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INSULINt

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Posts posted by INSULINt

  1. MARCH 2015: I don't actually know if this works in 1.0 as it seems they have changed the input stuff quite a bit. There appears to be no separate "docking mode" set of assigns, and WASD is in the alternate column for translation, which leads me to think that assigning gamepad buttons in that column would lead to the gamepad only working in docking mode....

    Decided to actually try and edit something decent together to show my controller setup in KSP. Since the full throttle was added in 0.25, and apparently throttle works in docking mode now, no mods are needed for stuff anymore. Since there are less buttons on the controller vs. keyboard things like switching between stage/docking/map and toggling SAS, etc., still have to be done via the keyboard, but I find that with engineer I don't really need to touch my keyboard very much.

    Anyways, hope someone finds this interesting and helpful!

    Important stuff from the vid description:

    Setting image album: http://imgur.com/a/i6hM3

    What I chaged in settings: http://i.imgur.com/WQ2blhZ.png

    Controller images:

    Staging - http://i.imgur.com/kxIc8C0.png

    Docking - http://i.imgur.com/90vdMhu.png

    Rover - http://i.imgur.com/1WbCDTs.png

    Kerbal - http://i.imgur.com/SvMK8oj.png

    How to get the trigger axis properly assigned: http://forum.kerbalspaceprogram.com/threads/24874

    Settings file changes, in the order they appear in the settings.cfg file: http://www./view/b6lgfqw1d8m0h98

    The craft file for the VTOL: http://www./view/metgbph12sqq28o

    and the rover: http://www./view/owvbp2pubpq92of (stock)

    http://www./view/4mba1ua9p1blakx (needs Shimmy's wingback chair mod - http://forum.kerbalspaceprogram.com/threads/66220 )

    (oh, and I derped the yaw direction for east. :( It's the other left :wink:)

  2. Have you ever thought of making an amphibious VTOL?

    2M8URHL.png

    It has a REALLY bad habit of bouncing when you hit the ocean and knocking out the engines, but if you get it right, about 1/3rd throttle and pitch totally fwd gets some boat action going on.

    Made a few changes since the screenshot, but here it is if anyone wants it: http://www./view/9m8khtv8w3skgcb

    (EDIT: the only non standard action group is 1 for toggling engines. It's set for around a 2 TWR, so 1/2 throttle is "hover")

    Also, school > everything else so don't feel bad disappearing LOL :D Good luck and all that :D

  3. not necessarily.

    Treeloader is used to generate the new research nodes that go beyond the stock tree. some parts could be moved into stock trees, but some parts of the plugins look for these specific nodes to be researched to (among other things) enable retrofits and advanced behaviors.

    I've noticed that all of the upgrade points seem to be defined in the part configs. Would it be possible to reposition the upgrades with an mm patch?

  4. So. Here is all the extra image files from the PF, PW, PP and SP+ mods, as well as the Stock V.4, stock sp+ and extras that just has the retractable gear bay:

    http://www./download/e454a544cfne1qe

    I've included a KerbPaint.cfg because some of the stuff in it was either duped in stock v.4 or model replaced in .25 by the addition of the sp+ mod in stock. I've also deleted the same in stock v.4 and edited down the sp+ in favor of the definitions in the stock sp+ config. none of the image files from the base mod are here, only extras. There are some unused at this point, but since ksp doesn't load them at start I figured it's fine.

    Just extract and replace files when prompted, which if you clean install this whole mod should only be the KerbPaint.cfg. Hopefully including an cleaned up version of this doesn't break some law or something. I've kept all the cfgs separate in case you have all of them, and this will just prevent module duplication while not requiring a total delete->install process.

  5. And apparently I underestimated it's getting into spaceness. It's quite unstable, but if you can keep to prograde just above the horizon between 15-30km, then point 45* up till the engines flame out it takes about 1/2 the oxidizer to get to ~75x~75km. Just tested this with the oxy drained from the 2 centerline adapters. Crazy. It won't get to the mun, but damn..... Not bad for a first cobbled together design.....

    Anyways, hope you enjoy. If you use NEAR/FAR it prolly won't do well above 10km, but hey, that's what the astronaut complex is for..... right? :D

  6. Nice looking craft... No, great looking.... Any chance of getting a copy of it????

    Cheers.

