blackhuey
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Posts posted by blackhuey
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So that's 0.1. Testing is going well on my career save, it's very useful for resupply missions (I'm using USI LS) in the Kerbin/Mun/Minmus SOI and having 10x seats in the back is brilliant for tourist contracts.
My current list of improvements is:
0.2:
* Integrated comms and MechJeb in the cockpit, maybe thermometer as well
* Implement hatch on the fuselage
* Standard RCS kit with mountpoints for docking ops
* Separate fuselage tail fins into animated aero kit
* FlagDecals
Roadmap:
* Build alternative fuselage with zero passenger seats but operating ramp for cargo
* 3rd alternative "skycrane" fuselage for bulky cargoes
* Overall texture improvements
* FFAR pods (special request from my son)
* chin mounted flamethrower (my son again, so proud)
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Good to know, I missed that. PEBKAC as usual. Cheers
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RD, I hit a problem last night with USI LS. I have a small Mun base consisting of a Koala, an emergency shelter and a comms module, with a small Supplies tank (with several small supply paks attached to it), crewed by 1 orange suit and 1 white suit. I had resupplied it with approx 200d of Supplies.
On approach to the base with more parts, once I was in physics range, I got the message about crew going on strike. Imagine my surprise to see all of the supplies gone and the white suit sulking. I have other bases with similar supply levels, and they were fine, this one just blipped to zero.
Being undeterred by space shenanigans, I landed and bolted a full supply pak to the side of the supply tank. Imagine my further surprise at seeing a message about my white suit nomming the supplies, and then finding the entire new supply pak immediately empty.
It may be relevant to note that the Mun base is completely out of power?
Anyways, any ideas? I'd like to keep using LS but if they are going to keep mainlining noms like it's thanksgiving, they are gonna have a bad time.
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IIRC I had a similar problem because my Part Triggers layer wasn't on the correct numbered layer. I want to say layer 21, but that's off the top of my head. If that's not it, can you post a pic of the setup in unity?
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I will have a look at implementing a ramp when 1.0.5 hits.
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Wings and gear basic textures done.
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Why not use the SAVE mod? It saves your saves in it's own folder in the KSP folder. Just click Backup and it is, well backed up.
I'm sure there are lots of ways to do it. I use Git because I'm a programmer and I'm used to that workflow.
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It should not have exploded
Yes, I'm calling it a Kraken and moving on with a new and improved station
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Thanks, that's very useful. I'll keep thinking how best to do it.
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Looks like there was a part rename in the latest update:
Is that the little inflatable survival pod? Should be safe to delete from the savegame right?
*edit* I deleted the 3 instances in my savefile where there was a PodCapsule part. Then my station exploded.
So I guess that's not the way to fix it.
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I'm curious how you trigger commits on the git repository?
Each time I shut down KSP I do a git add/commit/push on the savegame folder. It's saved my bacon a number of times already.
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Thanks I've done quite a bit of research into parody fair use provisions, as I make parody music. It is a difficult area of law to understand and there are no hard and fast rules. Ultimately it is a judgement based on a number of factors, one of which is intent.
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Thank you everyone.
I hate to rain on your parade, but you have created a derivative work from their original. Releasing a derivative work without express consent of the copyright holder is not "respecting their copyright". I don't think this can be considered a parody in any sense so that type of fair use will not apply.I appreciate your comment and parody is a very grey area. That is, however, absolutely the intent. I respect your opinion that the Valkerbie doesn't qualify as parody, but I disagree.
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At some point I will distribute my Valkerbie model to the KSP community and I understand I need to release it under a license. CC-BY-NC-SA seems the best fit.
However as the Valkerbie is a representation of a model design owned by Games Workshop PLC, who are notoriously protective of their copyrights, I thought I had better include something to show I'm respecting those.
I've included the following modifications to the license, do you think these are fair enough? Not a lawyer, but here goes:
THIS LICENSE HAS BEEN MODIFIED FROM THE ORIGINAL CC-BY-NC-SA 3.0 AUSTRALIA LICENSE TO SPECIFICALLY RESPECT THE COPYRIGHTS AND TRADEMARKS OF GAMES WORKSHOP PLC. CHANGES ARE DETAILED IN SECTION 14....
14. Non Standard License Provisions
This license is further limited by the following non standard provisions.
14A Parody
This product is intended as a non commercial fair use parody of designs that are the property of Games Workshop PLC. No copyright or trademark infringement is intended.
