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Everything posted by Dr. Jet
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Some fresh screenshots of retextured parts. All hex parts including hex base and tanks share the same one texture to save memory. I'm still racking my mind over the composition of other units, Sabatier being the major headache. I need to comprehend parts they are assembled from IRL to be able to recompose and fit em into hex segment.
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Nevermind... KSP is all about experimenting. Already calibrated chutes for 1, 2 and 5 tons payload by trial and error.
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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
Glider wings Also I had an awesome set of fully retractable animated wings and winglets for 1.0.x from dev forum here. Not sure what the thread it was. And couldn't find it right now... - - - Updated - - - Darn! You reminded me how awesome that mod was... And now I'm spending time searching for it instead of working on modular parachute system for my own mod! - - - Updated - - - I found that mod! - "Packed parts". Pretty misguiding as there is NOT A SINGLE WORD about deployable wings in topic. But they are there! And they work! -
Working on some chute parts. Most troubles solved except for fine calibrating. Wonder if anyone can share some wisdom about how to predict the drag performance of chutes? I believe it depends now on actual semideployed/deployed chute size (in game meters) and "ModuleDragModifier"s and completely ignore "fullyDeployedDrag" parameter. How to calculate "ModuleDragModifier"s needed for safe Kerbin landing if I know deployed chute diameter and payload weight?
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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
Nope. Still "Not authorized". Link syntax is correct. Even [Moderator removed defunct website link] will be enough if mod is there. I believe there was a button somewhere to mark mod as available to public. Well... Stock "Gigantor" animation does exactly the same. And most mods that simulate thin film solar panels too. I know they don't work like this IRL. Doubt that just adding more folds to model will solve the trouble. Maybe making them flatter while stretching will do the trick? Will try that. Yep. MK1 panels are solid. They even have primitive but visible hinges. That's the price we have to pay for proper non-teleporting rotor parking sequence. Take it as a hardware autotest before activating solar panel mechanics. -
[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
A link to edit your mod? I'm not authorized to do that. It seems that you have not released it for public yet. Checked all sample crafts. Nothing explodes due to thermal errors. However Minmus Sampler (pre 0.90 design) burn on reentry. Revisioned 1.0.4+ design is ready for next patch. Lander Mk2 have a collision of bottom stage when decoupling if you try to fly it on Kerbin. That's normal behavior due to aerodynamic drag. Bluntheaded bricks are not designed to fly in atmosphere afterall. Should I replace Orbital Taxi with more badass design, having 700+ dV at LKO? -
[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
Suncatcher is an invisible (usually) subpart that decides whether your solar panel is in light or in shadow (works or not). One such thing is allowed per module. If you want working solar panels you must have at least one. And that's even more troublesome. FOUR ModuleDeployableSolarPanels will be needed. Thought only one animation and no tracking. Idea is very nice, I admit. But I don't yet see the way how to do it with KSP module restrictions. - - - Updated - - - Other sample crafts explode too? I thought it was just the Ion Probe... Ok, will rebuilt them. - - - Updated - - - Can you be more specific about what exactly your plugin does? SSPs use BOTH modules they have and their buttons should not be hidden. -
[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
Have you put them in light? It's not grey, it's metallic. Not polished but still shiny. And fits quite well with docking port colors. P.S. I will include "white" stockalike texture in mod if someone draw it for me but won't care to draw it myself. Too hard to imagine how proper stockalike texture should look for carved sphere. -
[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
Hm-m-m... Interesting proposal. A hexagonal prism cargo bay with 3 sides opening like petals that appear to be solar panels... Unfortunately it won't work as expected. I cannot make 3 ModuleDeployableSolarPanel modules to work in single part. Even two is a trouble (barely manageable). On the other hand I CAN make all three hatches a single module... but then there will be the problem of a single suncatcher. If I place it on one petal or even farther out of part (it's invisible thing anyway) - it will be half-time "in shadow" of part itself or other parts. Not good at all. Hm-m-m... making the part not inline, but topless and unfolding like a chinese box? Payload won't obstruct the suncatcher that much... Hm-m-m... plausible... but how to make that top piece? Hex won't fit with rectangular petals, rectangular won't fully close the top... Six double-parted petals with non-uniform scale? That will work, but won't leave any "walls" after deployment. Make it two attachable parts? Will work, but won't give cargo bay shielding... -
[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
Noone have commented hubs yet... I think people just didn't get the point... They are all about multidocking superstability! Should I include this rigid assemblies in sample crafts? -
[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
