Jump to content

allista

Members
  • Posts

    2,208
  • Joined

  • Last visited

Everything posted by allista

  1. @juanml82, just to tease you! https://gfycat.com/gifs/detail/DrearyForsakenChrysalis
  2. I'm not sure about tiles; this seems to be possible only by procedural regeneration of model's UV coordinates. Otherwise it's a great idea which I'll certainly implement! Thanks
  3. You can change the ComplexityWeight and MetalworkWeight in GroundConstruction/Plugins/PluginData/GroundConstruction/GroundConstruction.glob or, better yet, add the GroundConstruction/GroundConstruction.user file with these options changed to your liking (so that the changes were not affected by updates). ComplexityWeight is the maximum value in SKH (1-star engineer will spend this amount of hours to do the job) that will be required to construct something very complex (complexity == 1). MetalworkWeight is the amount of SKH required to construct something from 1 tone of MatKits on site. So the TotalWork(SKH) = C*ComplexityWeight + structure_mass*MetalworkWeight This is actually wrong; it should be TotalWork = KitMass*ComplexityWeight + structure_mass*MetalworkWeight, because to build something big and complex should be harder than to build something small and comparably complex. But it's as it is for now.
  4. It's still like this because there's no reasonable way to use both CC-full and IFS-full: they do the same thing with the same parts. You can, nevertheless, use Hangar because it requires only CC-core that does not conflict with anything. Likewise with IFS-core and the mods that depend on it. In TankTypes.cfg the "calculated from density" means that the units/L were calculated based on the density in the resource definition in tons/unit AND the density of the real substance at some meaningful conditions. E.g. for all LqdGases from CRP, if you search for the actual densities of the liquids, you'll see that the tons/unit density is defined so that 1u === 1L.
  5. Forgot to mention it here, because the code is actually in AT_Utils, but the problems with inflatable heat shield and KF tracks are also solved
  6. It's already on Spacedock, so CKAN should soon reindex it, if not already done so.
  7. Version 1.2.1.1 for Kerbal Space Program 1.4.1 Released on 2018-03-27 Compatible with KSP-1.4.1 Download
  8. Version 2.4.2 for Kerbal Space Program 1.4.1 Released on 2018-03-27 Compatible with KSP-1.4.1 Twealscaled tanks retain volume on load. Removed support for ProceduralParts =( Added SpareParts to Components TankType for DangIt. Updated Squad patch Supporting KWRocketryRebalanced. Can't support multiple KWR flavors and this one is the first to support KSP-1.4.1. Well, it's possible with multiple .ckans, but I don't have the time =( Updated patches for Mk2/Mk3Exp, FTPlus, Mk2PlaneParts Download
  9. Version 3.3.4 for Kerbal Space Program 1.4.1 Released on 2018-03-27 In Editor stored vessels's convex hulls are rendered using an unlit solid mesh rather than a whireframe to improve performance. This mesh is green when a vessel fits the hangar and red otherwise. Fixed automatic game saving on vessel launch. HangarFairings allow toggling of staging. Download
  10. Version 3.5.1 for Kerbal Space Program 1.4.1 Released on 2018-03-27 Fixed collapsed window rendering. Restoring RCS limiters when disabling TCA. Download
  11. BTW, could you provide a .craft file (preferably using stock parts only) that reproduces the staging problem?
  12. I'm afraid you're wrong: I don't know where, if anywhere, the "volume" from CPR resource definitions is used. I never saw a piece of code that dit use it (including KSP own code). So the density is still defined per unit. Even though the "volume" is there.
  13. Is the SpareParts resource used by any other mod than Dangit? Just to add the :NEEDS stanza to MM patch.
  14. Squad resources: GameData/Squad/Resources/ResourcesGeneric.cfg CRP resources: GameData/CommunityResourcePack/CommonResources.cfg Volumes of existing parts I've calculated using Blender (its 3d-printing tools) and .mu import plugin.
  15. I'm trying my best to update everything tonight. Just several test runs more...
  16. Good question. But I can only cite the header of the TankTypes.cfg: //It's a shame that resource density is defined per unit, not per volume. //This means that any procedural tank should do some kind of conversion //which will be susceptible to Squad and modders changes of resource definitions. //But than again, this situation allows to build different tanks with different //final density for the same resource (compressed gas, liquid gas, etc.) // Format: //TANKTYPE //{ // name = SimilarResources // // name units/L // PossibleResources = Resource1 1.23; So XenonGas 11.7 means 11.7 dimensionless units per liter. Notion of 200atm comes from a) a resource config that defines density in tons/unit and b) the volume of existing an tanks for this resource calculated from its model (in blender). E.g. we have a xenon tank of volume Vm3 with the mass of the xenon Mt; this allows to calculate roughly the pressure at some standard temperature. And I have probably used 25C, not 0C. Can't remember
  17. Here it's municipal services business, and municipal workers don't like to work on weekends. So while there is a duty crew, they won't start moving their butts too fast after a call EDIT: still, after 3.5h I'v got the lights again, and am now in the process of fixing API incompatibilities
  18. So far -- bad luck: i don't have any electricity (and no hot water for that matter) since 9am, for two hours already. I still hope this will end soon and I'll have the opportunity to do the mods; but knowing how our utility services work on weekends, well...
  19. That's a known problem that I'll fix ASAP. Both the tracks and the inflatable shield are probably animated using SkinnedMeshRenderer and the algorithm that calculates volume doesn't take some scale factor into account. I'm just guessing here, but this is definitely a bug in the algorithm that should be fixed, not worked around.
  20. I'll try to update for 1.4.1 on Sunday Tilting engines are OK as far as you have enough of them for differential thrusting and set up the profile correctly for your craft.
  21. Thanks As for the graphics -- it's entirely KSP thing; the direction is defined in the model and hasn't changed since 1.3.1, while the particle effect is drawn by the stock ModuleRCS which may have changed in 1.4.
  22. It may be many things, actually: https://github.com/allista/ThrottleControlledAvionics/search?utf8=✓&q=magenta&type=
  23. Just a few posts above @ss8913 posted a link to the recompiled version for 1.4
  24. I'm sorry I haven't had the time to upgrade my mods to 1.4. I'll only have the opportunity to try it this Sunday, but can't guarantee a day will be enough.
×
×
  • Create New...