    Sure: http://www./folder/lh7r8kaoade0e

    when I loaded up the stealth version to add a description the paint job was a little borked. Just the adaptors. All the main fuselage parts are black primary and tertiary, green secondary. I wonder if its because the sp+ parts have the same name as the old and there's a problem with duplication between the mm scripts........

    Instruction are in the description. Well, except for how to launch: SAS -> throttle full -> 1 -> wait until lift off, pitch/yaw/roll in the direction you wanna go, use 2 for a boost when needed.

    The chutes on the stealth version are pretty much 1 use, unless you can somehow get the camera to the right angle clipped into the ship to repack the back ones. I turned them upside down cus the paint thing for them leaves the cap white. Unfortunately the only way to get the right click menu to show is to click the cap. You can't just click on the bottom of the chute body :(

    If you want a better starting TWR for the jet engines you can clear the oxidizer out of the 2 adapters on the front/back of the docking port. This will reduce the boost to around 2min total. The docking port is basically there for nav ball fiddling. I haven't taken the design above 6km to test yet, so I don't know what kind of angle you can stick the thing in the mid atmo and not fall but it's basically there to give you a better nav ball "camera angle" if you're prograde is way off to the side. It's definitely not an ssto though. not by a long shot.

    Alright, so I really just included basic instructions in the craft file :P:blush:

    100% inspired by Cupcake Landers: http://forum.kerbalspaceprogram.com/threads/27424-Cupcake-s-Dropship-Dealership

    Quick edit: Restarting ksp and loading up the craft file posted above seems to be fine. There are MM @part dupes tho, even in the kerbpaint.cfg from the main mod!

  7. * The paint jobs for the Mk1 cockpit are rough enough that I suspect that the wrong file got someplace. Using single-colour cockpits for now.

    It's because the mk1 got a new model, so new texture as well. No "wrong" file, just old. :D

    EDIT:

    Collecting all of the required Kerbpaint patches (landing gear etc) into a single download would be very helpful. Or does the latest patch include the previous ones?

    Found "Stock Addon V.4", the new StockSP+, and one with the retractable wheels. Did I miss any?

    Also, as far as the mk1 is concerned, it doesn't look too bad painted. if you choose the same color for everything:

    mjQeaYG.png

  8. Well, between what I've read in the alternate tree config (ATC) thread, and how treeloader hasn't had an official update since, 0.23? I don't have much hope of there being a way of adding new tree nodes without trouble unless squad adds it themselves. I think ATC allows you to move nodes around, and there are 8? hidden. It might not be something where multiple mods' trees can really be intermingled, but it might be a solution to this?

  9. Here's what you have to do:

    1) Obtain a 0.24.2 Squad folder from the GameData folder.

    2) Copy it into the 0.25 folder.

    3) Your OS will ask you if you want to marge the 0.25 Squad folder with the 0.24.2 Squad folder (if they have the same name). Say yes. This will copy any parts from 0.24 to 0.25 that are not already there.

    4) Load up the game.

    There's a new "spp" folder in the squad one so the new parts with the old names won't be overwritten and replaced. Not sure how things would turn out when everything gets loaded. As for the option of editing out the craft file, you can't just change the part names, since each part has a list of what part is connected to each node.

    I guess I'm not saying it's impossible. But it would prolly be easier to just rebuild each in game. This is part of the reason I've kept backups of previous versions so I can load up old ksp as a reference and new ksp to rebuild.

    As for the look of the new parts, I'm really considering getting kerbpaint......

  10. Really bummer update. None of my jets even load into the game. Hope you have better luck.

    Also I'm gonna create a download of all the old parts my ships need. I assume it's gonna be similar to what you need. I'll let you know

    I have both a 23.5 and 24.2 backup and the one problem with what you want to do is that the spp parts use the names of the parts they replaced. Simply loading the old part folders back into GameData/Squad won't do it (as far as I know) and even if you change names in the cfgs you'll still have to build the crafts from scratch anyways. Unless you're a craft file editing wizard.

    I do wish you the best of luck though and would be interested if you find a solution!

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