blackheart612 Posted October 10, 2014 Author Share Posted October 10, 2014 SDHI SMS has been updated and is now compatible with KSP 0.25.x.Thank you, sumghai! There we go Just use the more updated versions of the plugins and it will be fine. Link to comment Share on other sites More sharing options...
rcollier Posted October 10, 2014 Share Posted October 10, 2014 Not sure if anyone else is having this problem. Playing around with .25, I am not getting the "decouple" option when right clicking on the service module decoupler. Link to comment Share on other sites More sharing options...
blackheart612 Posted October 10, 2014 Author Share Posted October 10, 2014 That is quite strange, mine works. have you updated to the latest version of SDHI? Link to comment Share on other sites More sharing options...
MysteriousSteve Posted October 10, 2014 Share Posted October 10, 2014 SDHI SMS has been updated and is now compatible with KSP 0.25.xCool! Thanks for telling me guys. Link to comment Share on other sites More sharing options...
sumghai Posted October 10, 2014 Share Posted October 10, 2014 Not sure if anyone else is having this problem. Playing around with .25, I am not getting the "decouple" option when right clicking on the service module decoupler.Did you install the Animated Decouplers plugin by Starwaster?It's listed as a dependency for SDHI, and by extension, Aerojet Kerbodyne. Link to comment Share on other sites More sharing options...
rcollier Posted October 11, 2014 Share Posted October 11, 2014 Did you install the Animated Decouplers plugin by Starwaster?It's listed as a dependency for SDHI, and by extension, Aerojet Kerbodyne.I must have missed it while grabbing the updates. Sorry for the trouble and thanks for the help. Great mods by the way, both AK and SDHI. Link to comment Share on other sites More sharing options...
blackheart612 Posted October 11, 2014 Author Share Posted October 11, 2014 I must have missed it while grabbing the updates. Sorry for the trouble and thanks for the help. Great mods by the way, both AK and SDHI.Wouldn't be possible without SDHI. Link to comment Share on other sites More sharing options...
technerd89 Posted October 13, 2014 Share Posted October 13, 2014 (edited) Ive encountered a few possible part scale bugs that may be related to the 0.25 scale bug "fix". Lightly-modded 0.25 32bit install, let me know if I can provide you any further information. Edited October 13, 2014 by technerd89 Making picture-load friendly Link to comment Share on other sites More sharing options...
AppleDavidJeans Posted October 13, 2014 Share Posted October 13, 2014 Ive encountered a few possible part scale bugs that may be related to the 0.25 scale bug "fix". Lightly-modded 0.25 32bit install, let me know if I can provide you any further information.http://cloud-4.steampowered.com/ugc/43107419865998447/3A94FD46789B21A02C8BC13B4BB8C9B58A64B466/http://cloud-4.steampowered.com/ugc/43107419866003649/247CAF6CAA193080F41F1363F8B66726DA44717F/http://cloud-4.steampowered.com/ugc/43107419866007919/92B1545875B0FF8DDB1B6ED369B7A1D4AE9A71FD/Yeah I'm having that same problem. Link to comment Share on other sites More sharing options...
blackheart612 Posted October 15, 2014 Author Share Posted October 15, 2014 Part sizes are fixed, I removed firespitter because I have no idea why it is there but oh well, report if there are problems (because it isn't updated it so I removed it).Enjoy Link to comment Share on other sites More sharing options...
technerd89 Posted October 17, 2014 Share Posted October 17, 2014 Firespitter is still in the 3.0.3 package on KerbalStuff as of this post writing. In regards to that, I BELIEVE (dont quote me) that I read in a post that there is a compatible Firespitter DLL on their github, it simply continues to throw version checker errors. Link to comment Share on other sites More sharing options...
