h0yer

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About h0yer

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    RSS Rocketeer

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  • Skype overmind23

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  • Location universe
  • Interests Cybernetics/Bionics, Rocket engine combustion cycle systems and refinement, electrodynamically based propulsion methods, stuff...
    Opening boxes labelled 'Pandora', as well as cans of worms, touching running systems and other oddly things...

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  1. The RealismOverhaul Wiki contains the most important pointers. It might seem like a huge amount of new stuff, it actually is, but it is very rewarding Building your first orbit capable rocket can be really interesting. Lots of fails, but each iteration, you will have learned something new, until you start blasting them into orbit fully manually, by the seat of your pants The difference between ascent trajectories will probablxy freak you out, as well the long time it can take to get something into orbit. Even finalizing/circularizing your orbit after Apoapsis, when you are basically faling back to Earth, happens quite often^^ Staging can be funny, especially if it happens right in the wrong time, like during max Q on a buttheavy rocket, they tend to flip over and disperse themselves quite spectacularily or separated stages running into each other, fairings smashing into the rocket, SRBs detaching crappy and smacking your rocket, lots of fun, that's where the most Kerbal-actions happen I found out for myself that engine burn time restrictions (TestFlight) are a really interesting factor. It's never really too late for anything, go for it
  2. A'ight, thanks a lot for the advice, I'll fiddle around a bit more
  3. Heya! I'm trying to add DMagic Science Modules to Raidernick's Probes, and it really seems to work in some way So far, I managed to make the experiments show up in the right click menu on the Cassini probe body, they can be performed, boom animation plays, but they all repeat the animation of extending the boom/antennae. I entered Cassini's animation name into the DM science modules but don't know how to make all experiments recognize the proper animation state of the boom. Would someone like to point me out how to fix this? I'm quite fresh to writing MM stuff, I understand some elements, but most of them are still somewhat obscure to me, especially the "keepDeployedMode = 2" and "waitForAnimationTime= -1" Here is what I have whipped up so far: (mostly copypasted actually)
  4. Yay, another update! (v1.1) Added a few more agencies (10-12, dunno, see changelog) and their logos, fixed some minor cosmetics and grammar and made MM patches for integration with DecalStickers, woohoo One persistent bug: The Hercules logo is somehow bugged, DecalStickers don't like them and the large once can't even be previewed in GitHub, odd thing that is. Have fun nontheless ! During the last hours, I wore an old Soviet army hat, sponsored by a coworker, I squeezed down one tube of Cosmopit astronaut food, brought from the same coworker as souvenier and I blasted the Red Army Choir through my room, yeah, and I think on monday, I'll scrounge my companie's scrap cages for parts for making a proper soyuz keyboard poking stick Here a screenshot, sponsored by DecalStickes:
  5. Awyeah, that's just the thing Here a little piece of what I did with my DecalStickers MM patch: //--Add TDI logo @PART[sticker*]:NEEDS[blackheart&TDIndustriesRCSandHypergolicengines&!RealismOverhaul] { @MODULE[FStextureSwitch2] { @textureNames ^= :$: ; TDIndustriesRCSandHypergolicengines\Agencies\Logo: @textureDisplayNames ^= :$:;TD Industries: } } Something like that for FASA, SSTU, and your North Kerbin Rcokwell logos as well. Maybe I can find one or two more logos, add them and give the new release a go...
  6. OK, I found out how to set Firespitter's textureRoot to GameData\ by simply removing the entire line via MM and patching back all original logos with added path bits. Works like a charm Now the MM patch loads only 'realistic' logos and skips all Kerbal logos only if there is RealismOverhaul installed, otherwise, it adds all of them, even from a few selected Kerbal mods. I might split up the MM patch eventually for more control over what is beeing loaded/skipped. Something else: Would it be OK for you to put up your mod on GitHub? I could do the work of slighty rewriting the paths, so adding more external stuff becomes more easy for other modders, who would like to utilize your nice DecalStickers, without having to reconfigure so much. The only downside would be having to add another level of folder structure to each added logo, but that can be easily done. Just a thought. Peace and have fun! And thanks again for this neat mod, here a cropped screenie I made:
