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Deimos Rast

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Posts posted by Deimos Rast

  1. 1 minute ago, PocketBrotector said:

    The Puff effects work like a charm! The deployment animation runs, then I get thrust, exhaust, and sound. The engines retract upon shutdown too.

    Yes, this has been the case for as long as I have used the mod. I believe that the thrust is off-center so that the command module is yanked laterally away from the (exploding) launch vehicle during an abort. Given that the TWR of the command module is likely so much higher than that of the launcher, I'm not sure if this is a necessary feature, but I'm not an LES designer. The lateral movement does seem more pronounced in the stock and Taurus escape systems than in videos of Apollo and SpaceX abort tests.

    Will you be adjusting the mass of the ore tank for the next version of your patch? (4.667t to keep the ratio consistent with the 2.5m stock tank)

    Also, cheers for CTT support!

    so the engines work as they should then? There is a "WaitForAnimation" setting of 0 to 1 (0-100%) if you think it waits too long to deploy.

    hmmm, maybe the capsule is meant to fly drunk then, and I should leave it alone. Or I could crank up the RX Wheel to compensate! Just kidding.:sticktongue:

    I can do that with the tank, yeah.

    And thank @Kerbas_ad_astra for CTT - and for the engine patches, since you could say mine were heavily "inspired" by his.

    Also since you're here: I've been gifted some DDS textures by @MeCripp - how do you feel about me just doing a full repackaging of this mod and rehosting it as opposed to just patches? Would probably need a new thread though. I was somewhat reluctant to do the new thread thing, 'cuz more work, and I'm allergic to work, but I've already gone this far, so, meh.

  2. 1 hour ago, Kerbart said:

    Hello @Deimos Rast, let me start by saying that anyone who puts in work to keep this mod alive is highly, highly appreciated, not just by me but by a large part of the KSP community, I'm sure! So thank you, thank you very much!

    As someone who's using Tokamak's version right now I'm a bit puzzled by your statment regarding the USI requirement. To the best of my knowledge the Tokamak pack works fine without USI. There's a USI folder included to support it, but it doesn't require it. Does it?

    That doesn't take away any of the work that you did, especially since it's providing parts not supported (yet?) by @Tokamak like the sphere pod. How does the centrifuge animation go, by the way? Is it stoppable or is that an issue that's more related to the animation module and thus unfixable?

    'cuz this replaces habrestrictor and animategeneric/layeranimator. Also, checking his repo, the orb is there, but wasn't in my copy I guess. The centrifuge....I forgot to test actually.:blush: Sorry for short reply (have migraine:(). Questions?

    // Needs USI-Tools to inflate
    	MODULE
    	{
    		name = USIAnimation
    		deployAnimationName = InflatoFlatInflate
    		inflatable = true
    		CrewCapacity = 4
    	}

     

  3. On 10/27/2016 at 11:06 PM, linuxgurugamer said:

    LOL

    I had downloaded the Retrofuturev1.7.2b, but that is for KSP 0.25

    I just got the TransparentPodsv1.2.2, thanks

    This is way down on my to-do list.  But I liked them, and if I ever get some time may take a stab at resurrecting them

    I actually went ahead and updated it locally, not seeing this. I'm a bit under the weather atm so haven't tested it yet, but even still all the big stuff is done. Do you want it or is it something I should/can release later? The big unknown is how well the transparency will work now.

    I also have a partial RetroFuture update, as it is badly outdated despite it's "1.2" label. Stopped working on it due to not using the mod any more.

  4. 1 hour ago, linuxgurugamer said:

    Firespitter

    @LeLeon is doing a fantastic job of going through this mod and making updates.  Please all give a shout out to him.

    He committed a whole bunch last night, it's now merged on GitHub.  Details follow:

      Reveal hidden contents

    Pods functionallity & rebalance  …
    LeLeon committed 20 hours ago
    - changed some pods (f.e. catfish) module = Part (was CommandPod),
    appear now ingame

    - MKVII bridge (cockpit on top of a 2x1 hull segment):
    added small tank with fsfuelswitch and standard fuels, to make this
    cockpit more useful

    all:
    - rebalanced tech tree appearance
    - added tags, descriptions, bulkheadprofiles filter
    - balanced cost/ entrycost/ mass/ reactionwheels
    - balanced power consumption of reaction wheels and probes
    - maxtemp to stock 2000
    - crashtolerance to stock
    - balanced mono/ ec on pods

    manned pods:
    - modulelight to moduleanimategeneric on all windowed pods

    probes:
    - added kerbnet on all probe cores
    - added hibernation
    - added ModuleProbeControlPoint on 2x1 and 4x2 probes

    =====
    minor fix  …
    LeLeon committed 20 hours ago
    bulkheadprofile format error
    infiltration pod changed to not attached on other surfaces. makes no
    sense.

