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mrBlaQ

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Everything posted by mrBlaQ

  1. A correction to Tao's post. PFairings is now at 3.09 and should be compatible with the latest TweakScale. I'll take a stab at recompiling IR with the latest KAE if Sirkut's too lazy to (no offense Sirkut)
  2. What's the proper way to build the interstage fairing off the Titan V? I'm seeing a gap between the top body of the Titan engine and the top of the 5m fairing. I'm using manual shrouds. Also, the shrouds don't separate when staged?
  3. The missing UI problem seems to be related to mods with old versions of KSAPIExtensions. I had to remove Near Future Propulsion.
  4. Help? I'm not seeing the tweakable size controls. 3.08 was working for me. I don't recall any new mod I've added. Maybe a couple other mods updated is all. edit: Might be a compatibility issue with KSAPIExtensions and TweakableScale? http://forum.kerbalspaceprogram.com/threads/80234-24-2-TweakScale-Rescale-Everything!-(v1-33-2014-07-28-20-00-UTC)/page43 edit #2: It's a compatibility issue between other plugins with KSAPIExtensions. I had to remove: Infernal Robotics, Near Future Propulsion. I don't know if all or just one are responsible.
  5. Thank you. These parts are super fun to use. Here's my next vehicle in the works.
  6. I used the exact same craft, swapped in the orange radials in place of yours. No spinning.
  7. There's definitely a problem with TRR-1 tiny retractable motor. Its thrust imparts some roll to a craft. I get that it fires "out" a little bit. But, it's also firing to the side a tiny bit. Here's a dumbed down example. This thing starts spinning as soon as it leaves the pad.
  8. Sorry, I should've clarified I meant the ejection force of the fairings in PF. I'm realizing this mod isn't going to fix it. I do understand how the fairing bases do not act as decouplers. I used the wrong words
  9. Maybe I'm configuring my parts wrong? By default, a fairing base with the fairing parts from the aero tab should have decouple force, right? Kolago, are you still using sarbian's fix from this thread?
  10. It's not fixed in 24.1 and I bet the DecouplerFixFor64x isn't viable anymore since 24.1 fixed what DecouplerFixFor64x did.
  11. I don't like the muddy "farting" sound of the included rcs sounds. So, I whipped up my own version. These would replace the .wav files in \GameData\RcsSounds\Sounds http://mrblaq.com/kerbal/RCSSounds.zip
  12. Twiiiiiiitch! edit: Oh. I get it. you're timing your album updates with actual times of the original flight. CARRY ON.
  13. Select your root part and rotate the whole thing on the X axis 90 degrees. Orient the side facing out the VAB to point vertically instead. Then weld. The B9 panels should orient properly. Then, you can rotate it all back to level.
  14. It looks like it is MODELscale * scale * rescaleFactor (default 1.25) * rescaleFactor.
  15. Yeah, I'm currently at a loss as to why some KW parts don't come out of welder at their original size. Here's an example of what I know so far, with the KW1mRCSfuel part. KW's mod part cfg has these scale values: MODEL { scale = 0.2666, 0.2666, 0.2666 } scale = 1 The welder output uses the original value. This makes for a much smaller model in game: MODEL { scale = 0.2666, 0.2666, 0.2666 } The values that give it a correct scale are close to: MODEL { scale = 0.417,0.417,0.417 } I don't know why that value works that way yet...
  16. Yes, get the "Malkuth fix" download. UbioZur, you should add a better explanation about Malkuth's version being compiled for 0.23.5 Also, I'm looking at that source code now. No promises but I'd like to try to solve the scaling issue with some mod parts. KW Rocketry parts as an example.
  17. I'm starting to look at the source malkuth posed and I think I might know the issue. The code looks at Part selectedPart = EditorLogic.fetch.PartSelected; as the root part and builds the children from there. This makes me think that if you don't select the actual root part (by shift-clicking) and dragging to "Weld," you may end up with an offset CoM. I haven't verified this yet.
  18. This is going to suck a whole lot if Curse doesn't do a good job of mitigating bad posting of crap part files and fake mods. Please stay on top of moderation. Please consider allowing a user-to-user voting/karma system.
  19. @diazo I'll see if I can replicate and report back. Another thing: It seems there's a delay to some actions when they do work. I've seen delays as long as 4 seconds from hitting "G" to seeing the gear animation begin. I'll try to replicate that as well.
  20. This is really weird but all my action groups stopped working with this mod. I deleted this mod and tried to use stock action groups on a new craft and that didn't work either. It was working, no mods changed, then stopped working on one session so I restarted KSP, it worked again, then stopped working, then wouldn't work after deleting the mod...? Edit: Got it working again. I had to go in and re-bind the stock actiongroup hotkeys in settings. Now things seem OK. I can't say how they got unbound in the first place or why AGExt wasn't managing hotkeys on it's own. I had them assigned properly.
  21. Conrad, I'm also seeing issues. I have noticed that the "Safe Distance" and "Target Size" values go wonky right after checking "Autopilot Enabled." Do you see that as well?
  22. As stated previously, you'll want to rotate your pre-welded design "rocket-wise" so it's pointing up instead of out the door. Weld that and you should have proper rotations.
  23. Acc, while that is a thing that can be done with the game, that method would not give you the results that UbiooZur's welder does. Welder creates a single rigid body where KAS parts would still be subject to their individual physics and joint stresses.
  24. Uhm, no it's not. Thanks for helping keep it bumped, though.
  25. Please let me know if you'd want any help with this plugin. I'd sure love to see it working.
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