  7. Heya! That's actually a really good example, the thing I more or less planned initially Especially the :HAS section is interesting, couldn't really figure that one out. Since then, Ive forked the RO-repo and am applying the manufacturer-homogenization there, correcting a few entries and adding them where they are missing, pushing them over eventually. But I guess I can surely use those eventually, on very 'special' mods^^ I think the next release is as good as ready, still deciding between using only one large MM patch, or several smaller ones, for more options/choice. The current MM patch only integrates CRAP into DecalStickers and adds back all Kerbal logos, if no RO is present. Hmm, so I learned a little ModuleManager syntax and a little Mardown, hmm, feels odd... Dipping my toes into "code"... Could get used to it^^ Peace
  8. Oh my! OK I have badly overseen that one, I should be more careful/less hasty Thanks again^^
  9. @Aelfhe1m Things are now much clearer, thank you very much I indexed the module only because the original is indexed as well, and there is another texture switcher node with index 2, I thought it is somewhat important^^ And thanks especially for pointing out the leading backslashes, they surely would have caused me lots of headaches! OK, I'll try to stitch all that together and learn something from it. Again, thanks a lot
  10. Heya! I'm whipping up some minor MM patch and wanted to ask for some help, in regards to wildcards and adding stuff to the end of already existing stuff. (I'm quite new to 'making things' in KSP^^) I'm quite hestitant to 'just try it out', don't wanna mess up things, although a lot of people say one can't really mess up things with ModuleManager. Better be safe. At least right now, where my understanding lacks... understanding^^ I already gave the MM wiki a peek, but I'm not fully sure if I properly understood using wildcards and other 'fancy' things^^ The general idea: Adding all agency logos from my "CRAP" mod to the "DecalStickers" mod from blackheart612. It has four "sticker" parts, which all four need just a few more entries added to the end of 2 different config nodes/strings. The already existing lines inside DecalStickers: (shortened for overview, if legit^^) MODULE { name = FStextureSwitch2 moduleID = 1 nextButtonText = Next Flag prevButtonText = Previous Flag statusText = Current textureRootFolder = Squad\ textureNames = Flags\Default ; Flags\esa_dark_blue //Wanna add paths here objectNames = stickerflat;stickerh;stickerv //Wanna add names here textureDisplayNames = KSP;ESA debugMode = true showInfo = false } What I've "whipped up" so far: @PART[sticker~]:HAS[FStextureSwitch2]:NEEDS[blackheart] { @MODULE,1[FStextureSwitch2] { @textureNames = :$: ; \CommunityRealAgencyPack\Agencies\ISRO_logo: //Almost 90 additional entries @textureDisplayNames = :$: ;ISRO: //Almost 90 additional entries } } Am I applying the [sticker~] wildcard properly? It should act on four parts, named "stickerbig; stickerh; stickermini and stickerv", IF they contain a [FStextureSwitch2] node. I've salvaged the :$: blabla: from other mods' guts, intended for adding all additions to the end of the already existing entries. The leading semicolon I guess is therefore necessary, due to the original lines not ending in one, which they don't need to, because of no necessity for the last entry? I'm really confused by "textureRootFolder", I believe I need to change my entered paths in some way, but clueless how it needs to look. I'd need to "go up" one folder layer. I hope I asked the right questions in the right way^^ Thanks for giving us MM! Peace and have fun
  11. @blackheart612 Heya! I wanted to ask you, if I may recommend your nice mod in the Community Real Agency Pack release thread? I think they'd go great together, I'm already making MM patches Peace and have fun! PS.: A few thoughts and suggestions: Would it be possible to use GameData\ as textureRootfolder? Does removing the line via Module manager suffice to set it there, or would entering GameData\ do the trick or even unfortunately be interpreted as Gamedata\GameData\? I'm mildly confused^^ Having the squad folder as default makes is somehow impossible to easily inlcude more logos, coming from seperate addon folders, patched in via ModuleManager, which is quite inconvenient. I guess simply not using any rootfolder or hard coding it to GameData\ should be no problem, one would just need to add one layer of folder structure to each entry, which can easily be done
  12. How real can it be?

