mrBlaQ
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Posts posted by mrBlaQ
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I'm noticing that control surfaces won't always mount perpendicular to the wing surface. Seems like it's related to the wing you're attaching it to. I can place a new wing and the existing control surface will attach properly. But, I can't attach a new control surface to an existing "broken" wing.
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20 hours ago, blowfish said:
The B9 airbrake used the same module, so yes, that's not surprising. I say used, past tense, because I attempted to get the B9 airbrakes on the same system as the stock airbrakes, but they had integration issues, by which I mean half of them would refuse to trigger for no apparent reason.
I saw this same behavior with the stock airbrake. Only one out of a mirrored set would actuate on a custom group or via the standard "Brakes On" button. If I placed multiple mirrored sets, still only one would work. I deleted them all. Messed with other stuff. Came back later and re-added the stock airbrakes again. And, they worked. So.. maybe fiddle a little bit and see if the B9 ones actually work as well as stock. Could you provide your module{} section for me to test with?
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It seems the Airbrake module isn't working now? The part doesn't seem to effect drag even though the right-click context menu, when in flight, says "Drag: 8".
I am running FAR.
Is anyone else seeing this? Thanks. -
9 hours ago, blowfish said:
@kcs123 The airbrakes aren't included in legacy. If I ever figure out how to fix them they will be added back into the main pack.
Looks like the FS airbrake part is also broken.
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You may need to force the combo card to run KSP.exe with the nVidia chip.
Open nVidia Control Panel.
Expand "3D Settings" if it's not.
Click "Manage 3d Settings"
Click "Program Settings" tab.
Find or add KSP.exe to the drop-down list.
Choose "Hi-Performance NVidia" from the 2. dropdown.
See if that defaults you to the NVidia now.
Cheers
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Hey guys. I hope you're all having a great day. I'd like to share a video I produced recently. A friend and I re-did all the sound in this 3 minute scene from Five Deadly Venoms. It's a funny little adaptation of the original dialog. Along with all new sound effects recorded in my own apartment. A real tribute to foley design.
It's entered in a competition. Please vote on it by clicking "like."
Having said that, I hope you like it yourself. Thank you!
https://www.facebook.com/video.php?v=10153126874034395&fref=nf
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Thanks guys!
Anyways, tinkering on something new, maybe youll get the chance to fly this thing also soon!
Looks niiiice. I've found the B9 VTOL engines hard to place elegantly. You've done a decent job at using them wisely
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Super awesome. May I suggest you use B9's invisible struts? Would help clean up this super awesome design a wee bit.
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Super cool and cute. But, ya don't need all those RCS pods. One set of four around the CoM would do just fine. Keep it up!
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Thats probably the shader loadings (fingerboxes patch). Which parts are slow specifically? When you enter the VAB/SPH? If so that'd make sense. Seems like a necessary evil to avoid the shader issue.
It gets very choppy and slow right after opening the KVV window the first time in VAB. It stays choppy even after closing KVV. I have to re-load the vessel for it to clear up. I'm guessing the shaders are being loaded on every frame?
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Thanks for your concern, blowfish. It seems, you were right about the docking fuselage part being weird. It shows no drag value with the FAR drag overlay on.
The drop bay and rear-end-engine-mount part may be acting funny. I'll have to play around a little more to see what I can find out.
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Hey B.O.M. The newest version sure runs slow, even after the UI has been closed, even with preview off. Might ya know why?
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You've a great modeling style Yeon! Thanks for your contribution.
I want to reiterate a couple points that are bugging me. Firstly that gap on the drop bay, I know you know of it. Secondly, I don't think blowfish's MM patch for FAR is right either. Maybe it's just me but the these parts seem to have very high drag. Parts placed inline don't appear to be "hiding" drag from parts further back in the airflow like I see with other part packs.
Yeon, join us on IRC on esper.net, #kspmodders if you'd like to chat. Ferram is oft around and typically a helpful person.
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The problem appears to be with TweakScale's interaction with Modular Fuel Tanks. Removing MFT fixes TS and B9.
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Having the new ModuleManager.2.5.6.dll stops Tweakscale from adjusting how many resources are in a part.
I may be having this same problem.
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I seem to be having the same problem as politas. Here's my output. Look for line 126735 where I add KW1mDecoupler
https://drive.google.com/file/d/0B5_EjyUhPhR9Um5VWUZQMFg0bTA/view?usp=sharing
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Ok, so... It seems CKAN wasn't getting proper versions of both TweakableEverything and ToadicusTools. I downloaded the TweakableEverything archive from KerbalStuff and overwrote what I had and things are working now.
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New versions of KineTech and ResGen are now compiled for Release instead of Debug. Addresses Horus's findings.
edit: 2014-12-27 - Download link updated. Fixed most null errors in Virgin Kalactic Generic module.
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Many thanks for your work.
Following issues are there:
1. KineTechAnimation throws errors like...
Thank you very much for your input. If you or anyone else would be so kind, please post future error reports to the respective github repositories I've linked previously.
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Reserved for deletion by mods.
P.S. Thanks Bac9! I'll take a look at these as soon as I can this weekend
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I love pebkac and jelly sandwiches
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The post Christmas lull has left me bored at work today. So, I took a shot as recompiling the few mods that appear to not be updated for 0.90 yet.
THESE ARE UNTESTED - I've gone as far as loading the game and toggling the Sabre intakes. Please test and let me know how things go. I will attempt to fix exceptions.
[DOWNLOAD] - Extract into GameData directory. This archive follows the same path structure as the current official B9 release archive ( B9_Aerospace_Pack_R5-2-6.zip )
My forked sources are available here. Changes from main authors' source are negligible at this time; a cast here, a reference change there. I am not maintaining these. I will not take feature requests. The forks will only exist until the original authors update their own repositories.
https://github.com/deckblad/KineTechAnimationLibrary
https://github.com/deckblad/ResGen
https://github.com/deckblad/Virgin-Kalactic
All other dependencies for B9 are updated to 0.90 except for Raster Prop Monitor which has an "unofficial" patch by MOARdv which can be found here.
edit: Looks like ResGen, for the compressed air RCS, and KineTech, for the Sabre nozzles, are working. I'll have to play with Virgin Kalactic a little more. It's throwing null ref errors when toggling nodes.
edit: 2014-12-27 - Download link updated. Recompiled KineTech and ResGen as "Release" instead of "Debug"
edit: 2014-12-27 - Download link updated. Fixed most null errors in Virgin Kalactic Generic module.
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Yeah, it's up to 0.90 now. The hard-to-find thread is here.
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The gap is for gas expansion in the second stage. I'm guessing it's similar to Soyuz where the second stage ignites before separation.
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This should be WIP, it's horrible looking. That being said, I've never made a model. So, congrats. But, really, this isn't finished.
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
in KSP1 Mod Releases
Posted
Yep, if you weld the tanks to the landing surface, you're creating only one point of buoyancy. You'll need to keep your tanks separate from the surface if you want it to balance between multiple points of buoyancy.