Gaalidas Posted February 27, 2015 Share Posted February 27, 2015 Did I scare everyone away? Dang I'm good. Link to comment Share on other sites More sharing options...
lo-fi Posted February 27, 2015 Author Share Posted February 27, 2015 No (major) bugs, no (public) development.A job well done, really.I'm still hacking away at the odd bit here and there, but progress is slow. Link to comment Share on other sites More sharing options...
Rapturist Posted February 27, 2015 Share Posted February 27, 2015 Im still here haha, I want to launch a rover with repulsers to the Mun, but obviously my previous design with props wont function without air. Any suggestions for horizontal movement in a weightless or micro gravity environment? Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted February 27, 2015 Share Posted February 27, 2015 RCS. Ultimately, without friction on the ground or atmosphere, the only way to get anywhere is to throw something else (i.e. burn fuel). Link to comment Share on other sites More sharing options...
Madrias Posted February 27, 2015 Share Posted February 27, 2015 I've been having fun by increasing my game difficulty. Made the whole solar system bigger. Also said "No thanks" to FAR. Link to comment Share on other sites More sharing options...
TommyGunz Posted February 27, 2015 Share Posted February 27, 2015 Hi, registered purely to ask... how the heck do i remove the "this way up" arrow indicators? ive tried everything i can think of... simply wont go away even outside vab/sph. Link to comment Share on other sites More sharing options...
lo-fi Posted February 27, 2015 Author Share Posted February 27, 2015 I tend to use mono engines with repulsor craft, and plenty of.I've been quietly working on the repulsors and have a new version almost ready for testing. They now _always_ push against the ground, regardless of orientation. I've added some effects too... I'll update over the weekend. Link to comment Share on other sites More sharing options...
Gaalidas Posted February 27, 2015 Share Posted February 27, 2015 (edited) That's interesting. That should lower the issues people have with orientation and whatnot as far as the repulsors are concerned. Better keep a version of the repulsors which don't work like that available for those of us who use them as braking cushions and/or an alternative to the inflatable airbag landing system. Crashing a pod covered in repulsors is really quite hilarious.- - - Updated - - -Hi, registered purely to ask... how the heck do i remove the "this way up" arrow indicators? ive tried everything i can think of... simply wont go away even outside vab/sph.Those indicators should remove themselves upon launching the craft. Still, a toggle function should be made into the editor's context menu in the future I'd think.- - - Updated - - -So, how's the Homeworld marathon going? I can't really afford to buy it again just yet, but I do eventually plan on doing so. Edited February 27, 2015 by Gaalidas Link to comment Share on other sites More sharing options...
lo-fi Posted February 27, 2015 Author Share Posted February 27, 2015 Hi, registered purely to ask... how the heck do i remove the "this way up" arrow indicators? ive tried everything i can think of... simply wont go away even outside vab/sph.Indeed, they ought to be gone in flight. Could you post a log please, obviously something not right there. Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted February 28, 2015 Share Posted February 28, 2015 (edited) If anyone's interested, here's a radical simplification of the TweakScale stuff for KF wheels/tracks. It allows everything to be scaled from 0.2x to 10x its original size. Also compatible with the new way TweakScale 1.51 does things. You could fiddle with the values as you see fit, or make a non-freescaled flavor, I guess.Really, every single TweakScale module in the individual part configs could be converted over to one single SCALETYPE type by doing something like this - something that would be made infinitely easier if TweakScale modules were not defined in individual part configs and added instead via MM config. Makes things much more accessible/moddable.Setting the TWEAKSCALEEXPONENTS definitions as I have done allows you to define ANY range of scaleFactors for the parts while having the tweakScaleCorrector variable scale appropriately (it scales linearly anyway, so there's really no point in defining 2983590382059382523 values for it in individual SCALETYPEs - just set the upper and lower limits for your scaling, or if you really want a discrete-steps scaletype, you still don't have to define the individual steps for tweakScaleCorrector).TWEAKSCALEEXPONENTS{ name = KFModuleWheel !tweakScaleCorrector = 1}SCALETYPE{ name = KFScaleM freeScale = true minScale = 20 maxScale = 1000 defaultScale = 100 incrementLarge = 50 incrementSlide = 10 suffix = %}SCALETYPE{ name = KFScaleS freeScale = true minScale = 20 maxScale = 1000 defaultScale = 100 incrementLarge = 50 incrementSlide = 10 suffix = %}SCALETYPE{ name = KFScaleL freeScale = true minScale = 20 maxScale = 1000 defaultScale = 100 incrementLarge = 50 incrementSlide = 10 suffix = %}SCALETYPE{ name = KFTrack freeScale = true minScale = 20 maxScale = 1000 defaultScale = 100 incrementLarge = 50 incrementSlide = 10 suffix = %}SCALETYPE{ name = KFTrackSmall freeScale = true minScale = 20 maxScale = 1000 defaultScale = 100 incrementLarge = 50 incrementSlide = 10 suffix = %}SCALETYPE{ name = KFRepulsor freeScale = true minScale = 20 maxScale = 1000 defaultScale = 100 incrementLarge = 50 incrementSlide = 10 suffix = %}SCALETYPE{ name = KFMainGear freeScale = true minScale = 20 maxScale = 1000 defaultScale = 100 incrementLarge = 50 incrementSlide = 10 suffix = %}EDIT: I should have noted that this replaces the KFScaleType config in the KF directory. Edited February 28, 2015 by AccidentalDisassembly Link to comment Share on other sites More sharing options...
