vpupkin Posted February 22, 2016 Share Posted February 22, 2016 Can anyone share .zip as kerbalstuff is unavailable any more? Link to comment Share on other sites More sharing options...
Allarion Posted February 22, 2016 Share Posted February 22, 2016 (edited) On 2/23/2016 at 12:33 AM, vpupkin said: Can anyone share .zip as kerbalstuff is unavailable any more? As of now, the kerbalstuff torrent contains the Alpha 7.0: ( [Defunct link removed by a moderator] BahamutoD_531\Burn_Together\Burn_Together-alpha_7.0.zip ) Hope that helps Edited August 28, 2022 by James Kerman link removed Link to comment Share on other sites More sharing options...
JaffaFediration Posted March 5, 2016 Share Posted March 5, 2016 HELP! i can't find the part in the SPH, I've searched right through the part menu but it isn't there. Link to comment Share on other sites More sharing options...
stickman939 Posted March 24, 2016 Share Posted March 24, 2016 On 3/4/2016 at 4:34 PM, JaffaFediration said: HELP! i can't find the part in the SPH, I've searched right through the part menu but it isn't there. it should be in the command & control tab Link to comment Share on other sites More sharing options...
JaffaFediration Posted April 2, 2016 Share Posted April 2, 2016 yeah, that what I thought but it isn't there. Link to comment Share on other sites More sharing options...
funkcanna Posted April 8, 2016 Share Posted April 8, 2016 Will this be getting 1.1 love? Link to comment Share on other sites More sharing options...
Wayland Posted April 27, 2016 Share Posted April 27, 2016 Would really love to use this mod in 1.1 *crosses fingers*. Link to comment Share on other sites More sharing options...
thewayshemoves Posted May 2, 2016 Share Posted May 2, 2016 On 2/21/2016 at 10:33 AM, vpupkin said: Can anyone share .zip as kerbalstuff is unavailable any more? Same question. Kerbalstuff is gone and I can't find anywhere to get to mod. Link to comment Share on other sites More sharing options...
DMSP Posted May 5, 2016 Share Posted May 5, 2016 @BahamutoD Will we ever see an update for this? I thought it worked ok in 1.0 but now that KerbalStuff is down we are all unsure what to do. Link to comment Share on other sites More sharing options...
Aelfhe1m Posted May 7, 2016 Share Posted May 7, 2016 The code on GitHub can be recompiled against 1.1.2 with just one tiny edit to line 99 of utils.cs (and referencing the 1.1.2 DLLs in KSP): var angularVelocity = Quaternion.Inverse(vessel.ReferenceTransform.rotation) * vessel.rootPart.rb.angularVelocity; Limited testing shows rovers are very flaky (probably because of changes to the wheel physics) but two spacecraft in orbit moved in (relative) synchronicity over a series of manoeuvres (total delta-V expended 842 m/s, change in relative velocity 0.58 m/s, slight ignition timing differences mostly to blame). No exceptions from BT in output_log.txt. Link to comment Share on other sites More sharing options...
Fireheart318 Posted May 7, 2016 Share Posted May 7, 2016 Why am I not surprised you made this...? Link to comment Share on other sites More sharing options...
JebberJones Posted May 7, 2016 Share Posted May 7, 2016 Baham8 upd8 pls m80 m8. Link to comment Share on other sites More sharing options...
JebberJones Posted May 10, 2016 Share Posted May 10, 2016 On 07/05/2016 at 7:18 PM, Aelfhe1m said: The code on GitHub can be recompiled against 1.1.2 with just one tiny edit to line 99 of utils.cs (and referencing the 1.1.2 DLLs in KSP): var angularVelocity = Quaternion.Inverse(vessel.ReferenceTransform.rotation) * vessel.rootPart.rb.angularVelocity; Limited testing shows rovers are very flaky (probably because of changes to the wheel physics) but two spacecraft in orbit moved in (relative) synchronicity over a series of manoeuvres (total delta-V expended 842 m/s, change in relative velocity 0.58 m/s, slight ignition timing differences mostly to blame). No exceptions from BT in output_log.txt. After I edit that line, what do I do? Do I just toss the folder into GameData as is, or do I have to do something else? Link to comment Share on other sites More sharing options...
