Jump to content

Dr. Jet

Members
  • Posts

    759
  • Joined

  • Last visited

Everything posted by Dr. Jet

  1. Version 0.10.1 (KSP 1.2 compatibility patch) is out. Tech node changes, module adjustments and other compatibility fixes for KSP 1.2 Sample craft "Surface Sampler" updated to use new stock feature and return science in Luna-16 style.
  2. Taking last steps before 0.10.1 (1.2 compatible). Should check pre-built crafts. Sample Retriever will be changed for sure - to exploit the functionality of new stock ESU part in Luna-16 style!
  3. Patch 0.10.0.2 Better placement for MRR Mk2 internal control panel Used Unity 4 and old PartTools to fix props placement for RPM mod Fixed model glitch and config typo for SSP Mk1 Hope those fixes will work for 1.2 too...
  4. It was really weird sh*t with that offset bug... Replacing PartTools lib with newest PorkJet one didn't help. Rebuilding model whole way from blender to Unity to .mu didn't help. Stuffing assets back to Unity 4 and PartTools 1.0.5 and rebuilding .mu from there acually DID help. It's either a consequence of animation clip misbihavior or I even don't know what... Maybe I should also rebuild props placement from that old Unity. They DID work there as intended IIRC.
  5. In fact, i discovered something bad about 0.10.0-0.10.0.1 when checking new parameters in 1.2 KSPtools 1.1.3 not only messed up the IVA props, but also made some parts to offset a couple centimeters away from center when exporting to .mu. It's for sure an issue for SSP Mk1 part at least.
  6. All "tweakable" engines make KSP 1.2 go CTD. Someone just hasted to mark firespitter.dll as compatible.
  7. Minor update 0.10.0.1 is out. It will be the last KSP 1.1.x compatible version. Added search tags for parts. Proper TAC LS config for MRR Mk2 - it has 3 seats but only 2/3 of normal supply amount. Couple of minor config fixes. Above changes are actually a part of 1.2 config changes. Work in progress.
  8. That's a pity. My last coding experience had place about 13 years ago. And it was not even object-oriented.
  9. Veon's tool? If you are persuasive enough to convince brony that some third-party mod NOT involving ponies is more important than his own aestetic feelings... Quite possible. But my own persuasiveness is not strong enough. BTW. I misspelled above: "denied sharing" not "refused to share". It's still an open option for persuasion. Can you be more specific? Does this involve writing code, or just new models with proper configuratiuon file will be enough?
  10. Confirmative. Here's what i know: Veon is russian (or russian-speaking) brony (Веон, email:veon@derpy.ru) The models he use are of his own uinique format - "more an absense of format than actual format" (exact cite). Those models were converted from some plaintext model file like .obj. he had before. He does have a tool (script) capable of .obj conversion to his format. He denied to share script for community "because it looks untidy" (exact cite). P.S. We could really make some "Kitty Space Program" thing with proper tool...
  11. About that proposed DLC... I hope it will include more realistic ISRU resource model (not just "ore", but usable gases and liquids too) and new stock modules: stock ModuleManager built into game engine stable off-screen resource generation/consumption (as a part of working life support system) off-screen low-thrust "autopilot" for executing lo-o-o-ong bo-o-o-o-o-oring ion/nuclear burns for previously set maneur node while you do other things module for animation-driven part parameters change (for making folding wings, deployable habitats and another useful stuff) module for changing part parameters in VAB/SPH (like InterstellarFuelSwitch - de-clutter part list by having one part position for typical size and multiple option of it's model, texture and function). propeler module - just like Firespitter's one but stock and maybe also means to change kerbals animation (different sit pose for example, or simulating working activity) or even models (there is already mod for "space ponies" but model format used there is not compatible to any sane 3d-editor, so no "Kitty Space Programm" mod is possible now).
