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Horus

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Everything posted by Horus

  1. Well, the only thing that I would change in this case is texture sharing. And about textures... well... to my taste (tastes differ, though) it's totally reflects the meaning of robotic - plain, simple, technological. And, which is most important (well, since squad don't really care about this at the moment) is the size (in bytes) of the textures - I'd really prefer to have them as light as possible.
  2. Well, not really that crucial about RAM. The mod adds only ~100Mb to the stock install.
  3. Meaning no offense to anyone involved, but ZodiusInfuser's parts are visually much nicer than IR's own. Looking forward to release of new legs and that science grabber. As well as wheels for athlette Kudos!
  4. Awesome news, bac9!!! Guys, you are definitely awesome! (I mean you and ferram4) One request - is it possible to add Shape type parameter to control surface (B9 PCST) so they could look more like slats when used as the later(more rounded than spiky)?
  5. Really nice kerbike I don't see these tracks in current package for download though...
  6. The re-worked parts are soooo cute! Struggling between the cuteness & extra memory usage compared to full stock...-
  7. Thanks for your work & constant improvements. Will try the update today after work. Also, hope that announced incoming with the next game release aerodynamics overhaul won't affect your mods badly. Hope is the only thing left here I've faced similar issue earlier. For me it was somehow connected with KSPAPIExt.dll. I thought that a single instance for all mods using it will be good and removed all but one. I was wrong. Reverting it fixed the issue for me. Could suggest also just to re-install the latest version of the mod. Also, I'd suggest not to switch the focus from the application when loading it. Especially, when the application is in fullscreen mode. It doesn't like GPU context losing at all. Again, I'm mostly sure that it can be my fault in providing "investigation" results. I'll provide a test craft file with the next testing if something will be wrong there.
  8. Thanks for the advice. I'll try it soon as I get home today. Also, I've noticed a funny thing in this symmetry issue. For instance, I've created a robotic assembly that consists of several robotic parts, tweaked the parts and then mirrored the assembly using symmetry mode to, say, 4 symmetric parts. Then, in IR popup window I see that the cloned parts haven't inherited the IR parts tweaked in the original part, but when I've tweaked any cloned assembly - the rest of them "automatically" inherit the new settings.
  9. One could try using it in junction with kOS. I don't know where's the root of the problem (I suppose it's a stock ksp issue, though), but when I'm trying to attach several robotic mechanisms using VAB symmetry mode - the cloned ones do not have the adjusted angles settings as the original one. Any idea or help on how to solve it?
  10. Well, at some iteration I said that wings became more stable. However, stalling still persists. Even standing still on the runway with flaps at about 15°+ shows "Minor Stalling". Same for the wing surface in flight - they tend to stall even on low speeds (round 100 m/s) and not really critical angles. But I didn't report it as I do not think my crafts are aerodynamically perfect, so I just wait a better report from someone more expert.
  11. I could recommend to use EditorExtensions with VAB/SPH mode switch.
  12. @Ichabod-Rain: I don't think it's this mod issue that you cannot load the game. I suppose (just a guess) that you might be switching the focus from the game when it's loading causing graphics card context losing that, in its' turn, causes malfunction when processing textures.
  13. I presume he meant that the application need to update its' view properly while working out of focus & on the secondary monitor while the primary monitor is in fullscreen.
  14. @kcs123, personally I totally agree with you. As soon as mods add a real juicy cherry to the game you want to use them. And their size sooner (mostly sooner) or later become a problem. So, I agree that optimizations like removing/replacing obsolete parts is a necessary thing. Some mod developers are keeping in their mind this and splitting large mods into separate packages, etc. @camlost, yes, seems that stall effect still present there.
  15. Though it sounds quite reasonable, remember about the people who have their crafts created & flying on rails. If you personally need extra space & do not need B9 wing parts - just remove them from the mod At least, for a while
  16. A little question regarding textures: Are LRSI & HRSI planned to be used with DRE? Will they influence weight without changing the surface change - I mean HRSI is thicker & heavier. Similar question about B9-PCST: you have 3 materials for this surface - two for surface attachment root (top & bottom of the surface) and 1 for surface tip (same texture for top & bottom). In this case it can be just 2 textures - surface top & surface bottom Or 4 textures - top & bottom or surface root, top & bottom of surface tip What's the idea behind the textures: "Uniform Coating", "Standard alloys", Reinfonced composites. Will they influence weight, strength or else?
  17. I don't think it's the issue of your mod, but I've noticed that when I detached a created & fine-tuned wing with assigned action groups to, say, flaps - the action group will not work for the second wing when the wing is re-attached with SPH symmetry. Just a notice - always re-check AG. A funny notice: when activating (in SPH while constructing the wings) both spoiler & flaps for a control surface - the flap opens/closes really faster then necessary. Even when spoiler is not activated This is FAR "feature" I presume.
  18. Well... at least you understand what you are saying Hope you'll come to a good way to implement it & fix FAR stalling issue Just playing around with proper wing mechanics And all this thanks to your inspiring "one-weekend-evening-short" project
  19. Uploaded video regarding this issue - http://youtu.be/I9MHfyPxZns
  20. Yes. All parts are dragged from parts catalog only. No parts cloning (with Alt). PWings works perfectly. Wing control surface too (not taking textures bug into account). Only all-moving surface breaks the thing. But weirdly... this breaks only after attach-detach-add-remove in conjunction with pwing.
  21. Seems that B9-PCSA breaks this new editing mode. Steps to reproduce: 1. Create a craft hull 2. Attach B9-PW 3. New editing mode popup appears 4. Attach B9-PCSA 5. Editing window title becomes "Inactive" and the message is "Exiting edit mode..." 6. New editing mode is not working anymore. Extra: 7. Leaving SPH/VAB and entering it again does not fix the problem. No particular errors or warnings in in-game debug log.
  22. When using B9-PCST with new editing approach after editing Material A I receive a message for next item (switched by pressing "J"): Editing: Invalid properly ID Which must be Material B settings. Then Material C also shows this message.
  23. 0.11 It was quite unusual to use the new editing approach... seemed quite inconvenient... but a couple minutes later - no problemo at all & totally easy! Do not experience severe memory leak with the new editing approach for now Editing using tweakables, however, still insanely memory leaking... ~6Mb/s
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