    =====
    Fuel tanks batch  …
    LeLeon committed 19 hours ago
    all:
    - balanced tech tree
    - added bulkheadprofile, tags

    Servicemodule:
    - Category from fueltank to utility
    - fsfuelswitch to dedicated mono+ec with same amount

    =====
    Engine batch  …
    LeLeon committed 17 hours ago
    - balanced tech tree
    - added bulkheadprofiles
    - added tags

    =====
    Command & Control batch  …
    LeLeon committed 17 hours ago
    - balanced tech tree
    - added tags
    - added bulkheadprofiles
    - LLLRCS4 thruster power from 1 to 1.5

    =====
    Coupling batch  …
    LeLeon committed 16 hours ago
    - fixed Categories
    - balanced tech tree
    - added bulkheadprofiles
    - added tags

    =====
    Payload batch  …
    LeLeon committed 16 hours ago
    - fixed Category
    - balanced tech tree
    - added bulkheadprofiles
    - added tags

    =====
    Aero batch  …
    LeLeon committed 15 hours ago
    - balanced tech tree
    - added bulkheadprofiles
    - added tags

    =====
    Ground batch  …
    LeLeon committed 15 hours ago
    - fixed category
    - balanced tech tree
    - added bulkheadprofiles
    - added tags

    =====
    Thermal rework  …
    LeLeon committed 13 hours ago
    DebrisShield + (End):
    - rebalanced attributes as mass, cost, entrycost
    - techtree rebalanced
    - added tags, bulkheadprofiles
    - functionality of stock Heatshield3 (3,75m)

    GrillLarge:
    - fixed category
    - new title for functionality
    - added description
    - added tags, bulkheadprofiles
    - complete overhaul, acts as radiator panel now on 4 parts (like thermal
    control system (medium) but with 300 W cooling power

    =====
    Thermal fix  …
    LeLeon committed 13 hours ago
    - added missing description

    =====
    Electrical batch  …
    LeLeon committed 13 hours ago
    - fixed category
    - balanced tech tree
    - added bulkheadprofiles
    - added tags

    =====
    Communication batch #2 …

    - fixed category of disabled antennas - balanced attributes to disabled antennas - added antenna functionality of disabled antennas - added bulkheadprofiles, tags - edited some descriptions and titles - balanced different antennas ec-consumption to fit in stock environment

    8e4df4eUtility folder batch …

    maxTemp to stock temperature 2000 (2400) angularDrag to stock 1 (0)

     

    yeah, he's contributed a number of valuable patches to the stuff I've been working on too. He's good people.:)

  5. that actually makes a fair bit of sense. Although, have you tried Kerbal Atomics or AtomicAge? I just updated AA, and in my tests I definitely needed radiators, but yeah I agree with you (that's why I played with Deadly Reentry).

    Alternative approach would be to tweak the other thermal values (maxTemp, heatConductivity, etc), but your method is probably the easiest.

    Cheers.

  6. 1 minute ago, Benji13 said:

    Thanks, didn't realise there was a new module manager. I'll change the cfg tomorrow. It's a bit late here. 

    out of curiosity, what led you to making this mod? I could see a general heat increase mod like Deadly Reentry, but this seems pretty niche. Not knocking it, mind you, just...curious.:)

  7. 12 hours ago, mechanicH said:

    Any chance we can get a progress report on this mod? Just wondering if anything is being worked on or needs help testing.

    I messaged the author a bit ago about updating the mod fully (as it is very outdated still), but haven't heard back.

  8. this seems like a much more advanced version of deployableHabRestrictor used by Porkjet's HabitatPack. I take it when released, I could in theory convert over something that currently used deployableHabRestrictor to your module? The main importance is no crew when deflated, and bound to an animation, both of which sounds like your's has.

    Regarding the two piece: sounds cool, but hardly necessary for initial release. Unless that is a decision that needs to be made now, my vote would be focus on other things. Assembling a mothership in space at a dockyards (or something) sounds really cool though, and I'd love to see it eventually.

  9. 4 hours ago, BetaguyGZT said:

    Looks like I have to fix node attach stuff on the Greenhouses too, due to resizing them. They're the correct size now, but they aren't attaching correctly on top/bottom. Expect another point release tonight. I probably need to check the other parts that I resized as well.

    don't touch scale, unless in a model node, when you rescalefactor a part, as it scales the nodes differently and isn't needed usually. Generally, just tweak node size manually. Sorry if you know all this already.

  10. by the way I think you're in the wrong sub-sub-forum LGG.

