists or i find a way to reproduce this bug, i'll post in appropriate thread. I just wanted to give a heads up for interaction of this plugin with other plugins. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
fatcargo replied to bac9's topic in KSP1 Mod Development
I have a suggestion. I've noticed that geometry editing is removed from right-click menu and as it is being overpopulated, so a separate window is a welcome change. Now, the idea : i don't know how to properly explain this but if shaders for wing(s) are controlled by plugin while they are drawn in editor, is it possible to add that "glow" to only one section of wing when editing desired properties in window (like with Squad's root gizmo, but that affects whole parts only). Ofcourse, users should be able to turn off this when they learn what goes where or whatever. Also a question : what happened to control surface offsets, the ones allowing diamond-shaped parts ? I'm not very picky about it, but others may be more interested. Silly me, i placed a wing, not control surface. Another thing : Part description shows G key as editor key, not J. Not a problem when you see a popup when placing a part or loading craft in editor, but please change it for the sake of completness. Oh aaand... would you consider adding a menu entry to open editor window ? Like one MFT has. At least this would let you have an "escape plan" from keyboard shortcuts flood. Again i apologise, there is a "B9" button i did not see. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
fatcargo replied to bac9's topic in KSP1 Mod Development
bac9, thank you for considering my idea, but i did not expect you to attack the custom gizmo idea on your own, despite your superpowers -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
fatcargo replied to bac9's topic in KSP1 Mod Development
... Aaaand above ideas about gizmos pretty much reflect what i thought : custom editor modes. Squad should expose some kind of API to allow plugins set custom editor modes, not just part placement editing. This kind of contextual UI approach would also eliminate some overlaps with keyboard shortcuts (i've already posted about that problem in July 2014) and other unpleasantries. Though users will have to remember which edit mode is active. -
Can anyone please show me how to add scaling steps for specific values inside modules of parts ? Alongside TweakScale i use TweakableEverything, so there may be the problem. I have problem with torque force in reaction wheels and pods after scaling. If underscaled, it shows negative values for tweakables, and sometimes it goes haywire allowing well over 3000 units for pitch/yaw/roll (tested with B9 reaction wheel found under VAB/SPH Control page).
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
fatcargo replied to ferram4's topic in KSP1 Mod Releases
Thank you ferram ! This bug in version 3.0.1 caused my SSTO to stay firmly planted in ground. Newest 3.1.1 solved the issue !- 2,647 replies
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Hi Biotronic ! I have a problem with duplicate MM patch entries for Structural Intake from SPP pack (now shipped under Squad's folder). It has same entry in "SpaceplanePlus_TweakScale.cfg" and "Squad_TweakScale.cfg" : @PART[IntakeRadialLong] { MODULE { name = TweakScale type = surface } } This causes TweakScale to throw a warning in debug log, and in my KSP install with full set of mods also causes scaled parts to revert to 100% scale on craft launch (in vanilla KSP parts stay scaled on launch). Which entry should be deleted ? PS:This is not the only mod that suffered from duplication, MFT also has this (posted in appropriate thread).
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Taniwha, i have a problem with multiple ModuleManager entries referencing same parts causing them to have multiple MFT items in context menu. Parts are from Space Plane Plus package which is now under Squad's parts folder. In following example, in MM patch file "Squad_modularFuelTanks.cfg" there are 3 different entries : @PART[mk2SpacePlaneAdapter] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 80 type = Fuselage } } @PART[mk2SpacePlaneAdapter] { MODULE { name = ModuleFuelTanks volume = 300 type = Default } } @PART[mk2SpacePlaneAdapter] { MODULE { name = ModuleFuelTanks volume = 300 type = Default } } And in MM patch file "SPP.cfg" : @PART[mk2SpacePlaneAdapter] { MODULE { name = ModuleFuelTanks volume = 300 type = Default } } This causes part to have MFT context menu items with varying available units of space and selecting two out of 4 "remove all" items causes remaing two to stay "stuck" in menu. Have a look : So, which patch is the right one ? There are several parts with similar (mostly two identical entries per part) problems.
