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Drew Kerman

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Everything posted by Drew Kerman

  1. can anyone give me a hand with getting this working alongside Hot Rockets? Because of the name change to the audio files Hot Rockets has no sound for the Squad JetEngine part. I'm trying to fix this with MM so the two can keep playing nice regardless of updates, but even when I went into the Hot Rocket .cfg and changed the audio name to match the jet sound from ARP it still didn't work
  2. the Kerbal Space Agency doesn't have an official web site (followers have asked for it but... just too much extra work. I want to focus on twitter) but it is extremely active on twitter and has an imgur page. You can read more behind-the-scenes stuff about the Agency here on the forums. Because of in-game time acceleration and imposed build-times for missions, the Agency is actually operating in early July right now so plenty of more action to come. Follow along! More info in my sig
  3. KSP Orbit Mechanic? That's not me being snarky - I know this tool does plane change calculations but I'm not understanding what you're asking exactly. So hopefully this helps
  4. Is there anything that can be done price-wise for re-usable craft? I'm not talking about the recycle option I'm talking about aircraft, mainly. I spend an initial cost to build my aircraft, but unless I crash it there's no reason for me to spend money on the parts again when I want to re-launch it on another mission. Currently I just use the Ship Cost Breakdown window and some manual save file editing to make sure only operating costs are deducted but it would of course be nice if MCE could do this.
  5. First one, although if it's just tweakable parameters and not textures why not just comment out one and include both?
  6. Yes, it's a great format for that, although in this case these mission reports are part of a wider story unfolding day-to-day via the twitter account.
  7. Saitek X52 is all I've used and it's been great. Slight issues with the twist axis acting all wonky that I've managed to fix but that's it. They key thing is that Unity can only recognize one joystick axis at a time. So if you have Device 1, Axis 0 and Device 2, Axis 0 - Unity will use them both to control the 0 Axis. So if you assign Device 1 to throttle and Device 2 to pitch, moving either axis will move both throttle and pitch :/ The Logitech has the throttle built into the base I think, and the X52 is the only separate throttle/stick combo I know that combines them both into a single USB plug, hence all axis have unique numbers.
  8. I'm lacking any sounds from the Squad JetEngine when Hot Rockets is installed. I believe this may have something to do with the fact that I'm using the Audio Replacement Project, but I'm not sure because I went into the Hot Rockets Squad .cfg file and changed the name of the audio clip to match the name of the audio clip used by ARP (diff than stock) and I'm still not hearing any sounds while flying: (Ignore the Kraken that's a whole other issue I'm trying to work out) Yea not even this works :/ @PART[JetEngine]:Final { !sound_jet_engage_bullettarp_v0100 !sound_jet_low_bullettarp_v0100 !sound_jet_hard_bullettarp_v0100 !sound_jet_disengage_bullettarp_v0100 !sound_jet_flameout_bullettarp_v0100 @clip,0 = sound_jet_low_bullettarp_v0100 @clip,1 = sound_jet_engage_bullettarp_v0100 @clip,2 = sound_jet_disengage_bullettarp_v0100 @clip,3 = sound_jet_flameout_bullettarp_v0100 } Although I'm not sure if MM will find the clip variables as they are not in the main Part definition but in an AUDIO {} block. The MM docs don't make it clear if @var,# will find any variable in the whole PART{} or just variables defined outside of modules
  9. when I added the Squad turbojet onto my plane the price jumped from like $30k to $150k. This was using Real Fuels and the Advanced Jet Engine mod ok now it's down to only $65k for the engine. Don't know what happened - maybe the Stock Rebalance project changed some stuff that affected the MCE pricing
  10. There are some fuel tanks (like the stock ones) that have ridges, and if you try to place a battery flush against the tank it stands off a bit from the surface (because the ridge pushes out the attach point all along the tank). Using this attachment config to hook up those batteries will fix it. Comment it out if you want to place batteries on anything else otherwise you will probably get some clipping. Once the batteries are placed this code doesn't need to be active - but if you move them they will snap back to the original stand-off placing without this code active. @PART[KWRadBattSmall*]:Final { @node_attach = 0.0, 0.0, -0.05, 0.0, 0.0, -1.0 }
  11. The following mission report comes from the public relations account of the Kerbal Space Agency, detailing the thirteenth mission -after repeated failures the radial chutes have been sent back to the R&D labs and now the focus is on ensuring the nose cone chute can survive re-entry as configured for a manned mission. Capt Bill is granted manual remote control of the flight and all goes well until orbit... These are only the tweets related directly to the mission. For more reports on the status of the KSA between missions, tune in to @KSA_MissionCtrl. Previous Mission Reports Mission001: Rocket Test Mission002: Recovery Test Mission003: Chimps are for Wimps - F1 Mission004: Chimps are for Wimps - F2 Mission005: Chimps are for Wimps - F3 Mission006: Falling Forever Mission007: Falling Forever - moar powa! Mission008: Falling Forever and Ever Mission009: To Space and Back Again Mission010: Kerbals. In. SPAAAAAAAAACE! Mission011: Testing 1... Mission012: Testing 1...2... Catch up on what happened next over at @KSA_MissionCtrl!