For really huge (and overpowered) dual axis solar panels - just use Balka. This humongous monstrosity was my inspiration when I made smaller ones. -
[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
Patch 0.7.3.2 is out (as always - Kerbalstuff immediately, CurseForge in couple of hours). Both SSP Mk1 and Mk2 animations revised for longer deployment and sane rotator docking animation (at cost of 5 seconds rotator activation pause). Both SSP Mk1 and Mk2 are fixed to keep position on vehicle switch/load (at cost of non-working VAB deployment). CLS Support Attention! Now first button in SSPs right-click menu is for rotator and SECOND is for wings. Rotator will wait 5 seconds before starting to work. -
[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
Trying to fix the abovementioned bugs, I learned some interesting facts about how KSP engine (over Unity) treats solar panel animations. If you have more than one ModuleDeployableSolarPanel then only the FIRST of those is shown in VAB as "deploy" button. If you have more than one ModuleDeployableSolarPanel then only the LAST one properly save it's animation state between vessel switches/loads. Proper panel retraction (without sudden "teleports") depends of trackingSpeed parameter and deployment animation length in seconds. -
[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
Well... It seem to be an old bad "dual animation state" bug that once plaqued Balka Solar Panels. KSP engine restrictions on treating stock module animations. Swaping two modules in config so that rotator module come first should solve the trouble but will disable visible in-VAB deployment. Will try this tomorrow. If it works - I'll release a patch. Animation state saving is more important than VAB deployment. -
[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
That's just with MK2, right? If Mk1 is OK, then I have an idea what is wrong and how to fix it. If Mk1 shows the same behavior... then I have no idea. - - - Updated - - - Hm-m-m... 5 seconds - how much is that in Unity frames? -
[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
The only difference is that Mk1 is now full Unity animation (was full Blender before) and Mk2 is mix of Blender and Unity. Everything works fine for me, I can't reproduce a bug you are talking about. P.S. It's NOT the Firespitter. I have it installed. P.P.S. Try to install Stock Bug Fix Modules. There were some fixes for animation glitches before. -
No help from anyone who can make good textures... So I started to make my own.
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And from there you'll be redirected to RealISRU dev thread. Any help is appreciated. Especially some comprehensible photos of chemical reactors (Bosch, Haber-Bosch, Fisher-Tropsh and especially Sabatier) with description - what is where. I can't realistically model what I don't see or can't imagine in details.
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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
Yep. They are. Though i didn't think someone may still use glitchy CLS that refuses to transfer kerbals through fully passable paths 9 times of 10. Will include CLS config for this and structural hubs in next patch. Very simple config in fact. @PART[hub_5nodes]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[hub_6nodes]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[hub_8nodes]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[sSP_mk2]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true } } - - - Updated - - - I already thought about mod separation. Current part variety is too wide. Maybe will do it after finishing with manned rovers. Separate mod for rovers, separate for SPP parts, separate for utility parts. For now I recommend using CKAN with Part Manager plugin. It will allow you to remove anything you don't use and save memory. Though my mod is very RAM-lightweight anyway. - - - Updated - - - Hm-m-m... They are configured similarly to stock solar panels to have "emissiveConstant = 0.95". That's pretty much like a radiator... or it WAS before 1.0.4. I haven't figured out yet how ModuleActiveRadiator works but ModuleDeployableRadiator is surely not compatible with animated solar panels. Do you really face heating troubles when using this part? - - - Updated - - - There are TWO solar panel modules in part and correspondingly - TWO "sun exposures" shown in menu. One is for wings that actually produce electricity, another is for rotator to find optimal wing position. Second one will show 0.9-1.0 at sunrise/sunset and 0-0.1 at midday and zero power production at any time. Wings "sun exposure" should always show 1.0 and have 100% production (which is actually the reason to have dual axis). If it's not 1.0 - your vehicle is either rotating too fast or is in the shadow of planet or something. -
[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
Kerbalstuff does not allow to edit changelogs for existing files IIRC. As for page itself, changelog was formatted in Markdown right after publishing the update. -
[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
How so? This forum texts are formatted with BBCode. Markdown does not translate to BBCode. What you see as a result of markdown parsing is not translated to BBCode either. Of course I could waste more time formatting changelog in BBCode... but that doesn't worth it. -
[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
This forum supports markdown? I was pretty sure that vBulletin-based forums does not. - - - Updated - - - It should not behave like that. Normal behavior in VAB for current version is toggling wings (but not rotator) via right click. Ensure you don't have addons which mess with animations. If you do - they are pretty much incompatible as they assume you have ONE animation for each part, but SSP parts have TWO.