14B Other Use of 3D Models
You may not create, or facilitate the creation of, a physical copy of any 3D models provided in this product through the use of 3D printing or any other process.
You may not convert 3D models provided in this product to any other format, including but not limited to STL.
You may not use the 3D models provided in this product for any reason other than in connection with playing Kerbal Space Program.
You may not upload the 3D models provided in this product to a 3D model library.
14C Derivative Licenses
Derivatives of this product must include the Non Standard License Provisions above in their license.
Thanks
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Today's WIPs: Fuselage and engine.
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Bit of work texturing the fuselage...
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Working lights that even turn on and off!
Final texture for now:
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Temporarily fixed the portrait issue by using an IVA that has 2 seats rather than the Mk1 Cockpit. Obvious in hindsight Working on lights now while I watch RoverDude's stream.
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So after hours relearning UVW unwrapping and texturing, I've got v1 of the cockpit texture done.
Then it was on to learning ladders and hatches. omg. Got it working though.
Weird bug of the day: There are 2 cockpit seats in the SPH, Jeb and Bob are seated in it. In flight I can access both Jeb's and Bob's inventories, so it's recognising they are in the cockpit. However I only get one portrait! Jeb can EVA and re-board, but I can never EVA/IVA the back seater, as their portrait doesn't show. Any ideas?
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Looking Really good! good job on unwrapping her too (thats my least favorite part )
Thanks, but I can't even claim credit for unwrapping. I just put UVW box maps on each part
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Many of you I assume were waiting for me to realise that a single-piece ship wasn't really going to work given all the different modules it would need etc. So I've broken it up into:
- Cockpit
- Fuselage
- Wings (left and right as they are asymmetric)
- Main Engine
- VTOL engine
- Main landing gear
- Nose landing gear
early testflight prior to main engine development
She weighs just over 13T wet and hovers on VTOL at just over 50% throttle, which should give her a power margin for hauling cargo. I don't want it to be a super ship that can effortlessly haul stations into orbit, but if it can haul say 10T of smaller parts, I'll be happy. Tuning the engines for that. I just have a UVW grid texture on the parts for now - I am the worst at it and I'm putting it off.
KIS containers
CoG/thrust/lift vector problem
Clearly Games Workshop doesn't have to worry about physics, because the thrust vector is way off where I expect the CoG would be. I tweaked a couple of things including moving a lot of mass into the engines and angling the thrustTransform 10' down to point it through the CoG. It flies much nicer now. I still need to fix the wing CoL and bring it forward. It's centred on the mesh, but the CoL is too far aft.
She doesn't rocket into orbit, but she's orbit-capable. A lot of drag and no control surfaces (yet) on the stock airframe give it a characterful dead-man's curve at somewhere over 30m/s in the lower atmo.
so happy
Really enjoying the process of building this.
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I have had problems in the past with corrupted savegame files, especially when using (and building) mods, so I now control my savegame files with git.
This creates a .git folder in the saves folder, which is picked up by the game as an "incompatible/invalid save". It's no problem as I simply choose "delete", KSP is unable to delete it, and I can play as normal.
The only problem comes if I choose ignore instead of delete, which locks up the client necessitating a restart.
I would think it would be a simple change to have the client ignore dot folders when looking for savegames. Thanks
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node_attach allows you to attach things, at the location specified, to other things without a node on the receiving object.
The stack node requires itself to be attached to another stack node. Having an attach node and a stack node in the same location can be troublesome to attach correctly to another stack node.
Finally I understand the difference. Thank you
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First mod, it had to be my favourite 40K ship.
Thanks to anyone who's ever posted a howto or edited the dev wiki or built a mod tool: I've probably read/watched/used it over the past few days.
Next steps: tidy up the mesh a bit, add engines and landing gear, a basic texture and get down and dirty with the .cfg. A bit worried about how to implement VTOL. Cross that when I come to it.
If this goes well I might do some more 40K inspired stuff.
Scratch programming language
in Prelaunch KSP2 Suggestions & Development Discussion
Posted
I personally find scripting a lot of fun, far more fun than manually piloting - particularly orbital ascents, which get tiresome real fast especially when you're building stations etc.
My grand hope is that the multiplayer feature will remove the control bubble limitation and allow more than one inflight craft to be under active control via scripts at the same time. It's the only way to do reusable launchers a la Falcon 9, and if you can manually fly a suicide burn you're a better pilot than me.
If scripting isn't in the base game, I'll be holding out for kOS2. But it would be a great addition in the base game.