NavyGuy2007 Posted October 19, 2014 Share Posted October 19, 2014 (edited) Maybe I missed something but I still get the skirt not separating issue. I've gone over my install several times and I have everything, including SDHI and all its dependencies but I don't have the option when I right-click in the VAB to turn off nodes.EDIT: I should note, .25 32bit. Edited October 19, 2014 by NavyGuy2007 Link to comment Share on other sites More sharing options...
blackheart612 Posted October 20, 2014 Author Share Posted October 20, 2014 I have noticed an issue with the aerocap as well, I am going to investigate it along with that issue. I'll try if I can replicate yours Link to comment Share on other sites More sharing options...
technerd89 Posted October 20, 2014 Share Posted October 20, 2014 I have noticed an issue with the aerocap as well, I am going to investigate it along with that issue. I'll try if I can replicate yoursSame, it did not want to let go of the SDHI Clamp-o-chute. Yanked it right off and cost me a Taurus pod Link to comment Share on other sites More sharing options...
blackheart612 Posted October 20, 2014 Author Share Posted October 20, 2014 Same, it did not want to let go of the SDHI Clamp-o-chute. Yanked it right off and cost me a Taurus pod Aerojet Kerbodyne is ready to take responsibility and would like to extend a hand to those who died if there are any. Link to comment Share on other sites More sharing options...
NavyGuy2007 Posted October 20, 2014 Share Posted October 20, 2014 I have noticed with the skirts its kind of like there's two nodes in there, a top and bottom but its only like half a hair width below it. If yo hold the skirt at the right place you'll notice it swapping between the two, both showing green but its the bottom one you what, if you time it and catch it just right it will separate fine. Link to comment Share on other sites More sharing options...
okan170 Posted October 21, 2014 Share Posted October 21, 2014 Nearly had some Kerbals fall into the same fate! (thank god for pad abort testing... though the ship probably didn't need to be up so high...)Edit: also happens with the stock docking port. Link to comment Share on other sites More sharing options...
blackheart612 Posted October 22, 2014 Author Share Posted October 22, 2014 I have noticed with the skirts its kind of like there's two nodes in there, a top and bottom but its only like half a hair width below it. If yo hold the skirt at the right place you'll notice it swapping between the two, both showing green but its the bottom one you what, if you time it and catch it just right it will separate fine.This is why there is node toggle so you don't have to struggle doing that.Update to 3.0.4Fixed the wild flinging of Taurus Pod because of the clipping of collider issue.Thank you very much for reporting. Link to comment Share on other sites More sharing options...
okan170 Posted October 22, 2014 Share Posted October 22, 2014 Seems to have done the trick! Has anyone gotten this offset with the fairings? Link to comment Share on other sites More sharing options...
blackheart612 Posted October 23, 2014 Author Share Posted October 23, 2014 You might be using the wrong set That adapter uses different fairings. Much more it uses a different tank but I am not sure yet if that other fairing fits it if it is set up like that. Link to comment Share on other sites More sharing options...
okan170 Posted October 23, 2014 Share Posted October 23, 2014 Did a quick check with both sizes and also Tweakscaled to see if maybe it worked on one and not the other. Both are offset a bit down and in from where they should be. Link to comment Share on other sites More sharing options...
Mecripp Posted October 23, 2014 Share Posted October 23, 2014 (edited) If anyone that love's blackheart612 great job but feel the engines just didn't have the power they should you can try this edit in just a couple of spots PART{// --- general parameters ---name = HG10B2module = Partauthor = blackheart612// --- asset parameters ---mesh = model.murescaleFactor = 1// --- node definitions ---node_stack_top = 0.0, 0.25, 0, 0.0, 1.0, 0.0, 1node_stack_top1 = 0.0, 0.74, 0, 0.0, 1.0, 0.0, 1node_stack_bottom = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, 1// --- FX definitions ---fx_exhaustFlame_blue_small = 0.0, -9, 0.0, 0.0, 1.0, 0.0, runningfx_exhaustLight_blue = 0.0, -9, 0.0, 0.0, 0.0, 1.0, runningfx_smokeTrail_light = 0.0, -9, 0.0, 0.0, 1.0, 0.0, runningfx_exhaustSparks_flameout = 0.0, -9, 0.0, 0.0, 1.0, 0.0, flameout// --- Sound FX definition ---sound_engage = engagesound_loop = runningsound_off = disengagesound_out = flameout// --- editor parameters ---TechRequired = heavyRocketrycost = 1100category = 0subcategory = 0title = HG-10B-2 Liquid Fuel Enginemanufacturer = J&B Kerbodynedescription = A very powerful, versatile upperstage engine. This engine is designed with a 1.58m sized adapter for the ICPS where it can be attached. It is the main propulsion of the ICPS.