  12. Well, I've done an electric engine (kind of) with stock modules only. But consumption and visible RPM (animation speed) are proportional to throttle. Afterall, ModuleEnginesFX does not have any "RPM" to compare. But isn't RPM a function of throttle IRL? Look for Impeller part in /ChopShop/Propulsion/Impeller. Though config is not very good or anyhow balanced, it does make small drones fly on all stock atmospheric planets. RESOURCE_DEFINITION { name = Airflow density = 0.005 flowMode = NO_FLOW transfer = NONE isVisible = false } PART { // --- general parameters --- name = lil_buzzer module = Part author = Dr. Jet mesh = model.mu scale = 1 node_attach = 0.0, 0.0, -0.16, 0.0, 0.0, 1.0, 0 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,0 // --- editor parameters --- TechRequired = advElectrics entryCost = 1200 cost = 400 category = Propulsion subcategory = 0 title = Li'l Buzzer manufacturer = Dr. Jet's Chop Shop description = Tiny electric impeller, salvaged from RC model plane. // --- standard part parameters --- mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.1 angularDrag = 1 crashTolerance = 7 maxTemp = 1200 bulkheadProfiles = srf MODULE { name = ModuleEnginesFX engineID = Cruise thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5 heatProduction = 0.1 useEngineResponseTime = True engineAccelerationSpeed = 0.5 engineDecelerationSpeed = 0.8 flameoutEffectName = flameout powerEffectName = running_thrust engageEffectName = disengageEffectName = spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine PROPELLANT { name = ElectricCharge ratio = 5 DrawGauge = True } PROPELLANT { name = Airflow ratio = 1 } atmosphereCurve { key = 0 220 0 0 key = 1 200 -55 -55 key = 5 100 0 0 } // Jet params atmChangeFlow = False useVelCurve = False useAtmCurve = True machLimit = 0.75 machHeatMult = 3.5 velCurve { key = 0 1 0 0 key = 0.5 0.8 -0.9460317 -0.9460317 key = 0.8 0.3523809 -1.626984 -1.626984 key = 1 0 -1.761905 -1.761905 } atmCurve { key = 0 0 0 0 key = 0.3 0.18 0.6 0.6 key = 1 0.5 0.4 0.4 key = 5 1 0 0 } } EFFECTS { running_thrust { AUDIO { channel = Ship clip = ChopShop/Sounds/rsths13_hubsan volume = 0.0 0.0 volume = 1.5 1.5 pitch = 0.0 0.2 pitch = 1.3 1.3 loop = true } } running_turbine { AUDIO { channel = Ship clip = ChopShop/Sounds/rsths13_hubsan volume = 0.0 0.0 volume = 0.6 0.7 volume = 0.85 0.95 pitch = 0.3 0.7 pitch = 0.55 0.8 pitch = 1.0 1.0 loop = true } } } MODULE { name = ModuleResourceIntake resourceName = Airflow checkForOxygen = false area = 0.0005 intakeSpeed = 0.05 intakeTransformName = Intake } MODULE { name = FXModuleAnimateThrottle animationName = Rotate responseSpeed = 1.0 layer = 2 dependOnEngineState = True dependOnThrottle = True weightOnOperational = True affectTime = false baseAnimSpeed = 0.1 // base + (throttle setting * multiplier) baseAnimSpeedMult = 1000 playInEditor = False animWrapMode = 2 // Default = 0 Once = 1 Clamp = 1 Loop = 2 PingPong = 4 ClampForever = 8 } RESOURCE { name = Airflow amount = 0.3 maxAmount = 0.5 } } P.S. If you will generate any ideas of improving this config (realistic curves settings especially) - please share them with me.
  13. Tried both with and without it (including patch from first page). Same thing. Payload is NOT protected. In fact I've achieved working drag/heat protection in non-closed shape with stock ModuleCargoBay in my own mod. I think the same can be done with those fairings. P.S. Unsure if ModuleCargoBay can be controlled by ModuleAnchoredDecoupler though, but it's very likely to be possible.
  14. "testwarhead" part is demanded for starting contract, but is nowhere to be found in VAB. Shouldn't it be "category = Pods" instead of "category = none"? "TechRequired = Unavailable" should be fine alone to hide a contract-only part.
  15. About that flight complications, people complained about... <HK-47 style bug report> Observation: Pre-built crafts tend to fly butt-first in mid-air. Presumption: Drag forces at rocket nose are too high. Hypothesis: Payload is not protected due to fairings being non-functional. Commit testing... Testing accomplished. Confirmation: Fairings are positively non-functional. Request: Fix fairings. Please. </HK-47 style bug report>
