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Trolllception

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Everything posted by Trolllception

  1. The link to the latest version is for AdvancedTextures. I think the correct link should be https://github.com/GER-Space/CustomPreLaunchChecks/releases/tag/1.8.1
  2. Thanks for the PR! I have gone ahead and merged your changes in with some minor formatting changes to the files. I may wait until the weekend is over to push another release since I will probably do some more play testing to see if there are any additional changes I want to make. I was considering adding the ability for the Spotlight to track the mouse cursor as it was suggested previously. Edit: A little delayed with getting a new update pushed out. I've had a couple weddings to attend recently so my weekends have been busy.
  3. I have completed a new version of this mod called Tracking Lights. I have tested it thoroughly but if I missed any bugs/issues please let me know. Also open to any suggestions or comments! Enjoy
  4. This is currently in development. I installed KSP 1.6.1 again and within 2 hours I had the itch to start nodding again. Also a good opportunity to practice my C# skills I've been learning. I have my spotlight tracking but I need to work out some more specifics to the plugin. I may create some additional smaller spotlights.
  5. PM Sent. Lets get this on CKAN. Makes it easier for me to add it to my installs anyways as I am an avid CKAN fan.
  6. About This is a new version of the old 'Launch Pad Lamp' mod I had previously released. This new version is closer to what I had originally intended when I started this mod 2 years ago as it now includes the tracking functionality. Features Spotlight can track the active vessel or current target Tracking can be disabled or enabled per light Light parameters can be modified in flight via the right click action menu (color, spotlight cone angle, intensity, range) New emissive animation for the Launch Spotlight Updated materials to use KSP mapped shader New M.T.S. LED tracking spotlight (smaller LED version intended for use on crafts or for docking assistance) Note: The intensity and range values allow for some extreme values. The intention is these lights could be used for ambient lighting around a base or by lighting up distant terrain. Download Link Download Tracking Lights 1.0 Screenshots Imgur Album GitHub https://github.com/droric/TrackingLights License This work is shared under CC BY-NC-SA 3.0 license.
  7. So now the question is how do we get this to track vessels and spawn when something is launched? Edit: Does anyone want to create the DLL? I am not sure I want to start learning C# right now. I honestly want to improve my modeling/texturing before I start on something like learning C#. If there are no volunteers then I may think about it in the future.
  8. Well I am moving along but have gotten stuck at the texturing phase. I always seem to struggle with trying to get appealing textures. This is what I have so far. Not sure if anyone has any ideas for texturing this model. The struggle is real when it comes to texturing! Edit: I think this (below) will be the final model/textures?. I am going to work on getting the animations and CFG file setup and put it in game and see where we can go from there. I don't have any idea how to get the lights to actually track a target via just config files. I think maybe some code is in order? And fully illuminated
  9. I remade the arms of the light since I didn't like the last result. I also think I am more or less complete with the model portion. I want to get some opinions on if the light can looks too squared off and if I should add more polys. Also if I should put more detail in the tilt mechanism at the bottom or just leave it extra simple since the lights will usually not be zoomed in on specifically. Not sure if anyone knows the best way to do the light in unity. I think it might be a good idea to have the light cone show so give it more of a spotlight effect. I currently have a plane in front of where the light might go but not sure if KSP can handle a decent transparent shader to let light pass through and give it a slight reflection to simulate a lens on the spotlight.
  10. Making some progress here. I've been tweaking the model to try to keep the poly count down as I am at 770 tris currently which should hopefully be okay. I don't have much experience with animation but from what I've read I will just handle this from within Unity since its a basic animation, just pivoting. Hopefully I'll have more progress to share soon.
  11. Maybe something like this would look modern and spacey. A light like this could easily be mounted on a small truss structure that anchored to the ground. I don't imagine too much difficulty creating the model but rigging it for animation in KSP will be harder since I haven't really done any animation yet with my modeling.
  12. I may be interested in making a model or two. Need a good reason to start learning Blender a bit more. Do you have any reference images in mind?