    For "real rockets", I really can recommend: RaiderNick's stuff (lotsa diversity, Soyuz, Proton, Titan IV, oldschool rockets, Probes) FASA (Mercury, Gemini, Apollo, Redstone, Atlas, Titan, Saturn IB/V, the stuff that brought people to the moon) RealScaleBoosters (rather modern rocketry, very diverse) If you like to construct your own replicas without dedicated replica mods, I do strongly recommend SSTU, it has a lot of really nice tank options and a nice collection of engines. The latter version usually implies a lot of own research, tank masses, fuel masses, burn times, etc, pp, makes you read interesting stuff on the webs, if you are generally enthused, that'd be the way to go, or you can as well simply use the replicas and blast 'em skywards for entertainment. Peace and have fun, especially with the R-7 family
  13. I think I stroked my beard long enough, smells like burnt stuff now^^ Which essentially means this version (RAC) is beeing discontinued, since it has transcended into something not very much different. Could a moderator please lock this thread here? Merci! And I hope the funny abbrevation isn't too offensive or violates rules, I just couldn't help it^^
  14. Community Real Agency Pack v1.1 for KSP v1.3.1 Intended for RealismOverhaul The Community Real Agency Pack (short CRAP^^) is a collection of real world agencies and companies and serves as a manufacturer-framework for modders who make replicas, but can't really decide which manufacturer a part should get, or simply don't bother with that. The mod started out as a small private learning project, the "Real Agencies Collection", which I have now 'transcended' into some sort of extended community project, since there was 'some' interest in having such a thingy. RAC and CRAP are essentially the same thing, RAC is just for KSP 1.2.2 and CRAP for 1.3.1 and has localization, and now a few MM patches for funky integration with DecalStickers... The pack contains large 255x160 .png logos for view in mission control, as well as downscaled 64x40 ones for the vehicle assembly building's manufacturer tabs. Almost all logos were taken from wikipedia, and carefully hand-scaled and resized to fit the KSP needs. And to round it up, it contains a neat selection of background info, in multiple languages, powered by wikipedia and the copypaste foundation, although I'm not really sure where all that info gets displayed, haven't see any of it pop up anywhere yet, hmm... *strokes beard (Translation/localization WIP) In a few words: CRAP is an agency framework, mostly intended for use with RealismOverhaul. Furthermore: The CRAP serves as well as reference for any modders, who make replicas, but aren't sure what exact manufacturer tag one should apply for having the parts in the proper manufacturer categories. The CRAP heap of agencies is (hopefully) regularily updated, by... heaping up more... agencies , or whenever someone has the needs to add manufacturers, that our poor eyes had eluded before. Currently available agencies: (For exact manufacturer tags, see "agents.cfg") Antonov Army Ballisic Missile Agency (ABMA) Aerojet Aerojet-Rocketdyne Airbus Airbus Defence & Space ArianeGroup Arianespace ATK BAE Systems Bell Aircraft Bendix Aviation Beriev Blue Origin Boeing Boeing IDS Bosch Bristol Siddeley California Institute of Technology (CalTech) Chrysler Convair Daimler-Benz Delco Electronics Douglas EADS EADS Astrium Embraer European Space Agency (ESA) Fokker General Electric Aviation General Electric Godrej Grumman Honeywell Hughes HVA Peenemünde IBM Ilyushin International Launch Services (ILS) Indian Space Research Organisation (ISRO) Information Satellite Systems Reshetnev (ISSR) Jet Propulsion Lab (JPL) KB Khimavtomatika KB KhimMash KB Yuzhnoye Khrunichev Krasmash L3 Electron Devices (L3 EDD) Lockheed Lockheed Martin Los Alamos National Laboratory (LANL) Martin USA Martin Marietta Massachusetts Institute of Technology (MIT) Matra Marconi Space McDonnell McDonnell Douglas Mikoyan Gurevich Mitsubishi Mittelwerk GmbH Moog NASA North American Aviation (NAA) North American Rockwell Space Division (NAR) Northrop Grumman NPO Almaz NPO Energomash NPO Lavochkin NPO Mashinostroyeniya Orbital ATK Orbital Sciences PA Polyot PA Yuzhmash Pratt & Whitney Raytheon RKK Energia RocketLab Rocketdyne Rockwell International Rolls-Royce Roscosmos RUAG Space Safran Siemens Snecma Sukhoi SNTK Kuznetsov SpaceX Teledyne Technologies Thiokol TsSKB-Progress Tupolev United Launch Alliance (ULA) United Technologies U.S. Department Of Energy (DOE) U.S. Naval Research Laboratory (NRL) Voronezh Mechanical Plant Yakovlev Requirements: ModuleManager, if you want CRAP integrate itself with blackheart612'S DecalStickers mod. Recommendations: Makes not much of sense if installed on a stock "Kerbalized" game, since only very few Kerbal-modders use actual manufacturers. Install yourselves a fully fledged RealismOverhaul suite CRAP integrates itself nicely with DecalStickers, you can boldly sticker-bomb you rockets like no man has sticker-bombed before^^ Installation: Standard procedures apply, first delete any old installments, if present. Extract the contents of "GameData" from the downloaded archive into your ".../KSP/Gamedata/..." folder, keeping subfolder structure. Voilá. Install DecalStickers and its dependencies (firespitter plugin) according to points one and two. Support: For any manufacturer update requests or bug report, please don't hesitate to open an issue on GitHub: https://github.com/h0yer/CommunityRealAgencyPack Or post here in this thread. If you want to participate in any way, just poke me with an ad-equate poking stick, probably the type beeing used on Soyuz keyboards, I like those a lot^^ Credits: Original Creator: Jan Hoyer (KSP-Forums/GitHub: h0yer) The entire RealismOverhaul team, because reasons. TiktaalikDreaming (KSP-Forums) for providing the "North American Rockwell Space Division", "General Atomics" and "Electric Boat" logos and his continuous support. For credits on all other logos, see "CREDITS.TXT" inside the compressed archive or view: https://github.com/h0yer/CommunityRealAgencyPack/CREDITS.TXT DOWNLOAD: GitHub SpaceDock Source Changelog: v1.1 License: GPL-3.0
  15. So, the KSP 1.3.x version with localization support and a few minor fixes and restructurization is finished... Well, it was finished. It was finished, until I started to turn it into the Community Real Agency Pack. Which turned out to be finished as well^^ Well mostly finished, a lot of description entries need translation and/or copypasting from wikipedia, although I haven't found out yet, where they actually get displayed, hmm. Haven't made a release post yet, I'll wait a little bit... Would anyone be interested in partaking in maintenance? Otherwise the name would be somewhat misleading^^ At least one person, preferable someone with more experience than me, which should be easy^^ GitHub link for the pre-looksies. So this could be even fully Kerbalized... I like the sound of NPO Kerbomash Or SNTK Kerbnetsov^^ But another day... eventually...