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Everything posted by Dr. Jet
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[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Dr. Jet replied to Dr. Jet's topic in KSP1 Mod Releases
Checked my mod in 1.0.5. Complete sadness. 1.0.5 has a nasty bug, forcing convex colliders all around. Most of my parts rely on NON-convex colliders (and that is a main feature), so mod is mostly broken. LTS parts won't detach properly, you won't be able to put staff inside rugged rover body, etc. -
1.0.5 and collider trouble. NEED HELP!
Dr. Jet replied to Dr. Jet's topic in KSP1 Modelling and Texturing Discussion
Possible workaround: using several independent convex colliders to emulate a single non-convex collider. Drone core part was made like that and seem to survive through 1.0.5 collider bug. Will try that. Let's hope Squad will fix that. Forced convex colliders are part-breaking EVIL. And using lots of colliders instead of single one is no good at all. -
Found some spare time to check my mod in terms of proper updating. BANTHA POODOO!!! It seems that KSP 1.0.5 is forcing convex colliders on all parts no matter what! Even though they are directly DISABLED in Unity model. Most of my mod parts have non-convex shape and non-convex colliders. And it was fine in 1.0.4 and before. Now everything that I try to attach directly on part's surface stays hanging in mid-air... Everything in my mod seems broken... rover bodies, lander tanks... EVERYTHING! RISRU mod will be ruined by that bug too, as all side modules attach to non-convex base. Did anyone found a workaround for that BUG? I can't update my mod if parts won't collide as they should.
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Nope. Was out of modding business since summer and still have very little spare time. Haven't even properly updated my own mod. Too much work IRL. Hopefully will have some rest and spare time at new year holidays. Again - the trouble with Sabatier - is that I have no single picture that shows the reactor itself - only the full assemblies with scrubber, electrolyser, pumps and such. And I can't figure out what is where and how all this shit is interconnected. Fantastic interpretations are no good for RISRU too, that's a mod about realism afterall. All I need for Sabatier is a simple draft - what parts are really important for Sabatier (except the main chamber) and how they should look and interconnect (including the main chamber). P.S. Also have got a nice photo of RL fischer-tropsch unit. It consists or 3 tanks, 6 chambers and 4 pumps (not counting gauges and valves) - possible to draw and fit, but the pipes... there are too many and I can't comprehend what goes where...
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Don't take it as offence, guys, but... 1. My password was resetted or changed. Had to use recovery feature to get it back. 2. New "modern" design is really ugly. And sharp "Like this" buttons everywhere look VERY intrusive. 3. I lost my subscriptions. There was not much, but I don't remember some topics from the list. And I still haven't found a new subscription list if there is any. 4. Using private messages window is uncomfortable now. 5. Post editor is non-standard (comparing to most forums) and quite counterintuitive. Spent 2 minutes seeking for "image" in toolbar above to find it in combo-box below. And... no "Preview" button???? How should I check the post text and layout without directly posting it? Resume: IMHO, of course.
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Nice! But would be even more awesome (and useful) with RemoteTech support and more antenna parts.
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Dr. Jet replied to Probus's topic in KSP1 Mod Releases
Still no support for NF: Propulsion and NF:Spacecraft?- 1,028 replies
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Any ideas about Sabatier reactor composition? Anyone? Photos already posted here are illegible and totally not inspiring.
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Had such part in my mod as a prototype. Now it's in deprecated.zip. Removed it from mod because: 1) It's not realistic thing and even doesn't look like one. 2) Segments tend to collide with wider engines after jettison thus leading to KABOOM!!! Automatic asparagus crossfeed is simple. You just put two side nodes on each part including core. But on core they are separated by 180° and on side part by 90° outwards, so that second pair of side parts connect to first pair of side parts instead of core part. Err... inctricated, right? Just download my mod and look how nodes are configured for LTS Mk1.