Gaalidas Posted February 28, 2015 Share Posted February 28, 2015 (edited) Yeah, I've been looking at the new released of TweakScale and I definitely intend to look at making it more friendly towards free-scaling.I will be updating the file eventually once I get some of the new stuff figured out and redetermine the logical limits to scaling the different parts. Edited February 28, 2015 by Gaalidas Link to comment Share on other sites More sharing options...
TommyGunz Posted February 28, 2015 Share Posted February 28, 2015 Not the most savvy person with this kind of stuff, but will reinstall mod run it and post some sort of log... lol im sorry but is a log even gnerated unless there is a crash? If so where would I find it? Link to comment Share on other sites More sharing options...
Master Tao Posted February 28, 2015 Share Posted February 28, 2015 Yes, logs are always generated. Where they are installed depends on your platform, so I'll refer you to the [thread=92229]How to Get Support[/thread] sticky in the Support (modded installs) forum. Link to comment Share on other sites More sharing options...
TommyGunz Posted February 28, 2015 Share Posted February 28, 2015 (edited) Indeed, they ought to be gone in flight. Could you post a log please, obviously something not right there.Log file uploaded here and sharedhttps://www.dropbox.com/sh/u44a7ftxtke13c6/AADRcWbiLBy__p5GRxSkMQEla?dl=0(Having an option to toggle them off in vab/sph would be nice too, its a little offputting having the arrow there while trying to build) Edited February 28, 2015 by TommyGunz Link to comment Share on other sites More sharing options...
lo-fi Posted February 28, 2015 Author Share Posted February 28, 2015 Thank you, that's perfect. I can see what's going wrong, but I've no idea why yet. I'll get back over the weekend. Link to comment Share on other sites More sharing options...
lo-fi Posted February 28, 2015 Author Share Posted February 28, 2015 OK, should now be fixed in 1.8e. Just a plugin update. Link to comment Share on other sites More sharing options...
TommyGunz Posted February 28, 2015 Share Posted February 28, 2015 Thanks heaps, downloaded and installed, will test in the morning... thanks again Link to comment Share on other sites More sharing options...
Gaalidas Posted February 28, 2015 Share Posted February 28, 2015 Let us know what happens. And lo-fi, you gotta update the github with your recent updates. It's starting to get sad over lack of activity. Link to comment Share on other sites More sharing options...
lo-fi Posted February 28, 2015 Author Share Posted February 28, 2015 No problem, my fault for bundling the wrong plugin version. Thanks for taking the time to post the log. Link to comment Share on other sites More sharing options...
TommyGunz Posted March 3, 2015 Share Posted March 3, 2015 Worked a charm, love this mod, its the missing link in my ksp modlist. Link to comment Share on other sites More sharing options...
Kenobi McCormick Posted March 3, 2015 Share Posted March 3, 2015 I'm lovin' those tank tracks. Drove that all the way to the mountains west of KSC, then climbed them, parked it there. Quite a view eastward, too. Link to comment Share on other sites More sharing options...
lo-fi Posted March 4, 2015 Author Share Posted March 4, 2015 Nice! Thanks for sharing Link to comment Share on other sites More sharing options...
smjjames Posted March 4, 2015 Share Posted March 4, 2015 The 'this way up' arrows aren't going away for me. At least on one part anyways, the small track. Link to comment Share on other sites More sharing options...
lo-fi Posted March 4, 2015 Author Share Posted March 4, 2015 You need the latest e suffix version on kerbalstuff. Possible I've made a typo in the config though - I'll check. Link to comment Share on other sites More sharing options...
Gaalidas Posted March 4, 2015 Share Posted March 4, 2015 Eesh! First they want to know why they can't place them "right-side-up" and now they want us to remove the arrows. Never happy! Gah!Yes, that's meant to be humorous.The possibility of you making a typo, lo-fi, is quite high. You made one in a config a while back and, despite letting you know about it and waiting several days, I had to go update the github myself just to get it fixed. At least you have a slightly OCD nutcase like me to look after your slip-ups.Yes, I am that awesome.Awesome rover by the way. Link to comment Share on other sites More sharing options...
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