Squiggsy Posted July 22, 2018 Share Posted July 22, 2018 Glad to see you continuing this on, I was surprised when I decided to give KSP a go again, went on CKAN and saw my old mod revived and still kicking, thanks for your hard work for the community Linuxgurugamer! I don't have time to maintain mods any more so your work is greatly appreciated Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 22, 2018 Author Share Posted July 22, 2018 New release, 0.1.2 Added SCANSat integration patch On 5/15/2018 at 1:12 AM, Jivaii said: Could we get a scansat integration? Or is it as simple as adding the scansat modules into the SSR scanner part? Done 3 hours ago, Squiggsy said: Glad to see you continuing this on, I was surprised when I decided to give KSP a go again, went on CKAN and saw my old mod revived and still kicking, thanks for your hard work for the community Linuxgurugamer! I don't have time to maintain mods any more so your work is greatly appreciated Nice to see you. Glad you approve. Would you still have the original models around? There are a couple of small issues which need to be fixed (offset thrust on the engines), I need the models to do that. Thanks Quote Link to comment Share on other sites More sharing options...
Squiggsy Posted July 22, 2018 Share Posted July 22, 2018 (edited) 24 minutes ago, linuxgurugamer said: Nice to see you. Glad you approve. Would you still have the original models around? There are a couple of small issues which need to be fixed (offset thrust on the engines), I need the models to do that. Thanks Unfortunately my hard drive died a while back and I didn't have a back up so all my old models are gone sorry bout that Edit : Is it not possible to use this to import the .mu into blender and grab the model that way? Edited July 22, 2018 by Squiggsy Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 4, 2018 Author Share Posted October 4, 2018 New release, 0.1.2.1 minor typo and spelling fixes Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 4, 2018 Author Share Posted October 4, 2018 On 7/22/2018 at 11:01 AM, Squiggsy said: Edit : Is it not possible to use this to import the .mu into blender and grab the model that way? I can't, but I know some people can, am hoping someone will step up to help Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 5, 2018 Author Share Posted October 5, 2018 7 hours ago, Oneiros said: This is awesome. I'd be happy to jump on board and help with this, though I'm a bit rusty when it comes to blender, and I'm not sure exactly what you need. If you can clarify and I can google, it should be possible. I'll plan on integrating this into Unmanned Tech as a potential alternative, or companion, to the 0.35m sounding rockets (which also adds 0.35m chutes and a few other miniature goodies, for the person who mentioned that). Also, do you mind if I send a few pull requests via GitHub? The battery is in the wrong category, and I wouldn't mind enhancing that little survey scanner so it can run experiments (if you think that's a good idea). PRs are always welcome. Regarding the models, There are a couple of small issues which need to be fixed (offset thrust on the engines). The big culprit is the micro engine with 4 thrusters, one at each corner. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 5, 2018 Author Share Posted October 5, 2018 New release, 0.1.2.2 Updated category for the battery Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted October 6, 2018 Share Posted October 6, 2018 On 10/5/2018 at 6:46 AM, linuxgurugamer said: PRs are always welcome. Regarding the models, There are a couple of small issues which need to be fixed (offset thrust on the engines). The big culprit is the micro engine with 4 thrusters, one at each corner. As a stop-gap* measure, you can nudge the model a little so that the total thrust vector is brought under the centerline: // Replace the existing model definition line: // mesh = model.mu MODEL { model = SquiggsySpaceResearch/Parts/MicroSat/MicroLqdFuelEngine/MicroSatLqdFuelEngine position = 0.002, 0.0, 0.011 } * I call it 'stop-gap', but it actually causes a visual gap/offset with the fuel tank above...I did this with one of the Ven's Stock Revamp engines, but since that was a 2.5m engine, the offset of a few millimeters wasn't as obvious. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 6, 2018 Author Share Posted October 6, 2018 55 minutes ago, Kerbas_ad_astra said: As a stop-gap* measure, you can nudge the model a little so that the total thrust vector is brought under the centerline: // Replace the existing model definition line: // mesh = model.mu MODEL { model = SquiggsySpaceResearch/Parts/MicroSat/MicroLqdFuelEngine/MicroSatLqdFuelEngine position = 0.002, 0.0, 0.011 } * I call it 'stop-gap', but it actually causes a visual gap/offset with the fuel tank above...I did this with one of the Ven's Stock Revamp engines, but since that was a 2.5m engine, the offset of a few millimeters wasn't as obvious. Thanks. I'll probably release this, but would really like if someone could fix the model itself. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 7, 2018 Author Share Posted October 7, 2018 Unfortunately, there is still offset thrust, even with your change, and I don't have time to fiddle with it right now. If you can get it centered, I'd be happy to release it, the offset is small enough to be ignorable Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted October 7, 2018 Share Posted October 7, 2018 Instead of trying to find the exact offset, I just duplicated the model and flipped one. It looks a little weird in the editor due to z-fighting, but at least it's now perfectly balanced...as all things should be. MODEL { model = SquiggsySpaceResearch/Parts/MicroSat/MicroLqdFuelEngine/MicroSatLqdFuelEngine } MODEL { model = SquiggsySpaceResearch/Parts/MicroSat/MicroLqdFuelEngine/MicroSatLqdFuelEngine rotation = 0, 180, 0 } Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 7, 2018 Author Share Posted October 7, 2018 1 hour ago, Kerbas_ad_astra said: Instead of trying to find the exact offset, I just duplicated the model and flipped one. It looks a little weird in the editor due to z-fighting, but at least it's now perfectly balanced...as all things should be. MODEL { model = SquiggsySpaceResearch/Parts/MicroSat/MicroLqdFuelEngine/MicroSatLqdFuelEngine } MODEL { model = SquiggsySpaceResearch/Parts/MicroSat/MicroLqdFuelEngine/MicroSatLqdFuelEngine rotation = 0, 180, 0 } Hmmm. I wonder what does to the total thrust, since there are now 2x as many thrust transforms. I’ll have to test Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 7, 2018 Author Share Posted October 7, 2018 Works well, thanks New release, 0.1.2.3 Fixed offset thrust in the liquid fuel engine Note that there will be a little bit of Z fighting in the editor on the engine as a result of this fix. It can be safely ignored Quote Link to comment Share on other sites More sharing options...