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[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Dr. Jet replied to Dr. Jet's topic in KSP1 Mod Releases
I'm pretty out of modding for the moment. "Modular chutes" update probably won't be ready until autumn. As for strange tanks volumes for LTS Mk2... Bug is confirmed. I forgot to update values after copy/paste. Check MM compatibility patch: /ChopShop/ModuleManager/MFT&RF.cfg Volumes should be 640 for LTS2_core (mushroom) and 720 for LTS2_bottom (bun) to correspond to normal configuration. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Dr. Jet replied to Nils277's topic in KSP1 Mod Development
Yep. TAC LS is a golden standard for kerbal life support. -
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Dr. Jet replied to Probus's topic in KSP1 Mod Releases
Some notes: 1) You are using NEEDS[zETT] in most MM configs, but CKAN installs your mod in GameData/ETT and ModuleManager sees your mod as "ETT", not "zETT". It either wants ANOTHER mod, not mentioned as dependency or won't work at all. 2) You assume that players use MechJeb control box part to achieve MJ functionality. That's a rare case. Most people use MM patches like "MechJeb4All" to add MJ functionality to pods and probe cores. You probably should use that MM patch as @PART[*]:HAS[@MODULE[MechJebCore]]:FINAL. 3) MJ Ascent guidance is too deep in tree. First ballistic rocket - german V-2 already had a primitive gyroscope-based "ascent guidance" BEFORE transistors were invented, not speaking of microchips. 4) MJ Maneuver planner is too shallow in tree. Calculating complicated maneuvers needs LOTS of computing power, early onboard electronics couldn't handle it. ... there are more MJ-related notes... maybe, I should just propose more realistic MJ tier separation? [table] [tr] [td]Tier[/td] [td]draft name[/td] [td]Technology Used[/td] [td]MJ Submodules[/td] [/tr] [tr] [td]1[/td] [td]Basic automation[/td] [td]gyroscope, primitive analogous PID, timer, timed command sequencer[/td] [td]Ascent Guidance, Warp Helper[/td] [/tr] [tr] [td]2[/td] [td]Orientation systems[/td] [td]better gyroscope, better analogous PID, acceleration sensors[/td] [td]SASS, Translatron[/td] [/tr] [tr] [td]3[/td] [td]Advanced orientation systems[/td] [td]radiocompass, radioaltimeter, early digital PID[/td] [td]Landing Guidance, AttitudeAdjustment (changing PID settings in flight), Spaceplane Guidance*[/td] [/tr] [tr] [td]4[/td] [td]Onboard Computers[/td] [td]self-explaining[/td] [td]Maneuver Planner**, Rendezvous Planner, Rover Autopilot***[/td] [/tr] [tr] [td]5[/td] [td]Precise Maneuvers[/td] [td]precise sensors and better computers[/td] [td]Rendezvous Autopilot, Docking Autopilot, RCSBalancer[/td] [/tr] [/table] *: Spaceplane Guidance should be tier 5 because of complexity of task, but it works so bad (crashes when trying to auto-land and is used mostly as radiocompass for manual landing) that it is barely tier 3. **: MechJeb doesn't allow to separate different maneuvers by submodules in current MJ version, so we assume that ANY onboard computer will be able to calculate them. When travelling to outer planets - plus-minus 1000km is still a hit. ***: Before compact enough computers were invented, early rovers like soviet Lunohod were piloted directly - by radio.- 1,028 replies
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Dr. Jet replied to Probus's topic in KSP1 Mod Releases
I like how the progression is done in this tree. Currently playing career with 30% money and 20% science. Was hard at start, but became much easier when I reached the Mun. Nice balancing! Any chances that NF: Propulsion, NF:Electrical and NF:Spacecraft will be added? Already supported NF:Solar is the least useful of NF packs.- 1,028 replies
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Problems with mirrored animations
Dr. Jet replied to larkvi's topic in KSP1 Modelling and Texturing Discussion
Don't have blender right now to look into your file. But if you are mirroring items by copy/rotate - you should have: 1) LOCAL (not GLOBAL!) animations for anything that will be mirrored. 2) Empty object to host mirrored parts which should be copied/rotated with them instead of just copying rotating the parts themself. Then local animations will be animated properly in any position and angle you put their hosting empty object. It's the least painful method. Others will include changing animations for every copy. -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Dr. Jet replied to Dr. Jet's topic in KSP1 Mod Releases
blister2.cfg is always in archive. At least last 5 versions have it for sure. Conflicting mods? No. But if you have TweakScale installed, some parts are automatically removed to reduce part-bloating, so you can just use tweakscale to get additional sizes (and there are more sizes available that was included in mod itself). As for versions - 0.7.3.2 is latest and least bugged. - - - Updated - - - Ok, will do that. But next version is coming in a week... or even two weeks. Calibrating parachutes is not an easy task when you don't know the ingame math. And... yes, even already working chute parts still look crappy. -
If you are interested in making further changes (to xmitDataScalar parameters, so that any experiment result that requires no physical deliverance of samples is 100% transmittable), I can provide you with config I was using for myself since 0.25. It covers most known science mods.
