lo-fi Posted August 18, 2014 Author Share Posted August 18, 2014 Hahaha! Marvellous. The repulsors seem to create massive drag when scaled up, so that might well be it. I take it you're not running FAR? I'll see what I can do in the configs, though there is a host of stuff you can play with in TweakScale too. I believe the stock drag model works (somewhat erroneously) on weight, so that might also be a factor for that big craft. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 19, 2014 Share Posted August 19, 2014 oh dear drag model override seems to have slipped into the config.. now how can that have happened:cool: Link to comment Share on other sites More sharing options...
Justin Kerbice Posted August 19, 2014 Share Posted August 19, 2014 Stock use mass for drag value, see StockDragFix, it's light and just change the drag at least. Not as big change as FAR/NEAR. it may help .@SpannerMonkey: you made really crazy things . Link to comment Share on other sites More sharing options...
Horus Posted August 19, 2014 Share Posted August 19, 2014 Is it possible to make repulsors gliding over the water? Link to comment Share on other sites More sharing options...
OrbitusII Posted August 19, 2014 Share Posted August 19, 2014 Is it possible to make repulsors gliding over the water?That is what lo-fi has been working on. I believe the update may have added that functionality. Link to comment Share on other sites More sharing options...
QuantumX Posted August 19, 2014 Share Posted August 19, 2014 Could i ask for the mod to work with tweakable Mod to be able to change the sizes of the wheels and track..But as a wish items perhaps a few extra Tracks as well.Again I LOVE the repulsors, Moon Speeders are the way to go Link to comment Share on other sites More sharing options...
Horus Posted August 19, 2014 Share Posted August 19, 2014 Yes, TweakScale support would be just marvelous.Thanks for really great mod. Repulsors - 1 love. Link to comment Share on other sites More sharing options...
lo-fi Posted August 19, 2014 Author Share Posted August 19, 2014 Thanks guys. Just getting to grips with proper TweakScale integration and the water code has been released to the development team pending testing and final tweaking. Link to comment Share on other sites More sharing options...
Horus Posted August 19, 2014 Share Posted August 19, 2014 Btw. is it also possible to add thrustVectorTransform to a repulsor model, so some engine effects could be added? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 19, 2014 Share Posted August 19, 2014 Yes done it already , As part of my serial plugin abuse I have a set if IR controlled repulsors that have engines , works quite well although the balance is somewhat messed up with best positions for a repulsor, so like all these things it turns out to be a compromise Link to comment Share on other sites More sharing options...
Horus Posted August 19, 2014 Share Posted August 19, 2014 I have one more request. Is it possible to make repulsors height control available for action groups? Link to comment Share on other sites More sharing options...
QuantumX Posted August 19, 2014 Share Posted August 19, 2014 (edited) I have one more request. Is it possible to make repulsors height control available for action groups?It already is... Extend and Retract are Up and Down respectively. each time you press extend it add 0.5 to height. so press extend 16 times to get max height of 8. and opposite for the retract function. Edited August 19, 2014 by QuantumX Link to comment Share on other sites More sharing options...
Horus Posted August 19, 2014 Share Posted August 19, 2014 (edited) Silly me. ActionGroups are really working. Edited August 19, 2014 by Horus Link to comment Share on other sites More sharing options...
Damaske Posted August 19, 2014 Share Posted August 19, 2014 Just messing around with resized tracks and came up with this monster.http://www.twitch.tv/damaske/c/4943586 Link to comment Share on other sites More sharing options...
The Space Man Posted August 20, 2014 Share Posted August 20, 2014 Anyone else still getting random loss of repulsion in 1.4?My crafts keep randomly dropping to one side and go BOOM Link to comment Share on other sites More sharing options...
Robotengineer Posted August 20, 2014 Share Posted August 20, 2014 Anyone else still getting random loss of repulsion in 1.4?My crafts keep randomly dropping to one side and go BOOM -Snip-Likely caused by lack of electricity, sometimes it seems to not flow to the repulsor. Link to comment Share on other sites More sharing options...
xxjetterxx Posted August 20, 2014 Share Posted August 20, 2014 Have you checked the power consumption? Link to comment Share on other sites More sharing options...
