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LitaAlto

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Posts posted by LitaAlto

  1. Have you ever noticed that friction in KSP is a bit weird?

    I went to record the new EVA animations in KSP 1.6 for... reasons... and wind up recording 37.5 hours' worth of sliding downhill just to make a silly video. Can you blame me? Yes? Well... me too.


    Suits by GregroxMun: https://spacedock.info/mod/2030/Gregrox's Multi Color Suit Pack 2.0
    Requires Texture Replacer: https://github.com/ducakar/TextureReplacer/releases/


    Music:

    "Improvbable"
    "Enter the Party"
    Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 3.0 License
    http://creativecommons.org/licenses/by/3.0/ 

    "Spooky Scary Skeletons" (Otamatone cover, excerpt)
    Used by kind permission from TheRealSullyG
    (https://www.youtube.com/TheRealSullyG )

    "Willaim Tell Overture" (excerpt)
    Gioachino Rossini
    Performed by the United States Marine Corps Band
    Public Domain


    Gunshot SFX by mitchelk (https://freesound.org/people/mitchelk/
    Licensed under CC0 1.0 Universal (CC0 1.0) Public Domain Dedication
    https://creativecommons.org/publicdomain/zero/1.0/


    Video clip SFX taken from Pixabay (pixabay.com)
    Licensed under the Pixabay License
    https://pixabay.com/en/service/license/ 

  2. 57 minutes ago, DerekL1963 said:


    0.o  Quite the contrary - spaceflight has been automatic with the odd bit of manual intervention right from the start.  Both Vostok and Mercury flew unmanned and automatically before they flew manned.  Both of them flew largely automatically on their first manned flights.  (And of course it goes without saying that both nations had already launched multiple fully automatic or ground controlled unmanned missions prior to those programs.)

    Point taken. I'm obviously not in my right mind today. Thank you.

  3. For the first five or six months playing the game, starting with version 0.23.5, I refused to use MechJeb.

    Then version 0.25 brought a change to the docking clamps that utterly wrecked my massive space station that took a week of sustained and careful manual flights to build. And I found myself unable to bear going through that week again.

    So I swallowed my pride, installed MechJeb, and never looked back.

    That said, I really appreciate how MechJeb locks functions in Career until you unlock them, bit by bit, through the tech tree. Typically, by the time MechJeb lets you autopilot some scenario or other, you've been doing it manually for a while anyhow. Oddly, this feels realistic, at least in terms of how spaceflight has evolved. Manual flights came first, then automated ones. And throughout, the pilot still needs to know what they're doing if they intend to survive the mission, MechJeb or no.

  4. GETTIN' SPOOPY THIS ALL HALLOWS EVE. (Yes, the pun is intentional.)

    A massive shout-out to TheRealSullyG for his kind permission to use his Otamatone cover of "Spooky Scary Skeletons"!

    Mods:

     

     

    Custom config for a wearable pumpkin -- place in GameData\Jack_O_Lantern directory after installing the Jack-O'-Lantern and KIS mods!

     

    Sound Effects:

    wind.wav (excerpts) by ERH
    Uni_Folie_GoingUpMetallicStairs.wav (excerpt) by Mivori
    Short Crunchy Splat by TomchikRec

    All credited effects licensed under Creative Commons: By Attribution 3.0 License

    Miscellaneous uncredited effects also from https://freesound.org/ under CC0 1.0 Universal (CC0 1.0) Public Domain Dedication

     

    No Kerbals were harmed during the making of this cinematic.

    Stranded on Eve, yes. Harmed, no.

    Stop complaining, you got explosions last time.

  5. I realize I might be a little too excited about the RoveMate rotation fix, but this has been such a thorn in my side for so long that I just *had* to endanger the lives of Kerbals for their, your, and my entertainment to celebrate this occasion.

    Oh yeah, the other changes are nifty too. Thanks, Squad.

