Nik Power Posted December 28, 2020 Share Posted December 28, 2020 7 minutes ago, linuxgurugamer said: What is B9StockPatches, it's not in SXT Hey, Guru, it's from this thread, It has something to do with Near Future parts, I do not really understand, what exactly it does Quote Link to comment Share on other sites More sharing options...
derbleifuss Posted February 9, 2021 Share Posted February 9, 2021 Quick Question: Does anyone know which Engines are supposed to go on the S-I-C and S-II (first and second Stage) of the Saturn V Parts? I didn't find one that seemed fitting to me-the LV-T80 "Robin" has a bad TWR on the Second Stage and the RE-M1 "Commodore" is too large for the First Stage. I also tried the F-1 respectively J-2 Replicas from the Making History DLC but the RE-I2 "Skiff" has even worse TWR on the second Stage while the KE-1 "Mastodon" works fine on the first Stage, but I'm sure there are other Engines intended for that Purpose as that DLC wasn't around yet when this Mod came up. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 9, 2021 Author Share Posted February 9, 2021 2 hours ago, derbleifuss said: Quick Question: Does anyone know which Engines are supposed to go on the S-I-C and S-II (first and second Stage) of the Saturn V Parts? I didn't find one that seemed fitting to me-the LV-T80 "Robin" has a bad TWR on the Second Stage and the RE-M1 "Commodore" is too large for the First Stage. I also tried the F-1 respectively J-2 Replicas from the Making History DLC but the RE-I2 "Skiff" has even worse TWR on the second Stage while the KE-1 "Mastodon" works fine on the first Stage, but I'm sure there are other Engines intended for that Purpose as that DLC wasn't around yet when this Mod came up. Take a look at the stock Saturn V to get an idea. You can look at the SpaceY as well, some nice engines in there Quote Link to comment Share on other sites More sharing options...
Nik Power Posted February 13, 2021 Share Posted February 13, 2021 (edited) Sorry, disregard this message Edited February 13, 2021 by Nik Power Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted March 22, 2021 Share Posted March 22, 2021 (edited) This is a more general question , than a FAR-related one, but SXT parts is causing FAR to have headaches. Many parts in SXT prompt "voxel cross section area is nan" errors in the console when grabbing them in the editor. It's not wing panels, but some engines and cockpits, etc. that don't have FAR configs to begin with. Is there a part value or feature more generally missing that was added to KSP somewhere in the last few versions that FAR is looking for and not finding? Edited March 22, 2021 by Beetlecat Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 22, 2021 Author Share Posted March 22, 2021 6 hours ago, Beetlecat said: This is a more general question , than a FAR-related one, but SXT parts is causing FAR to have headaches. Many parts in SXT prompt "voxel cross section area is nan" errors in the console when grabbing them in the editor. It's not wing panels, but some engines and cockpits, etc. that don't have FAR configs to begin with. Is there a part value or feature more generally missing that was added to KSP somewhere in the last few versions that FAR is looking for and not finding? I dont' support FAR, but I suspect this may have been a problem for a long time. If someone were to fix the FAR issues, I'd be happy to merge in their changes Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted March 23, 2021 Share Posted March 23, 2021 16 hours ago, linuxgurugamer said: I dont' support FAR, but I suspect this may have been a problem for a long time. If someone were to fix the FAR issues, I'd be happy to merge in their changes Totally fair -- and if I get a sense of what to "fix" over time, I'll see about putting together a PR. Otherwise I'm just wanting a few parts and pruning out the rest. I honestly have never even *looked* at many of them until now. Some really interesting stuff, including the huge Duna Habitat module thing. It's a 3-story apartment, complete with a wildly elaborate IVA. Some hidden treasures in this pack. Quote Link to comment Share on other sites More sharing options...
AnimaticalProductions Posted May 16, 2021 Share Posted May 16, 2021 So I've noticed that the bonny cockpit is almost impossible to use. Something about it's aerodynamics cause the plane to turn left and crash itself. Does anyone know how to fix this or should I just find another mod like Airplane Plus? Quote Link to comment Share on other sites More sharing options...
Squeaky Posted July 6, 2021 Share Posted July 6, 2021 Woop, updated for 1.12.1 ! Didnt expect this one to come back and didnt want to be that guy to ask Thank you for the update Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 6, 2021 Author Share Posted July 6, 2021 8 minutes ago, Squeaky said: Woop, updated for 1.12.1 ! Didnt expect this one to come back and didnt want to be that guy to ask Thank you for the update Wan't actually an update yet, just told Spacedock. There are some texture issues with 1.12, will be fixing that in a few days Quote Link to comment Share on other sites More sharing options...