  12. I'm still noticing lack of part/mod support in the drainage indicated (like it doesn't show the 0.04 that electrical life support takes in the Mk1 pod from TAC). Rather than try and support everything, keep what you got - which is sometimes good enough - but in the case of when its wrong give us a way to manually enter the drain amount. It's not really hard to calculate drainage amount - the change to power remaining as you swap around power parts is what Fusebox is great for showing. Also, I'm not sure if this is possible in build mode but a more advanced addition to the mod would be the ability to place the "sun" some place around the craft. The sun could be just an arrow showing the general direction of sunlight. Then let us see exactly how much solar power we would be generating with our panels. Otherwise, right now you can place 4 panels at 90 degrees around a circular fuel tank and Fusebox will tell you you're generating the maximum amount of power from all of them - which is impossible because at least two will always be facing away from the sun. Also the further from the sun you are the weaker the panel charge is so figuring out how many panels you need for that probe to Eeloo can be tough I would think (haven't even left Kerbin's SOI yet so just assuming).
  13. I find it weird that sometimes the Z-fighting is there and sometimes it isn't (in Map view)
  14. nothing more than I've already put into my original thread about how I'm doing things. Feel free to rip off what you want. I see you've already learned the folly of tweeting while you play. I covered that in my first post Elaborated in the others. Basically if you continue to do that you'll never be able to condense and get good pacing from your tweets, fill up your followers streams with a ton of tweets and they'll be like F this noise I mean, check out what @IAI_Space has been doing - even I got turned off a bit at the massive amounts of tweets he poured out
  15. while being able to snap the diameter to certain size parts, it would also be beneficial to be able to multiply its size similar to the length. The reason is that you can then match the width/height of a payload properly - this is useful for Procedural Fairings as the weight of the fairings is determined by their size
  16. Kerbin looks too real for my tastes, but I like and use the new Mun. There seems to be a brighter spot along the edge directly facing the sun but it's not extremely noticeable. Regardless, this pack is a great starting point to tweak further from so thanks for all your work
  17. Ah, this explains it. I was curious as to how the account seemed to jump into things
  18. The following mission report comes from the public relations account of the Kerbal Space Agency, detailing the twelfth mission - engineers think that they have discovered a defect in the way chutes arm prior to re-entry. To test this the mission will arm the chutes only after entering the lower atmosphere - if they survive. These are only the tweets related directly to the mission on launch day. For more reports on the status of the KSA between missions, tune in to @KSA_MissionCtrl. Previous Mission Reports Mission001: Rocket Test Mission002: Recovery Test Mission003: Chimps are for Wimps - F1 Mission004: Chimps are for Wimps - F2 Mission005: Chimps are for Wimps - F3 Mission006: Falling Forever Mission007: Falling Forever - moar powa! Mission008: Falling Forever and Ever Mission009: To Space and Back Again Mission010: Kerbals. In. SPAAAAAAAAACE! Mission011: Testing 1... Catch up on what happened next over at @KSA_MissionCtrl!
