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Raven.

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Everything posted by Raven.

  1. The issue here is how KSP transitions from biome to biome. Instead of doing a sharp transition, it tries to be smart and makes a smooth transition. You will notice that on a transition between biomes that KSP will hit the biomes whose RGB values are between the two biomes you are currently transitioning. If you read the previous few pages of this thread, you will see that Trueborn is talking about implementing a value in the att files that will allow us modders to turn this "smoothing" off so that we can have sharp, deliberate transitions.
  2. http://forum.kerbalspaceprogram.com/threads/66020-B9-0-23-fixes Or look at that link, which details several other minor fixes as well.
  3. Awesome project! I look forward to playing with this if you ever decide to release it.
  4. Typically what I do is throw a radial attachment point outside the cargo bay, and then build the payload. After the payload is built, I move the whole thing (by the radial attachment point) into the cargo and then hope it fits. Hope this makes sense.
  5. Yup, that's a out-of-memory error. I use this here on aggressive settings without the low-res texture.
  6. Welcome to our corner of the net.
  7. Currently, I'm using: B9 Aerospace Interstellar MechJeb (just started using it) Kethane Remote Tech 2 ScanSat LLL KW Rocketry AIES Aerospace Active Texture Management Final Frontier Custom Biomes ACI Cockpits Boat Parts R4 Procedural Wing
  8. First: On what part are you stuck on, or are unsure about? Second: One third of the problem? What's the other two-thirds? Could you elaborate?
  9. That'll do it. Link: http://forum.kerbalspaceprogram.com/threads/66020-B9-0-23-fixes With B9 by itself, they are pretty things you add to your craft. If you have a mod called Interstellar installed, then the pre-coolers will help cool a Sabre engine if the sabre engine is directly attached to the pre-cooler. Well that depends. Me personally, it sounds more like the craft is not balanced correctly, or it has too much maneuverability. Is there any chance you can post a screenshot of your craft with the center of mass and the center of lift markers on?
  10. I apologize for bumping this thread, however, I am curious as to the licensing behind these maps. Are mod authors allowed to modify and re-distribute the maps for their own mods and plugins? Thank you.
  11. I tend to agree, the two fighters are even matched. The F35 is likely to show on radar the size of a beach ball, or other large bird. Until it opens its weapons bays. At which point a Typhoon can acquire a lock. Also keep in mind, that while equipment is very important, it's not everything. A crappy pilot in a Typhoon will get shot down every time. An outstanding pilot in a typhoon will win the war for you.
  12. I doubt we'll see this, especially with the F-35N coming in very quickly.
  13. Depends. Stuff like the Kraken Drive exploit could probably stick around, as you have to work pretty hard in order to see that exploit. But things such as exploding stations, particularly those with the stock capula module, need to be squashed. By the way, what physics engine does KSP use? Is it a third party engine such as PhysX or is it a home-brew Unity engine?
  14. My bet is that he had a "real-life attack;" I don't think Squad re-hired him.
  15. Good picture of Jupiter. My girlfriend and I had Jupiter in the telescope about a month ago, along with its first four moons, but we didn't know how to go about taking a picture.
  16. First thing, try to start a new sandbox game (solely as a test) and see if the B9 parts show up in the SPH/VAB. If they do not show up, then we need to yank it off and re-install the mod. If they do show up, then we'll go from there.
  17. One word: Money. Find a way to fund it, and I'm sure NASA will shoot up the probes.
  18. The mod titled "Space Shuttle Engines" have fuel tanks that are 1.875 m. But outside of that, not that I'm aware of. I'm also always open to new parts. If you create some 1.875 m parts, I'm sure I can find a place for them. I'm also always looking for 0.675 m parts as well, as I'm finding that in my own space program, smaller is better.
  19. 1.) Make procedural wings stock. 2.) Make procedural fairings stock. 3.) Make Space Shuttle Engines mod stock (with the smart part too, such as the flameout detector)
  20. Very nice! Look forward to the next update. This mod has already become my go-to mod for 1.25 m cockpits.
  21. Read a couple posts before yours, someone has posted a fix on this, as well as an explanation as to why that happens.
  22. Even if it's for the entire planet, that would still be a very good viable option. You could have at the top of the ATT file a config section for the entire planet to where you can set the exactSearch attribute and the sensitivity through the file, that way a mod author could tweak a planet to its individual needs. Thanks for for looking into that.
  23. You're not the only one. I've experience that same bug from time to time. In fact, it's limited to the turbojet, the turbojet with gimbal, and the two sabre engines. I've never seen it with the VTOL engines. Off the top of my head, I don't have a good fix for it. I might look through the cfgs some time this week since I'm able to recreate it. My suggestion is that before releasing an unofficial version, is to wait until 0.24 is released. 0.24 is just right around the corner, and I believe it would be much more worth our time if we waited until then, provided that bac9 doesn't decide to come back in that timeframe. The second thing in regards to that is we need to become more organized about an unofficial patch. Right now the B9 fixes are scattered to the four winds, despite us attempting to consolidate them into a single thread. In fact, in the B9 fixes thread, there are two independent fixes for the same issue. What we need is about a three to five man team that can keep the cfgs up to date, even if one team member has a "real-life attack." That way, we can have a much more streamlined approach without redundant fixes (it also gives the advantage of having multiple heads troubleshoot more perplexing issues, such as the COM bug with the air breathing engines described above). The other thing about an unofficial patch is that it has to be approached with the mindset that the team, and the unofficial patch project is only a temporary until bac9 returns, if he does return. The major underlying premise needs to be that when bac9 returns, the project, and the mod, is handed back to him automatically.
  24. Dude, that would be awesome if setting that attribute works. Would make my life a lot easier, especially since I have 50+ biomes planned.
  25. I made a very interesting observation this weekend about biomes with this plugin, one that Trueborn has probably already observed. I set several biomes on Kerbin, each one with the values ( in (R,G,), (0,0,0), (10, 10, 10), (20, 20, 20), (30, 30, 30), and (40,40,40). Two of those biomes were right next to each other with a very sharp transition; no blurring or smudging in the png. One biome was (0,0,0), and the other was (40,40,40). Then to test, I took an aircraft out of the SPH and crossed that biome boundary. What happened, is that when the craft crossed the boundary, is that every other biome was detected during the transition. The current biome went from (40,40,40), to (30,30,30), to (20, 20,20), to (10,10,10) and then finally to (0,0,0), even though there was a sharp transition between only two biomes. Apparently, if you have a sharp transition, the game attempts to smooth the transition out. Something to keep in mind in regards to biome map design. I don't think this is from the plugin, but how the game interprets the biome map. This also explains the bug in the stock game where the current biome sometimes shows as "tundra" while landed at the KSC. It also seems as if the KSC and the runway biomes are hard coded. If this is the case, is there a way to mimic this and set custom, location specific biomes?
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