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CargoBay and Fairing payload sleep-mode part/plugin
fatcargo replied to fatcargo's topic in KSP1 Mods Discussions
Thank you Diazo for taking time to review my request. -
CargoBay and Fairing payload sleep-mode part/plugin
fatcargo replied to fatcargo's topic in KSP1 Mods Discussions
Thank you all for the replies and posts pretty much reflect my own idea how to implement this. I have further elaborated on this idea at Action Groups Extended thread. Maybe AGExt author will have exact answers on this since he has expirience in this matter. PS: I know about cross-posting issues, i'm just trying to keep this from cluttering the AGExt thread. As for stabilizing payloads, i use Active Struts. I was hoping they would behave similar to static struts, but they do have one snag : when enabling setting "Straight Up FreeAttach" on "CIT Targeter" part in editor, i was hoping it would hold payload on flight scene from start, but it does not. Active Struts engage AFTER physics kicks in and causes my sideways mounted payload to drop inside cargobay then it gets attached. When i redesigned payload with docking port lined up with it's CoM and fitting another port on cargobay floor, it went ok. EDIT: The whole idea of having payload sleep mode is to keep various components on launch inactive so it does not use electricity, cause extra torque, have its fuel used or (most annoyingly) have it's lights turn on along with main craft, turning it into disco ball light show. -
Diazo, first to thank you for this excellent plugin ! After installing it i never returned to stock editor. Now i have more like question than an idea : is it possible to have a plugin-driven part than can further customize AGExt ? I was wondering how it could be done to achieve this. The only way to make it happen would be to "branch out" actions into automatic subgroups like brakes and lights, normally hidden. Currently, this can be achieved simply by using custom groups but problem is persistence and binding of those actions to a specific craft. What i propose is to make it possible to have VOLATILE action groups that do not depend on craft or parts but do get executed within single persistent action group if those parts are present. Similar to adding lights that causes Light automatic subgroup to have their toggle actions included without user interaction. Is it possible to code this for user/player : -add custom payload sleeper part to craft -go to action group editor and select action for payload sleeper part -add that action as new group to automatic subgroups -now in action selection window select actions of payload parts to set their state After craft is launched and prior to deploying payload, user can select payload sleeper part and select "enable" to "wake up" all child-parts in connected payload.
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CargoBay and Fairing payload sleep-mode part/plugin
fatcargo posted a topic in KSP1 Mods Discussions
Is it possible to make a plugin that can add custom action group to disable and turn off all components of payload ? What i mean, is that player would add a "payload sleep mode" part to main craft, add all payload components, select it's "disable" action and in separate popup window further select actions from all parts attached to it, like turn off reaction wheels, disable RCS ports, stop RTGs etc ... After craft reaches it's destination, user can than activate "enable" action to toggle all payload components state back to active, prior to deployment. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
fatcargo replied to bac9's topic in KSP1 Mod Development
Quick question : where KSP Api Extensions DLL should be placed ? In KSPApiExt thread author mentions that DLL should be placed along a plugin using it. Currently, is appears to me that this pack has KSPApiExt placed in it's own folder in GameData, which is not correct ? I've placed it in same Plugin folder as B9_Aerospace_WingStuff.dll and i did not see any problems. Oh yes : and kudos for making wing design a fully numerical process, there is no room for error and discrete numerical increments eliminate guesswork. -
@ steve_v : I thought of it too, but i want to make my craft shareable without forcing potential users to add/edit configs or parts beyond what is already available. As for drag, i thought of it too as i checked FAR's flight data and saw severe L/D drop. I can't reduce it anymore beyond sweeping the wings even more (which is now possible with B9 thanks to bac9's new proc wings). I even attached proc fairings to shroud front section and reduce frontal drag. Also, i should reduce intakes (count and size) to required minimum for operating in upper atmo. @ hab136 : Last time i could make a large weight/size payload SSTO was before using FAR. It killed jet/rapier performance to near unusable. To install AJE would make it impossible. Anyway, thanks for responding. I assume this discussion is concluded.