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Dr. Jet replied to nightingale's topic in KSP1 Mod Releases
Now it doesn't anymore grab new waypoints during flight - just when visiting KSC. No grabbing = no dubbing. Thus... the bug is squished! Thank you again. -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Dr. Jet replied to nightingale's topic in KSP1 Mod Releases
It seems that contract duplication bug was succesfully squished! Thank you! But... other, very similar one remains. As I said, I'm using CapCom for mission management. That means grabbing missions during flight. KSP won't count waypoints as visited until I switch to KSC and back to flight (and that's a pity), but this is how Waypoint Manager react to such actions: - When I grab a new mission from CapCom, it immediately puts new waypoints to "No contract" list. Then I switch to KSC and back to enable grabbed mission and... ... waypoints are duplicated as contract ones, remaining as "no contract". And not only list items are duplicated, but waypoints themself - see that double writing on mouseover? Waypoint is then properly deleted from contract list on task completion, but duplicated one stays in "no contract" and cannot be deleted by means available. It seems that either a check for contract attribute is missing somewhere or a duplicate cleaning needed on list load. New logs. -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Dr. Jet replied to nightingale's topic in KSP1 Mod Releases
First sign of hope - previously stucked list was cleared on load. Will test further. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Dr. Jet replied to Paul Kingtiger's topic in KSP1 Mod Releases
Radiators on part are usually simulated by "emissiveConstant = 0.95" so that part can actually radiate heat rather then just storing it. -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Dr. Jet replied to nightingale's topic in KSP1 Mod Releases
How it looks: I performed two tasks of one mission. See that on the left? There are two identical sets of waypoints in list. One was properly cleared of 2 tasks, second was not. And when I complete all three... ...bugged list is still there. Waypoints too. Archived logs here. (If you see scary russian interface - chose "ENG" at the top or just press arrow down below timer - it will be a download link.) -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Dr. Jet replied to nightingale's topic in KSP1 Mod Releases
"Atmospheric scanning" - that's not a CC mission, right? Waypoints mainly stuck on those and "Visual surveys". Log is messy now as I tried downgrading mod to 2.3.2. Will install 2.4 back and post a new log after something stuck again. -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Dr. Jet replied to nightingale's topic in KSP1 Mod Releases
Persist both on save/load and scene change. BUT! They sometimes start to be deleted properly on mission completion after save/load. This won't affect waypoints already stuck from previously completed missions. -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Dr. Jet replied to nightingale's topic in KSP1 Mod Releases
Last edition of this magnificient mod has an issue. Waypoints don't disappear from list when you fail or decline contract and still are shown as if you have it. Also waypoints are saved in "No contract" list after completion. That is not much of an issue, but they are not needed anymore and just clutter the list. P.S. Using "CapCom" for contract managing if that matters.