  16. v0.10.0 is out It's meant to be played in KSP 1.1.3, but when i fast-tested in KSP 1.2Pre - it worked pretty well (concidering there were no other mods to support). New Manned Rugged Rover Mk2 (3 seats) New Opening Heat Shield (CLS passable) to protect your docking ports or probe cores on reentry. Audio clip for Impeller. Now it sounds like real Hubsan drone. Lots of small fixes (animation glitches, changes due to JSI mods separation, etc.) Important thing! KSP 1.2Pre is finally free ot that f***ing "Wheel blocked: Yes" bug. But if you still play KSP 1.1.3, you need to zero out some parameters in your settings.cfg to be able to use Rugged Rovers family! WHEEL_CLIP_RANGE = 0 WHEEL_CLIP_MULTIPLIER = 0 Known issues: RPM Props are badly misplaced. I believe, Partools 1.1.2 is to blame. Comment out "@PART[MRR2_rover]:NEEDS[RASTERPROPMONITOR]{ ... }" from /ChopShop/ModuleManager/JSI_RPM.cfg to play with stock props - they were a pain to set up either, but finally settled. Opening Heat Shield does not perfectly match stock Pod Mk1-2. Though it DOES match all normal sized 2.5m parts - like Lab or Hitchhiker. Impeller is still poorly balanced... And it's new sound could be configured better. Will accept any help. P.S. Feel free to suggest me further improvements or model changes. P.P.S. PartTools 1.1.2 is severely bugged in terms of props placement... Will wait till PartTools 1.2 before trying to do more command IVAs or fix the existing.
  17. Tundra in Kazakhstan? We're not on Kerbin, bro. Speaking of Kazakhstan biomes - those are mainly steppes and deserts. Tundra biome is wa-a-ay farther to the north and belongs to Russia and Canada.
  18. Pro: Nice re-texturing and re-modeling work. Con: It ruins some stock parts and saved vehicles by different part geometry and functionality - like solar panels or foldina antenna.
  19. Major bug: latest KPBS + TAC LS -> KKAOSS_LS_container_airfilter (K&K Airfilter Container) doesn't work. There are no signs of expected buttons like "Start CO2 Filer" or "Start Oxygen Filer" in right-click menu, thus no gas extraction can be started. (BTW "Filer" looks like typo from "Filter"). Reason: ModuleResourceHarvester expects ModuleAnimationGroup to exist on same part and have some "opening" animation before enabling and showing harvester buttons. But KKAOSS_LS_container_airfilter has NO ModuleAnimationGroup and NO animation at all. Suggestion: Even with empty animation adding ModuleAnimationGroup to config will fix the bug. MODULE { name = ModuleAnimationGroup deployAnimationName = activeAnimationName = deployActionName = Activate retractActionName = Deactivate moduleType = Air Filter }
  20. Node movement is impossible within game engine. The only workaround I know is Infernal Robotics mod. And that's a great disadvantage in means of advanced construction...
  21. Different approaches. MJ tries to follow preset trajectory even if it's suboptimal. This one relays on game physics engine to emulate real gravity turn which is more-or-less close to optimal (though in quite narrow range ot possible TWRs).
  22. Dr. Jet

    It's a trap!

    Most of them, actually. Noone respects "right to be forgotten" these days.
  23. No game is perfect for everyone. That's why ability to modify it is important. Thus you can tune a game to suit your own needs. If your software (game) does not allow modding - blame greedy copyright-mad producer. If your hardware does not allow modding - throw it away - it's a baby toy - not a functional computer. KSP is all about modding. Want some realism? Mod it. Want futuristic tech? Mod it. Want propeller planes, boats, submarines, weapons, etc... ? Mod it. It's a brilliant solution, if you ask me. Squad team can focus their efforts on game engine and community provides 95% of content for it for free! P.S. Why not 100%? Well, there should be at least SOMETHING to be shown to mod-haters and console-users.
×
×
  • Create New...