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I have designed a SSTO as LKO lifter with B9 and stock parts that uses Sabre M engines in air-breathing mode to maximize fuel usage. After several modifications i realized that when craft reaches 25-31 km altitude and about 1700 m/s, engines loose thrust and craft can no longer climb. When i switch to rocket mode, craft starts to climb and all fuel and oxidizer are consumed without visible change in climb rate and speed. Adding more LF/OX does not help as it turns solving into classic rocket problem which i wanted to avoid. So, i'm asking are there any part packs that have air-breathing engines with usable thrust in 25-40km altitude and speeds over 2000 m/s ? Simply, i'm looking for air-breathing engines that work as stock turbojets did before FAR. PS : I've looked for various engines and i'm interested in using "thermal turbojets" inside KSP Interstellar but it's development has stopped. There are few unofficial branches to make it compatible for KSP 0.90 but they too use resource frameworks that are abandoned. Are there any similar "thermal turbojet" parts packs that are actively developed ?
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I too have this problem, but i think i know why : often i have struts / fuel lines connecting parts at oblique angles and U key appears to do nothing. However, when i connected two wings with parallel surfaces, it properly aligned both ends to be perpendicular. I guess EE does not "know" (yet ?) how to solve connection alignement between two surfaces at extreme engles.
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I don't know if this was already posted but here is what i found... When using EEX with KSP's new place/offset/rotate/root gizmos : -turn on and select angle snap -activate offset gizmo -the part translation step size will change with angle snap value, if choosing 5deg it will make finer offsets
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Hi! I've found one minor issue with duplicate entries for structural intake in "SpaceplanePlus_TweakScale.cfg" and "Squad_TweakScale.cfg", named "IntakeRadialLong". Before i manually fixed this duplication by removing one of the definitions, intake part was properly scaled in editor from scaling menu and after loading a craft, but it was reset to 100% size in flight scene. I've (hopefully correctly, i'm new to github) posted an issue on Biotronic's github repo. Ah yes, i've found the cause by looking at debug log with ALT+F12.
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To chime in (after reading the whole thread) : RoverDude, this ... i'm almost coming up blank what to say. This is what i wanted for KSP resources. When i reviewed my earlier posts on ORS this pretty much matches my ideas. Now even research and utilization of Exosphere is possible ! Awesome ! Now some ideas (here we go with my long rants ): Will Regolith framework allow crustal resource abundance/presence to be reset, near-replenished or swapped with new resource(s) at the same location ? The following describes possible scenarios for the above question (scenarios that are naturally out of scope of this plugin). Strip mining. Use explosives or digging equipment to reveal fresh deposits. Tricky since it will require alteration of visible surface topology for player to act upon later. Specialized deep underground mining by use of Nuclear-Seismic Deposit Shifting Device. A dangerous and complicated piece of machinery. Player would build this device, deploy it at the target location and move everything to a safe distance prior to countdown sequence and detonation (everyting within immediate area is blasted to smithereens, including the machine itself). Similar operations but located on the sea floor, like trying to mine rich deposits in Mariana Trench. Natural tectonic events. These could be similar to use of nuke deposit shifter, it just occurs naturally (or even after extensive mining) and has lower impact on surface structures, though it should disrupt/damage/destroy any man-made objects still underground. Resource abundance could sharply spike. But this is waaaay out of scope, maybe even outside KSP universe. Though it is tempting as hell. And speaking of natural events and interplanetary nebular clouds, here is another idea similar to location resurce reset/replenishment/replacement. Solar flares and CMEs. A Kerbol would on occasion spit out massive amounts of light elements and exotic particles. And if in luck, player's orbiting nebular collector array station would pick up something more than usual materials in solar exosphere. Phuhhhh ! Finished !