Kerbal410 Posted July 11, 2021 Share Posted July 11, 2021 (edited) On 7/6/2021 at 9:15 AM, linuxgurugamer said: There are some texture issues with 1.12, will be fixing that in a few days are you talking about the parts that are 100% Black (Don'tstauputnik Probe Core, Tzar-Pushka, Commodore, Pancake, Perun, and Mokosh Liquid Fuel Engines, Extendable RCS boom, large Linear RCS array, and Conformal Rocket Cone), or the parts that are 50% white, 50% black (TR-35C, TR-50A, and TR-50B, Stack Decouplers and Veles Engine Block) or both? and can you remove the Mk0 liquid fuel fuselage because there is one in the game and the part from your mod is the same as the stock one. Edited July 11, 2021 by Kerbal410 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 12, 2021 Author Share Posted July 12, 2021 2 hours ago, Kerbal410 said: are you talking about the parts that are 100% Black (Don'tstauputnik Probe Core, Tzar-Pushka, Commodore, Pancake, Perun, and Mokosh Liquid Fuel Engines, Extendable RCS boom, large Linear RCS array, and Conformal Rocket Cone), or the parts that are 50% white, 50% black (TR-35C, TR-50A, and TR-50B, Stack Decouplers and Veles Engine Block) or both? and can you remove the Mk0 liquid fuel fuselage because there is one in the game and the part from your mod is the same as the stock one. Both, and no, I can't remove the part, since that would break any vessels that currently use it Quote Link to comment Share on other sites More sharing options...
Kerbal410 Posted July 13, 2021 Share Posted July 13, 2021 (edited) On 7/11/2021 at 5:04 PM, linuxgurugamer said: Both, and no, I can't remove the part, since that would break any vessels that currently use it that makes sense, but why did you have a part identical to a stock part in your mod in the first place? Edited July 13, 2021 by Kerbal410 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 14, 2021 Author Share Posted July 14, 2021 7 minutes ago, Kerbal410 said: that makes sense, but why did you have a part identical to a stock part in your mod in the first place? This is a very old mod. These parts existed long before the stock parts did Quote Link to comment Share on other sites More sharing options...
hraban Posted July 31, 2021 Share Posted July 31, 2021 Hello linuxgurugamer, with the current release you have also delivered a version of the Firespitter where two MODULES do not work correctly. If you are also active here, I would be very happy if the MODULE FSbuoyancy and MODULE FloaterModule receive an update. At the moment, formerly self-built, inflatable buoyancy modules no longer work. The following call was used: MODULE { name = FSbuoyancy buoyancyForce = 25.0 // the force applied to lift the part, scaled by depth according to buoyancyRange buoyancyRange = 1.0 // the max depth at which the buoyancy will be scaled up. at this depth, the force applied is equal to buyoancyForce. At 0 depth, the force is 0 buoyancyVerticalOffset = 0.0 // how high the part rides on the water in meters. Not a position offset inside the part. This will be applied in the global axis regardless of part rotation. Think iceberg/styrofoam. maxVerticalSpeed = 0.2 // the max speed vertical speed at which there will be a liftng force applied. Reduces bobbing. dragInWater = 1.5 // when in water, apply drag to slow the craft down. Stock drag is 3. debugMode = False // enables buoyancy control context menus waterImpactTolerance = 250 // For sea planes, any part in the water during take off should have a resistance high enough to withstand take off speeds. splashFXEnabled = False // on by default, creates splashes even deep under water currently... } MODULE { name = FloaterModule FireSpitterBuoyancyFieldName = buoyancyForce FireSpitterBuoyancyModuleName = FSbuoyancy deployAnimationName = deploy_CAIRF-S deployAnimationSpeed = -1.0 //animation shows float deflating, so speed needs to be reversed buoyancyWhenDeployed = 100.0 //in-game adjustable buyoancy % buoyancyWhenStowed = 0.0 maxBuoyancy = 100.0 pumpPower = 100.0 } Thank you very much! If, contrary to expectations, the post is in the wrong place, please accept my apologies. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 1, 2021 Author Share Posted August 1, 2021 21 hours ago, hraban said: Hello linuxgurugamer, with the current release you have also delivered a version of the Firespitter where two MODULES do not work correctly. If you are also active here, I would be very happy if the MODULE FSbuoyancy and MODULE FloaterModule receive an update. At the moment, formerly self-built, inflatable buoyancy modules no longer work. The following call was used: MODULE { name = FSbuoyancy buoyancyForce = 25.0 // the force applied to lift the part, scaled by depth according to buoyancyRange buoyancyRange = 1.0 // the max depth at which the buoyancy will be scaled up. at this depth, the force applied is equal to buyoancyForce. At 0 depth, the force is 0 buoyancyVerticalOffset = 0.0 // how high the part rides on the water in meters. Not a position offset inside the part. This will be applied in the global axis regardless of part rotation. Think iceberg/styrofoam. maxVerticalSpeed = 0.2 // the max speed vertical speed at which there will be a liftng force applied. Reduces bobbing. dragInWater = 1.5 // when in water, apply drag to slow the craft down. Stock drag is 3. debugMode = False // enables buoyancy control context menus waterImpactTolerance = 250 // For sea planes, any part in the water during take off should have a resistance high enough to withstand take off speeds. splashFXEnabled = False // on by default, creates splashes even deep under water currently... } MODULE { name = FloaterModule FireSpitterBuoyancyFieldName = buoyancyForce FireSpitterBuoyancyModuleName = FSbuoyancy deployAnimationName = deploy_CAIRF-S deployAnimationSpeed = -1.0 //animation shows float deflating, so speed needs to be reversed buoyancyWhenDeployed = 100.0 //in-game adjustable buyoancy % buoyancyWhenStowed = 0.0 maxBuoyancy = 100.0 pumpPower = 100.0 } Thank you very much! If, contrary to expectations, the post is in the wrong place, please accept my apologies. You didn't say what version of KSP you were running. In general, would be best to install the latest Firespitter. I don't maintain that, get it from here: http://snjo.github.io/ Quote Link to comment Share on other sites More sharing options...