    Music:

    "Hero Theme", "Evening Melodrama", "Discovery Hit", "Greta Sting", "Also Sprach Zarathustra", "Guess Who", "Plain Loafer", "Gustav Sting", "Pump", "B-Roll"
    Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 3.0 License
    http://creativecommons.org/licenses/by/3.0/

  6. There isn't really anything like that.

    Most of us use a tool like KerbCam or Camera Tools for the camera angles, and leverage quicksaves so we can reshoot scenes until we have all the footage we need.

    Camera Tools is my favorite, as you can set a static location for the camera, which is good for ground camera shots, or have it move with the craft. You can also set autozoom, set relative velocity for those "shotgun" slow pans you mention, and use the numpad to manually control the camera in any mode. It also has a "dogfight" mode which is really handy not just for dogfights but for docking maneuvers, EVAs, and any scene where there's at least two craft. And it has a camera pathing tool, which is handy but not as flexible as the pathing in KerbCam.

    The mod is abandoned and hasn't been updated in a while, but seems to work fine in every version of KSP since.
     

    KerbCam mainly focuses on pathing, and has been kept more up-to-date by volunteers, and if you like the control of pathing, this might be a better option:

    https://github.com/cartman09/kerbcam

    And for my cinematics, I sometimes create a tiny probe with RCS and a few choice cameras from Hullcam VDS -- or even EVA a Kerbal and use the same mod for a Kerbal-view shot.
     

    I hope this helps!

  7. There aren't a lot of ground enhancements like that, and clouds are part of the atmosphere and would be modded by something like EVE. And EVE supports volumetric clouds, which is as close as you'll get to thick clouds to fly through.

    My recommendations would be to use Stock Visual Enhancements:

    ...Along with its companion mod, Stock Visual Terrain:

    SVE should provide relatively nice volumetric clouds to fly through, and SVT not only improves the terrain appearance but also gives scatter objects collider meshes. In short, you can crash into trees, rocks, cacti, etc.

  8. (Apologies for the video glitches. I'm tired.)

    It's Summertime, and it's too hot to stay on land, and Eeloo is too far away for a quick cool-off. We need to get MOIST!

    No, not like that. Like the MOIST! Underwater Technologies mod by YouTube stunt Kerbal extraordinaire, Jatwaa. In a partnership with K&K Kerbal Planetary Base Systems and MOIST, we bring you...

    The Waterwysp. Capable of a top speed of 175 mps at a depth of 500 meters, the Waterwysp comes with landing gear for easier conveyance on the ocean floor, but don't let the "training wheels" fool you -- she's fast.

    Mods:

    Music:

    "With a Creation" Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 3.0 License
    https://creativecommons.org/licenses/by/3.0/

    Made in KSP 1.4.4.

  9. (Apologies for the video glitches. I'm tired.)

    It's Summertime, and it's too hot to stay on land, and Eeloo is too far away for a quick cool-off. We need to get MOIST!

    No, not like that. Like the MOIST! Underwater Technologies mod by YouTube stunt Kerbal extraordinaire, Jatwaa. In a partnership with K&K Kerbal Planetary Base Systems and MOIST, we bring you...

    The Waterwysp. Capable of a top speed of 175 mps at a depth of 500 meters, the Waterwysp comes with landing gear for easier conveyance on the ocean floor, but don't let the "training wheels" fool you -- she's fast.

    Mods:

    Music:

    "With a Creation" Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 3.0 License
    https://creativecommons.org/licenses/by/3.0/

    Made in KSP 1.4.4.

  10. Edit: I obviously posted this before I watched Jatwaa's very informative video. My bad. :(

    Until there's an auto-balancer, I use three tanks, one of which is by default empty and shut off. I only turn it on to pump ballast into it and then pump it out evenly to both tanks. The downside is that the empty tank really should be close to the CoM or your ship will tend to go nose- or tail-up.

    Also, use a mod that gives you vertical speed, like KER or MechJeb. With careful pulses of filling and emptying, you can fine-tune your descents and ascents.

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