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 1,0,1,0,0// --- standard part parameters ---mass = 2.3dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 8maxTemp = 2800breakingForce = 1200breakingTorque = 1200stagingIcon = LIQUID_ENGINEMODULE{name = ModuleJettisonjettisonName = FuellinebottomNodeName = top1isFairing = TruejettisonedObjectMass = 0.1jettisonForce = 5jettisonDirection = 0 0 1}MODULE{name = ModuleAnimateHeatThermalAnim = 10B2Heat}EFFECTS{running_closed{AUDIO{channel = Shipclip = AerojetKerbodyne/Sounds/upperloopvolume = 0.0 0.0volume = 1.0 1.0pitch = 0.0 0.2pitch = 1.0 1.0loop = true}PREFAB_PARTICLE{prefabName = fx_smokeTrail_lightemission = 0.0 0.0[COLOR="#FF0000"]emission = 0.66 0.0emission = 0.068 0.75emission = 1.0 1.25 1.668269 1.668269 <------ this[/COLOR]speed = 0.0 0.25speed = 1.0 1.0localOffset = 0, 0, 1}MODEL_MULTI_PARTICLE{modelName = AerojetKerbodyne/FX/AK10FlametransformName = thrustTransformemission = 0.0 0.0[COLOR="#FF0000"]emission = 0.66 0.0emission = 0.068 0.75emission = 1.0 1.25 1.668269 1.668269 <-----------this[/COLOR]speed = 0.0 0.5speed = 1.0 1.2}}engage{AUDIO{channel = Shipclip = AerojetKerbodyne/Sounds/upperstartvolume = 1.0pitch = 2.0loop = false}}flameout{PREFAB_PARTICLE{prefabName = fx_exhaustSparks_flameouttransformName = smokePointoneShot = true}AUDIO{channel = Shipclip = AerojetKerbodyne/Sounds/upperoutvolume = 1.0pitch = 2.0loop = false}}}MODULE{name = ModuleEnginesFXthrustVectorTransformName = thrustTransformengineID = HG10B2runningEffectName = running_closedexhaustDamage = TrueignitionThreshold = 0.1minThrust = 0maxThrust = 175heatProduction = 300fxOffset = 0, 0, 0.21PROPELLANT{name = LiquidFuelratio = 0.9DrawGauge = True}PROPELLANT{name = Oxidizerratio = 1.1}atmosphereCurve{key = 0 375key = 1 270}}MODULE{name = ModuleGimbalgimbalTransformName = thrustTransformgimbalRange = 0.5}MODULE{name = TweakScaletype = stackscaleFactors = 1, 1.5scaleNames = 1.58m, 3.16mtechRequired = heavyRocketry, heavierRocketry}} to me it looks like it made a good change and here is where, I got the INFO http://forum.kerbalspaceprogram.com/threads/93332-INFO-KSP-floatCurves-and-you-the-magic-of-tangents Edited October 23, 2014 by Mecripp2 Link to comment Share on other sites More sharing options...
blackheart612 Posted October 23, 2014 Author Share Posted October 23, 2014 Thanks for posting it here MeCripp, definitely gotta include that on next releaseDid a quick check with both sizes and also Tweakscaled to see if maybe it worked on one and not the other. Both are offset a bit down and in from where they should be.http://i.imgur.com/87xBhu5l.pngMay I ask if you really want to use the service tank with that adapter? I can probably find a way to fit them but that service module fits the bigger engine + high adapter. The other tank has its own set and they have their respective fairings. I don't know if that is the answer to that issue but, it's worth a shot. Link to comment Share on other sites More sharing options...
Darth Lazarus Posted October 23, 2014 Share Posted October 23, 2014 finaly i found this beautifull mod again ! while browsing my files on my harddrive, i noticed that i had the old "SDHI extension" ... so i searched for an updated version for 0,25 ... and foudn this. great work good improvments in the nodes for the engines Link to comment Share on other sites More sharing options...
Mecripp Posted October 23, 2014 Share Posted October 23, 2014 I made alittle patch that should give engine's that use the new FX alittle boost that's if, I wrote it right. https://dl.dropboxusercontent.com/u/72893034/Alittle_Engine_Boost.cfg.zip Link to comment Share on other sites More sharing options...
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