hraban Posted August 1, 2021 Share Posted August 1, 2021 (edited) 18 minutes ago, linuxgurugamer said: You didn't say what version of KSP you were running. In general, would be best to install the latest Firespitter. I don't maintain that, get it from here: http://snjo.github.io/ Hello @linuxgurugamer, right, I forgot to mention that the described error with the latest version of the Firespitter occurs only in KSP 1.12. Edited August 1, 2021 by hraban Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 1, 2021 Author Share Posted August 1, 2021 23 minutes ago, hraban said: Hello @linuxgurugamer, right, I forgot to mention that the described error with the latest version of the Firespitter occurs only in KSP 1.12. Did you download the latest version of Firespitter? Quote Link to comment Share on other sites More sharing options...
hraban Posted August 1, 2021 Share Posted August 1, 2021 1 hour ago, linuxgurugamer said: Did you download the latest version of Firespitter? @linuxgurugamer Yes! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 1, 2021 Author Share Posted August 1, 2021 1 hour ago, hraban said: @linuxgurugamer Yes! And, where is the log file which I ask for, listed in every signature? Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ Quote Link to comment Share on other sites More sharing options...
hraban Posted August 1, 2021 Share Posted August 1, 2021 7 minutes ago, linuxgurugamer said: And, where is the log file which I ask for, listed in every signature? Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ @linuxgurugamer The Log-Part [LOG 17:20:41.875] PartLoader: Compiling Part 'Contares/Parts/AirBag/CAIRF-S/CAIRF-S' [ERR 17:20:41.882] Cannot find a PartModule of typename 'FloaterModule' [LOG 17:20:41.886] PartLoader: Part 'Contares/Parts/AirBag/CAIRF-S/CAIRF-S' has no database record. Creating. [LOG 17:20:41.886] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. [LOG 17:20:41.887] DragCubeSystem: Creating drag cubes for part 'CAIRF-S' [LOG 17:39:32.577] [MechJeb2] Loading Mechjeb Dev #1092 Sarbian [WRN 17:39:33.549] [Part]: PartModule indexing mismatch at CAIRF-S, index 0. Node 'ModuleAnimateGeneric' found in loaded data, but 'FSbuoyancy' is defined in prefab. Looking for ModuleAnimateGeneric in other indices... [WRN 17:39:33.549] ...no ModuleAnimateGeneric module found on part definition. Skipping... [WRN 17:39:33.550] [Part]: PartModule indexing mismatch at CAIRF-S, index 0. Node 'ModuleAnimateGeneric' found in loaded data, but 'FSbuoyancy' is defined in prefab. Looking for ModuleAnimateGeneric in other indices... [WRN 17:39:33.550] ...no ModuleAnimateGeneric module found on part definition. Skipping... [WRN 17:39:33.551] [Part]: PartModule indexing mismatch at CAIRF-S, index 0. Node 'ModuleAnimateGeneric' found in loaded data, but 'FSbuoyancy' is defined in prefab. Looking for ModuleAnimateGeneric in other indices... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 1, 2021 Author Share Posted August 1, 2021 (edited) On 8/1/2021 at 1:17 PM, hraban said: The Log-Part The whole log, not a snippet. post it on a file share share a post the link here. Do not paste the entire log here, it will be deleted Edited August 3, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
editor99 Posted August 3, 2021 Share Posted August 3, 2021 (edited) Quick question, is ksp++ still included in the mod? Edited August 3, 2021 by editor99 Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted August 3, 2021 Share Posted August 3, 2021 30 minutes ago, editor99 said: Quick question, is ksp++ still included in the mod? KSC++ is here now: Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 3, 2021 Author Share Posted August 3, 2021 New release, 0.3.29.7 Updated Firespitter dll Renamed DLL for CKAN compatibility Added AssemblyFileVersion Updated version file for 1.12 Quote Link to comment Share on other sites More sharing options...
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