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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90


nli2work

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I'm not sure if i'm just not doing something right, but it seems that when I use the retro parts to build a plane/jet, that the parts don't have any fuel in them. This happens after i've set them to liquid fuel, though after i've done so, I'm not given the option to adjust how much fuel they start with.

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@DarkProphet probably need to update firespitter plugin http://snjo.github.io/

@Axelord, yep! there are a few in there already.

I saw a lot of pulsejets but I don't recall any pulse detonation engines or did they come in a recent version I've yet to try?

Mmm, gotta make sure. I'll try to see which version I've got when I get home but I'm sure I've got 1.7 at least and I see nothing about a PDE in the changelog thereafter.

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I saw a lot of pulsejets but I don't recall any pulse detonation engines or did they come in a recent version I've yet to try?

Mmm, gotta make sure. I'll try to see which version I've got when I get home but I'm sure I've got 1.7 at least and I see nothing about a PDE in the changelog thereafter.

the radial rotating VTOL engines are PDEs... loosely speaking. they'll do mach 3+ and have almost no throttle lag. (looks like I missed a few CFGs fixing throttle lag). I decided to make them somewhat conservative. the PDE figures I can find vary wildly. I can't find any data on the only flying example, and that one only ran for half a min or so.

*updated files with correct response speed for the PDEs

Edited by nli2work
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@Hodo, there should be one in there. very simple part, should load without any problems

@DarkProphet, hm... hard to say. The only time the tanks setups change is if ModularFuelTanks is installed, in which case FS fuel switch is removed, and replaced with MFT's fuel module. The mesh switch will only change the color coding on the tanks. post the output_log.txt from KSP_Data; maybe there's something in there to tell what the problem is.

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@Hodo, there should be one in there. very simple part, should load without any problems

@DarkProphet, hm... hard to say. The only time the tanks setups change is if ModularFuelTanks is installed, in which case FS fuel switch is removed, and replaced with MFT's fuel module. The mesh switch will only change the color coding on the tanks. post the output_log.txt from KSP_Data; maybe there's something in there to tell what the problem is.

I will look again tonight after I update to the new one.

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Hey, I love that high viz cockpit, the only logical thing to do with it though was put it on a 100t ballast part, put it on 10 rove-max wheels, and drive it around the floor of the ocean. =P Anyway, the issue is that the IVA for that part appears even when flying a completely different ship! i have been having this terrible crashing to desktop issue over the last few days trying to launch one of my older designs, I eventually tracked it down to the fact that my underwater rover was near KSC which triggered the IVA bug which barfed the game. =( I don't know if there is anything you can do about this, but plz look into it, make sure all your { are balanced, etc...

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Hey, I love that high viz cockpit, the only logical thing to do with it though was put it on a 100t ballast part, put it on 10 rove-max wheels, and drive it around the floor of the ocean. =P Anyway, the issue is that the IVA for that part appears even when flying a completely different ship! i have been having this terrible crashing to desktop issue over the last few days trying to launch one of my older designs, I eventually tracked it down to the fact that my underwater rover was near KSC which triggered the IVA bug which barfed the game. =( I don't know if there is anything you can do about this, but plz look into it, make sure all your { are balanced, etc...

I don't quite understand the problem. you are talking about the transparent pods? which cockpit are you referring to?

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A little bug report: The colliders on RetroFuture PWings are longer - span wise - than the visual mesh. It's evident when mousing over them.

Beside that let you be told that i love the artwork. It seems it was very much inspired by The Wings of Honneamise. Looks so cool :D

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A little bug report: The colliders on RetroFuture PWings are longer - span wise - than the visual mesh. It's evident when mousing over them.

Beside that let you be told that i love the artwork. It seems it was very much inspired by The Wings of Honneamise. Looks so cool :D

Yeah, it's something I've been trying to sort out for along time. still not successful. collider box will be correct as long as you make the wing larger than default size, but when not when it's smaller than default size. I'll ask DYJ when I get back.

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In my case the collider box was larger than the graphics mesh. I would have liked to help but i've forgotten most of what i knew about PWings. Anyway it is not a big deal unless you try to put them in a cargo hold ;)

Another minor nitpick: you fitted nose cones with Reaction wheels and antennas. It took me a while to figure out where the reaction wheel torque was coming from. Didn't really expect it in an aerodynamics part. Personally i'd remove this stuff because it goes totally against the conventions. But you probably won't do that, so i suggest to put them under control parts :D

Edit: Retro Future is not only good for planes :)http://i.imgur.com/pD22aPw.jpg (pretty big image)

Edited by DaMichel
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I'm trying to run Reto Future 172b on KSP 0.90 and the startup process hangs as the progress bar shows the ED250 engine loading. Not sure what could be causing that. I've tried pulling out the whole RetroFuture pack and it started, so next I'll try pulling just that part and see what happens.

Edit: No luck. I took out ED250 and startup hung on another RF part. Then I took out all of RetroFuture and KSP started up fine (with loads of other mods). I guess I'll have to wait for this one a while.

Edited by ultrasquid
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I'm trying to run Reto Future 172b on KSP 0.90 and the startup process hangs as the progress bar shows the ED250 engine loading. Not sure what could be causing that. I've tried pulling out the whole RetroFuture pack and it started, so next I'll try pulling just that part and see what happens.

Edit: No luck. I took out ED250 and startup hung on another RF part. Then I took out all of RetroFuture and KSP started up fine (with loads of other mods). I guess I'll have to wait for this one a while.

yeah at this point I would have to say that you should wait out until everythings updated because my games even more unplayable than before because it crashes at least 8 times out of 10

Update: Yeah I tried to use the X31 cockpit and as soon as I tried to get another part the game would automaticly crash. I think it can be said that .90 has effectively killed my game

Edited by KazeNinja
Additional Testing Results
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Cant wait until Retro-Future is v0.9. After playing KSP for a few years I finally decided to try out some planes... RF is one of the first mods I picked up after figuring out FAR with B9 and FireSpitter.

I only got a few hours playtime because Im silly. I didnt realize as I wiped my copy of 0.25 and reinstalled from Steam that I was actually installing v0.9 (I was doing a fresh install so I could build a stable mod library around Retro Future). sigh.

IVA was exceptional for the few minutes of flight time I got... had vesselview and scansat ready for install.... except nothing worked as I had v0.9.

My fave mods now: B9, Firespitter, FAR, RPM, Procedural Wings. Cross my fingers that RF will continue its compatibility.

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