  13. This is great. I think I need to start considering a way to have fun with a sandbox save. It seems I never get to use the more advanced parts since gathering 20K+ science to unlock the last nodes is such a chore. Nertea perhaps the chart you posted should go on the main page to help describe some of the engines and their benefits. Congrats on the next release!
  14. Will version v1.4.1.0 still work with KSP 1.1.3? Thanks for so adding the feature to disable the power manager so quickly! Keep up the great work.
  15. I'll add the request right now. I should say I am playing RP-0 and the telemetry is handled by avionics units which already require a hefty amount of power to operate.
  16. Additionally it appears the AmpYear power manager consumes electric charge. I was attempting to use the mod with Realism overhaul but turning off the manager every time was a bit tiresome. I tried to look at the configuration setting to see if all AmpYear power consumption could be disabled by default but was unable to find such a setting. In realism overhaul often times the solar power is just barely enough to power the probe core and antennas so the added power draw of the manager was an issue.
  17. I agree. A stripped down version of AmpYear which simply displays usage / calculates power in the VAB would be great.
  18. Are there any working download links to this? I see this mod recommended by the RP-0 mod but the download links all appear the be broken.
  19. Is there a way I can use solid kick motors and still accomplish satellite contracts which require a specific orbit? I am still early in my new RP-0 Career (1958) but most of the contracts I receive now require the Satellite to be in a very specific orbit. This is very difficult to accomplish using a solid motor final stage. Or is there a way to relax the orbital requirements on the contracts? Or maybe there is a way to add additional relaxed orbital missions like simple polar orbits with a minimum periapse with no maximum apoapsis? It feels like the difficulty ramps up after the first mission or two to the point where solid rocket stages become difficult to use for anything other than TLI/Interplanetary missions. If anyone else has any suggestions on completing these types of contracts early on let me know!
  20. Phineas Freak I like the idea of simply increasing the avionics on certain parts. The US rockets pack doesn't fit up with many of the existing Avionics modules and while I like the mechanic certain rocket types and sizes are limited by the diameter of the existing Avionics module. I wonder how well it would work to make Avionics a procedural part to account for specific diameter rockets.
  21. Is there a way to disable Avionics in RP-0? I was playing around with RaiderNick's US Rockets and there are no avionics modules that would fit in the fairing with high enough mass limits. I understand this isn't a supported by RP-0 but wanted to see if there was a method. Edit: If there is no method of removing Avionics it's easy enough to add it in a MM patch.
  22. I got a chance yesterday to test this out a bit. The ability to go into time warp doesn't seem to be effected by the amount of excess power for me. I am testing using a reactor and NFP engine which should always provide enough power to fire the engine. Even when decreasing the throttle or using the thrust tweakable it still has issues entering into time warp. If it would be easier to visualize I can try to throw a GIF/video together when I get home so you can see what I am experiencing. Timewarp will quickly engage then immediately disengage and I have to repeatedly press the > key to eventually get it to fully engage and allow thrust while warped. It does work, just takes some patience.
  23. This does work with NFP. You will need to create a module manager patch to add the module to all the engines. You can use my patch linked below that I created. I am not modifying the thrust values as I have seen many others do on this thread. My goal is not 100% realism but to allow me to use electric engines and not leaving my PC in physical time warp for 20 minutes to complete a burn. Just delete the ION engine config file from GameData\PersistentThrust\Patches and copy the file below into your gamedata directory. LV-N, Ion Engine, NFP Electric Engines, and Kerbal atomics engines with Persistent Thrust patch Also FYI version 106 seems to work better than 105 but there are still some minor issues. Time warp is finnicky to get started and often times I spend up to 60 seconds before I can actually get the time warp to start while the engines are running. Often times I will hit the time warp button only to have the warp go back to 1x immediately but after numerous attempts it usually will kick in eventually allowing me to speed up my 20-30 minute burn into a minute or so.
  24. I am using the latest version of Persistent Thrust and a MM patch to add the PersistentEngine module to all Near Future Propulsion engines. It appears to work if your using significantly less than max throttle. I was able to use the mod with the NFP Hall thruster and it works at less than 50% thrust. Anything higher and it cancels out of timewarp.
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