Aelfhe1m Posted May 10, 2016 Share Posted May 10, 2016 8 hours ago, JebberJones said: After I edit that line, what do I do? Do I just toss the folder into GameData as is, or do I have to do something else? You need to compile the code to get a new BurnTogether.dll. Then extract Burn_Together-alpha_7.0.zip (if you don't have it Google for it) and replace the DLL it provides with the new one. If @BahamutoD doesn't mind I could post a recompiled DLL (or even the full zip). NOTE: I have only done the minimum of testing with this so far and have no idea how you would go about fixing the issue with rovers. PS: forgot to enable RCS on my test space probes before. With it enabled station keeping became effectively perfect even after warping for many days with various random course correction manoeuvres. Link to comment Share on other sites More sharing options...
stickman939 Posted June 9, 2016 Share Posted June 9, 2016 On 5/10/2016 at 5:44 AM, Aelfhe1m said: You need to compile the code to get a new BurnTogether.dll. Then extract Burn_Together-alpha_7.0.zip (if you don't have it Google for it) and replace the DLL it provides with the new one. If @BahamutoD doesn't mind I could post a recompiled DLL (or even the full zip). NOTE: I have only done the minimum of testing with this so far and have no idea how you would go about fixing the issue with rovers. PS: forgot to enable RCS on my test space probes before. With it enabled station keeping became effectively perfect even after warping for many days with various random course correction manoeuvres. How did you edit the dll? I can't find the line: var angularVelocity = Quaternion.Inverse(vessel.ReferenceTransform.rotation) * vessel.rootPart.rb.angularVelocity; In the program I'm using (jetbrains dotpeek). Link to comment Share on other sites More sharing options...
Aelfhe1m Posted June 9, 2016 Share Posted June 9, 2016 4 hours ago, stickman939 said: How did you edit the dll? I can't find the line: var angularVelocity = Quaternion.Inverse(vessel.ReferenceTransform.rotation) * vessel.rootPart.rb.angularVelocity; In the program I'm using (jetbrains dotpeek). Downloaded the source files from GitHub, loaded into Visual Studio, changed references to point to 1.1.2 version KSP DLLs recompiled. Then fixed error on the listed line and compiled again. Combined DLL with other files from the alpha 7 zip. Link to comment Share on other sites More sharing options...
Thatguywholikesionengines Posted June 9, 2016 Share Posted June 9, 2016 Help! I can't turn the part on! Link to comment Share on other sites More sharing options...
riddik Posted June 13, 2016 Share Posted June 13, 2016 can somebody give a link to the serviceable dll? Link to comment Share on other sites More sharing options...
Secret Agent Kirrim Posted June 29, 2016 Share Posted June 29, 2016 We need this thread alive right now. I need this mod SOOOO BAAAAD @BahamutoDGet yo big butt down here! Link to comment Share on other sites More sharing options...
Redshift OTF Posted July 2, 2016 Share Posted July 2, 2016 I humbly request this mod to be remade for 1.1.3 please. I would love to use it to fly multiple helicopters in formation. It would make a great video. Link to comment Share on other sites More sharing options...
tetryds Posted July 2, 2016 Share Posted July 2, 2016 Remember that according to the rule 2.3f you may not repeat inquiries about updates from modders. For that reason this thread is being closed, if someone makes an unofficial port please create a new thread and don't forget proper licensing. BURN TOGETHER IS BEING MAINTAINED BY @Papa_Joe, YOU CAN FIND IT HERE: https://github.com/PapaJoesSoup/BurnTogether/releases Link to comment Share on other sites More sharing options...
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