The Space Man Posted August 20, 2014 Share Posted August 20, 2014 Likely caused by lack of electricity, sometimes it seems to not flow to the repulsor.There's definitely no lack of electricity on my crafts as the batteries i use have 32000 charge each. Link to comment Share on other sites More sharing options...
Hellbrand Posted August 20, 2014 Share Posted August 20, 2014 Are these compatible with the older tracks form electronic fox? Link to comment Share on other sites More sharing options...
lo-fi Posted August 20, 2014 Author Share Posted August 20, 2014 (edited) I thought I'd got it nailed. Could you post an output_log please? Cool craft design. One thought is you've got an old version of the plugin knocking about, so maybe just double check that.I'm about to overhaul it again anyway, as I found a better method for dealing with power and the next release will add the wicked APU Spanner built.Nice work, Damaske Thanks for helping with the queries and support requests, guys. I really appreciate it. Edited August 20, 2014 by lo-fi Link to comment Share on other sites More sharing options...
Gaalidas Posted August 20, 2014 Share Posted August 20, 2014 Are these compatible with the older tracks form electronic fox?While I doubt anything would explode if you used them together, the plugin, and thus the parts and the module they reference, will be different and will likely not work "together" so to speak. Unfortunately those older tracks don't work too well under the current KSP build. Link to comment Share on other sites More sharing options...
Gaalidas Posted August 20, 2014 Share Posted August 20, 2014 Anyone else still getting random loss of repulsion in 1.4?My crafts keep randomly dropping to one side and go BOOM Y'know, I could be completely mistaken because, honestly, I have a horrible lack of experience in these matters but... I was noticing in those shots that a few of your engines are reporting less fuel available than others. Now, I have no idea where each of those gauges are in reference to their actual engines, but I do know that something could be out of balance there. I know from my experimenting that even the repulsors are still subject to balance issues. So, my theory is that the repulsors are still working, they're just under a heavier load than the other side of the craft and are buckling under the strain. The repulsors on the other side of the craft are being lifted off the ground (just imaging them as wheels with actual contact with the surface of the planet) and, as happens when the wheels on one side of a vehicle fail, the craft teeters off to one side and looses a heated argument with the pavement, so to speak.However, I am just speculating here. Link to comment Share on other sites More sharing options...
The Space Man Posted August 20, 2014 Share Posted August 20, 2014 I thought I'd got it nailed. Could you post an output_log please? Cool craft design. One thought is you've got an old version of the plugin knocking about, so maybe just double check that.I'm about to overhaul it again anyway, as I found a better method for dealing with power and the next release will add the wicked APU Spanner built.Nice work, Damaske Thanks for helping with the queries and support requests, guys. I really appreciate it.A search finds only one Wheels.dll Here's my output_log.txt@GaalidasYeah i've made that mistake before, but in this case there's less fuel available to the engines in the middle of the craft so no balance issues. I also use TAC Fuel Balancer when needed. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 20, 2014 Share Posted August 20, 2014 Just lighting up KSC with enough lights to rival the sun The APU function is so very cool, lights on battery drain increases apu speeds up, and recharges the battery how cool is that!! so glad you left the sound, it just adds to the coolness, damn fine job that man, carry on! Link to comment Share on other sites More sharing options...
lo-fi Posted August 20, 2014 Author Share Posted August 20, 2014 Thanks TSM. Looks like a few structural failures etc. before the messages saying the repulsors retracted due to low electricity. Search the log for 'retracting' and look up from there. I will update the code shortly as the new method is much more robust, but I think something else is at fault there.Regarding the tracks, I'm afraid the RBI's and my version have fairly little in common under the hood. They won't clash, but using the RBI plugin with my model or vice versa just won't work. Link to comment Share on other sites More sharing options...
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