StevieC Posted October 21, 2018 Share Posted October 21, 2018 Small request: a decoupler that is like the existing microsat decoupler except it decouples on the round/octagonal flange Quote Link to comment Share on other sites More sharing options...
Mecripp Posted October 21, 2018 Share Posted October 21, 2018 1 hour ago, StevieC said: Small request: a decoupler that is like the existing microsat decoupler except it decouples on the round/octagonal flange If you know alittle about MM you can make a patch that copies the part MODULE { name = ModuleDecouple ejectionForce = 10 explosiveNodeID = top // <---------- here to bottom } so it looks like MODULE { name = ModuleDecouple ejectionForce = 10 explosiveNodeID = bottom } so you have both if you want all you have to do is change the explosiveNodeID = bottom here is a patch +PART[35decoupler] { @name = 35decouplerB %title = #LOC_SSR_35decouplerB_title // #35decouplerB_title = Octagonal Adaptive DecouplerB @MODULE[ModuleDecouple] { @explosiveNodeID = bottom } } Quote Link to comment Share on other sites More sharing options...
Dr. TarB Posted November 20, 2018 Share Posted November 20, 2018 @linuxgurugamer Sorry for disturbing you with such a little thing, it's just FYI - CKAN insallation of this refers to the old release of FMRS v1.1.0.1 in recommended mods. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 21, 2018 Author Share Posted November 21, 2018 (edited) 1 hour ago, Dr. TarB said: @linuxgurugamer Sorry for disturbing you with such a little thing, it's just FYI - CKAN insallation of this refers to the old release of FMRS v1.1.0.1 in recommended mods. What version of KSP are you running? When you installed it via CKAN, what were the compatible KSP versions set to? When was the last time you refreshed the mod list in CKAN (ie: Refresh button)? Edited November 21, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Dr. TarB Posted November 21, 2018 Share Posted November 21, 2018 10 minutes ago, linuxgurugamer said: What version of KSP are you running? When you installed it via CKAN, what were the compatible KSP versions set to? When was the last time you refreshed the mod list in CKAN (ie: Refresh button)? Game ver. 1.5.1, I've installed it just an hour ago, that's the screenshot (I've refreshed CKAN right before making it): Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 21, 2018 Author Share Posted November 21, 2018 Ok, I’ll take a look. Thanks for letting me know Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 21, 2018 Author Share Posted November 21, 2018 Refresh you CKAN, it should be fixed Quote Link to comment Share on other sites More sharing options...
Dr. TarB Posted November 21, 2018 Share Posted November 21, 2018 8 hours ago, linuxgurugamer said: Refresh you CKAN, it should be fixed Yes, it's ok now Quote Link to comment Share on other sites More sharing options...
ondert Posted January 14, 2019 Share Posted January 14, 2019 Does this work with 1.6? thanks Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted January 20, 2019 Share Posted January 20, 2019 @CobaltWolf know any of the modelers who would be willing to take this part and remove the collar? It otherwise fits nice on a 0.35m tank and is pretty much the best engine I can find that does: Quote Link to comment Share on other sites More sharing options...
ondert Posted February 9, 2019 Share Posted February 9, 2019 Hello, I'm not able to use FD-01 Smallfield Dish Antenna as a relay antenna although its type is Relay. Also, I checked the cfg file and it's written "relay" there. Additionally, I've seen the survey scanner doesn't work either. I used to play on version 1.5.1 and playing 1.6.1 now. However, it was same in version 1.5.1. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 7, 2019 Author Share Posted March 7, 2019 New release, 0.1.2.7 Added whitelist file for the new ReStock mod Quote Link to comment Share on other sites More sharing options...
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