  19. that's already possible - highlight the numbers and Ctrl+Insert to copy, Shift+Insert to paste. If you don't run in a window or want to keep stuff in game, use the Notepad mod. Sounds more like you're asking for an Undo/Redo feature
  20. I kept the normals and the singing - actually the singing fits one of my characters. Nice to have a bit more variety
  21. The KSA is chugging right along. I've been at this for two months and the story has already grown out past 4 months, nearing the end of June at the time of this writing. There are two main reasons for the lead time. The most important of course is the fact that life can always get in the way at unwanted times, and having to put aside KSP when needed and still have events rolling on is a good thing. Second, this is very much a game still under development. When things break, sometimes you need a lot of time to fix them. If I decided to upgrade to a new release, I might need some time to get everything working again to continue the story. So yea, I'm trying to maintain at least a two-month lead time. More Thoughts on the Story Embellishments So in my first monthly update I mentioned how nothing was pre-ordained. Everything that happened happened and I needed to write about it. Well, fact is that's not really the best way to build a story. If you're failing mission after mission after mission - people are going to get bored and annoyed. So I've started making some very high-level plot decisions in advance and tweaking events as necessary to make sure they happen. For example, I specifically know how I want a character to die. Don't freak out that's not really much of a spoiler - you don't know who, how, when or why. But the fact that I can specifically answer those questions later on and do so in a way that adds to the story is the goal of such a decision. It won't just be some random "oops I forgot to check my staging and launched him backwards into the ground." Overall though the story mainly continues to be guided based on how I perform in the missions I plan and execute. I said before how continued failures could lead to problems keeping the story interesting - fortunately I actually have not ran into that problem as of yet. I've been through about 15 missions so far and I've never had to fly any of them more than once. Okay, there have been a few game crashes and bugs that have caused me to reload the last quicksave every now and then, but never because I mistakenly pointed prograde for a burn instead of retrograde (that was an embarrassing event I pawned off on a computer glitch in the story ). I own up to all my mistakes - except in the case where it results in the failure to reach one of the few high-level plot points I've set so far. So if "pre-ordained death character" were to die for some reason because I accidentally hit the stage button early, I would quickload but then purposefully trigger the stage button and work out how to prevent his death. So I'll never completely deny the fact that a mistake was made - it just can't be a mistake that leads somehow to his death. Other twitter Accounts Two more twitter accounts have popped up since my last update, @M22_MissionCtrl and @KerbalRSC. There might be one more soon. Overall the activity from these other accounts has been sporadic and minimal, most likely due to tweeting things as they go and not having as much time as me to really build up a large lead time. Still, it's been encouraging to see others pick up on or return to the idea and I've had a few nice conversations with them. You can read some new ones in the previous post gallery. Fully Leveraging imgur and gremln I'm a paid subscriber to both these services now. My imgur account image limit would have been exceeded eventually, and I wanted to be able to upload full-res game pics. My gremln account upgrade gave me the ability to squeeze in more scheduled tweet updates per hour, which has been a requirement as missions have grown more complex. I've also put some effort into my imgur account to make it more useful overall. It now hosts albums for all the mission reports I post here on the site - the tumblr-blog gallery style option is just perfect for them. It also hosts any images made public thus far in case the link server for my images goes down, and just because having them all in one spot is nicer than picking them out of mission reports or a twitter stream: Learning to Use reddit I've never really used or even visited reddit before, but I've seen other stuff pop up from it elsewhere around the webs and knew it would be a nice place for some more exposure. In fact it was the common practice of linking to imgur albums that really drove me to get my account over there organized and useful. I then linked to my Mission 10 report where Jeb Kerman meets his untimely end. It's up to 124 with an 88% rating so that's pretty awesome. It hovered as high up as #3 on the Top and Hot pages for almost the entire day. I did take note of the 19 downvotes and the fact that reddit generally doesn't like you linking only to your own stuff. I've been helping out with question threads and upvoting other people's submission I like to hopefully stave off any warnings abotu being a spammer. I also won't be linking to every mission report. My favorite comment was "Awwwwh no ;~; You did not just make me tear up at Kerbal Space Program. You ******* Q^Q" Where is the Website? So this was a dilemma I wasn't expecting to face, and it came about when more and more twitter followers starting asking the KSA about the website it kept referring to for stuff. of course the KSA would have a website and of course it would post stuff on it but it turns out that if people are reading about it they also want to see it. I spent an entire weekend thinking about this. Do I really want to build a website for the KSA? I'm running 4 Wordpress sites on my server - building a new site isn't a problem. What is a problem is that I'm pretty sure the gain will be minimal - to the audience, to the story and most of all to me. I'm scrabbling to find enough time to play as it is - maintaining a website just for the sake of having an actual website for people to visit is not worth the extra effort. It was a tough decision - I actually had the register.com page open ready to buy a domain - but ultimately I'm happy to keep things focused on twitter. Website references will continue, and followers will just have to learn it's all part of the fiction. Moving Right Along So that's been this past month. Scott Manley graced me with a retweet for Jeb's fateful mission and that brought around a bunch of new followers. Couldn't get another retweet from the official KSP account unfortunately but I will keep trying every now and again when I feel events in the story warrant it. The reddit posting helped as well and overall the follower count has been climbing steadily and most followers are sticking around, so that's a good sign. I always get worried during mission days that people will just look at their feed flooded with KSA tweets and say "yea **** this" - but seems so far people are happy following along. I really enjoy the times I get to interact with followers as well. We'll see how things are going come May... by then there will be a lot more character-driven story action going on between missions. I'm really excited for that.
  22. Yup, spacing is a known issue with this type of setup. They all have plenty of MP tho to subtly adjust orbits as needed and I can use VOID's readouts to match orbital periods to 0.1 seconds. I don't mind the maintenance that's just part of the game for me.
  23. I had to send Bob up to service two of the satellites that suffered from launch/design problems (KAS to the rescue!) but finally got Phase One complete of my communications network. It's designed for LKO operations and each sat has a dish that can reach to Mun and Minmus. Phase Two will be the Mun network - two satellites, one orbiting ahead the other behind along Mun's orbit. A beautiful sight:
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