Jump to content

LitaAlto

Members
  • Posts

    762
  • Joined

  • Last visited

Posts posted by LitaAlto

  1. 30 minutes ago, maja said:

    Screenshots and logs can help, you know.

    Apologies, I am not feeling well and am probably not thinking clearly. I was more asking if there was a setting or a log that might help me understand what I was doing wrong, rather than claiming the mod was broken and asking for support.

    But if you're presuming the latter, here is my output log: https://www.dropbox.com/s/yr3awsob3nmppj7/output_log.txt?dl=0

    Image:

    ... I can't get embedding to work. :( 

    https://imgur.com/ZHGkvJz

    From the screenshot you can see it's cleared the launchpad and moving, at least.

  2. Is there anything in this mod that indicates why it won't recognize a rover?

    I created a rover, attached a BV module to its front, and launched it. (This is a test rover, without rocket.) The BV mod doesn't recognize it at all. At first I thought it was possibly an issue with Kerbal Foundries wheels, and so I replaced those with stock wheels, to no effect.

    Even after removing all solar panels and replacing them with a ridiculous amount of RTGs -- nothing. I may as well have never attached a BV module.

    I'm sure I did something really silly, but I feel like I'm missing something, despite having gone over the OP and its list of requirements repeatedly.

  3. 2 hours ago, TiktaalikDreaming said:

    Ha.  Oops.  :blush:

    I didn't spontaneously notice that EnginesFX can separate effects from thrust.  The suggestion came from one smart cookie, @LitaAlto.

    Cuzshecan.

    The bit where I didn't notice for two years is still true.  :confused:

     

    To be fair, I wasn't exactly smacking you with Mono documentation asking WHATSAMATTAWITTYA!?

    I think my words were along the lines of, "I guess there's no way to separate the thrust vector from the effects, huh? I mean, you only need one thrust vector." 

    Two hours later, our intrepid modder friend (that's you, @TiktaalikDreaming ) had the new version up. :o

  4. On 8/14/2017 at 4:42 PM, TiktaalikDreaming said:

    Well, it's taken me a year or two to notice, but moduleEnginesFX allows the thrust vector to be independent of the various visual effects.  I'm currently converting all the engine parts so they have a single thrust vector and then the 36 odd visual effects nodes.  This should mean there will be no more weird offset thrust, regardless of how loaded up the physics engine happens to be.

     

    Edit

    I've uploaded version 1.0.5,which should remove the chance of off centre thrust for good.

    Thank you and you're welcome...? :wink:

  5. 3 hours ago, linuxgurugamer said:

    It was never released.

    That being said, I did find the small Centrifuge.  It needs some work, but I'll see if I can add it.

    I know. I keep hoping against hope that Porkjet would hand off assets that aren't locked down by Squad. ;.;

    Good news about the centrifuge. If I find the collider fix post, I'll share that.

  6. "We Finally Know How Naked Mole Rats Survive Without Oxygen, and It's Really Freaking Weird."

    tl;dr: They can switch to a fructose metabolism in low-oxygen environments. They can't sustain high-energy activity when doing so, and they effectively enter a state of hibernation. But their brains and hearts can survive up to 18 minutes without oxygen, and longer if there's some oxygen, even if CO2 levels are what we'd consider to be dangerously high.

    1) We may be able to add this metabolic option to humans, which would allow hibernation for long-term space travel, as well as enhanced survivability in a hypoxic environment.

    2) I've long conjectured that Kerbals were somewhere between plant and animal, and that's how they survive spaceflight indefinitely without any obvious life support. I feel so vindicated today.

  7. 32 minutes ago, linuxgurugamer said:

    I was hoping against hope that nobody would reference a purple dinosaur

    Nah, the purple Kerbal eater has one eye and one horn, and of course, it flies -- otherwise, how can it catch Kerbals?

    It's a timey-wimey warpy thingy yellow polka-dot bikini wearing purple Kerbal eater.

  8. 15 hours ago, smotheredrun said:

    Did I just witness some sort of "Timey Wimey Warpy Thingy" * here?  I thought you took up this mod ages ago?

     

    *whoever can guess that reference, you win the internet

     

    2 hours ago, linuxgurugamer said:

    I know that reference, something about a yellow polka-dot bikini?

    I'm officially disappointed.

    I was hoping someone would have mentioned a purple Kerbal eater.

  9. I didn't have much time last night, but to build one long rover and explore all of the IVAs available.

    One of the things I love about Kerbal Planetary Base Systems, is how detailed the IVAs are. It helps make for more immersive play, in my opinion.

    Seeing that same level of IVA detail in FUR makes me really happy.

    Especially the fuzzy dice, wood paneling, and cup holder in the driver's cab.

    It's not just stockalike, it's KERBAL. And that makes me squee.

  10. Sorry if this sort of thing has been asked before -- I didn't find much in my initial searches.

    I have a sandbox game, in which I launched a rocket without ensuring I had adequate attitude control for all stages.

    I now have a Mk1 pod's built-in reaction wheels, to turn a 30-ton rocket.

    It's not working out well.

    Is it even possible to edit the persistence file to buff the reaction wheels for this one rocket? Or would it require modifying the base part?

    If it is possible, do any of you have pointers for making the necessary edits?

    I don't have much fear of editing the persistence file -- I'm just not sure where to start.

    Thanks!

  11. I suspect that, for the most part, it's pretty simple language, like, "Aw, c'mon!"

    Some of it is actual reversed NASA footage, and so not really backwards Spanish.

    One tactic I've taken in a couple of my own videos, is to use Google Translate to convert English to Spanish, tweak as necessary to get the meaning right, feed that to a Text-To-Speech program with the appropriate dialectical options, record the results, reverse it, and increase the speed slightly. It's labor-intensive but can actually create pretty nice results, if you're up for it.

  12. 16 hours ago, Ruedii said:

    Is there a way to make this interact with the steamworks dll to make it be able to send the Screenshots to Steam's interface?

    I'll let linuxgurugamer confirm, but I'm pretty sure that the only way to do this would be to overwrite KSP's default screenshot behavior, so it stopped saving to KSP/Screenshots. It might be something that can be toggled, but I suspect otherwise, else someone would have released a mod for exactly this sort of request by now. That said, I could be wrong.

×
×
  • Create New...