    1 hour ago, Dakota2063 said:

    I've been looking at the mod, and I was wondering If I was missing something. None of the fuel tanks have their switchable options and the 2x1 structural box has all meshes showing all at once, Is there another mod I need, do they not work yet, or is there something wrong with my install? Thanks again for updating this.

     

    you probably need either firespitter or interstellar fuel switch. Probably firespitter.

  11. First is the default, SolidFuel EngineFX (from the stock LES).

    Second is the MonoProp EngineFX (from the stock Puff OMS).

    On a side note: this thing does not want to fly straight, even up. I think I might need to look at the CoL and CoP offsets in the configs later.

    EDIT: Assuming the new patch works, I'll roll out a new update with that and a few other changes tomorrow most likely (including CTT support, courtesy of Kerbas-ad-astra).

    r6PMfdtg.jpg

    jpwfRJeg.jpg

     

  12. @PocketBrotector

    Alright, I have something for you to try. I tested it without RealPlume-Stock and it worked, so I'm assuming that means it'll work for you too.

    I also made you another patch, that converts the new engine FX (I used the Twitch engine) to a monoprop engine (the Puff OMS), since I know how much you love your monoprop.:D

     

    EDIT: Actually, turns out the Twitch FX was a bad choice (exhaust plume only comes out of one port:huh:). The Puff FX works very well though. Make sure to enable the "HCV_MonoPropFX.cfg" patch in the optional extras folder. I need to hunt for a new FX before I make a general release...

    EDIT2: Found a better FX: the LES.

  13. I made up some patches that update the mod to 1.2.1, and did some light balance work. It's no where near as cool as the work Tokamak's been doing, but it's something.:wink:

    Unlike Tokamak's version, this doesn't require USI to work. It's works the same as the original does. However, because of that, if Habitat.dll breaks, I can't fix it (it works currently).

    Requires Module Manager to work, and the base mod. Extract somewhere into GameData.

    As always, feedback is welcomed.

    Cheers.

    Note: Patches share a repo with AtomicAge patches; you can delete that folder if you want.

    Repo here

    Direct download of v0.1 here

  14. @Tokamak

    So I completely forgot you were updating Porkjet's HabitatPack and I went ahead and did the same thing (along with AtomicAge). It's just a set of MM patches, and comparing my work to your's, we took it in very different directions. I just have to say that I think it's really cool that you're dusting off his work, and giving it new life. You are of course more than welcome to use whatever you want from my patches, which I will link down below.

    Looking over your work, I have some suggestions, if I may:

    • You've ditched the deployableHabRestrictor, in favor of USIAnimation, which I can understand, as it's more likely to be up to date going forward. However, not everyone wants to download the USI suite just to use the HabitatPack, when the current Habitat.dll already works just fine.
    • I would break out all the USI, CLS, EPL stuff into separate patches with proper :NEEDS[xyz]
    • You have a ModuleHabitation with a HabMultiplier of 0 (InflatoFlat)...I think that might cause issues, not entirely up on my USI modules though.
    • Why all the stagingIcons?
    • Your maxTemp (2900) is very high; I based my values off the HitchHiker's.
    • Did you add lights to the Inflato Flat? Would be neato.:)

    I also updated the BaseMount and the Orbital Orb, added tags and bulkheads, along with the 1.2 stuff.

    Anyway, patches are here if you're curious.

    Cheers.

  15. Here are some patches for AtomicAge. It adds in missing things such as tags and bulkheads, and balances things like thermal values and costs vis-a-vis stock. To be fair, you can play with the mod as is, just fine... for the most part.

    There are two optional patches, disabled by default, that removes GimbalResponseSpeed and another that converts ModuleAnimateHeat over to FXModuleAnimateThrottle. Use if you're having issues with either.

    I tested everything, got everything nice and glowing. Works fine.

    Repo is shared with patches updating Porkjet's HabitatPack as well; you can delete that folder if you don't use that mod.

    Requires Module Manager, and the base mod. Extract somewhere into GameData.

    As always, feedback is welcomed.

    Enjoy.

    Direct download of v0.1 here

    Repo here

     

  16. 4 hours ago, Kerbas_ad_astra said:

    I thought I said this when you asked over in the Landertron thread, @Deimos Rast, but DeployableEngines is looking for a ModuleEnginesFX and does not work with ModuleEngines.  It is unlike BD's AnimatedEngine in this way.  See e.g. my SoyJuice Service Module patch for tips on "converting" the module.  (Be sure to check for compatibility with RealPlume Stock Configs, if they're expecting a ModuleEngines and not ModuleEnginesFX.)

    oh, I misunderstood, I assumed it was in addition to ModuleEngines, as that would stand to reason (to my mind). That clears things up. Thanks!

    @PocketBrotector The reason it works for me and not for you, and I suspect not for anyone else in your situation, is because I have RealPlume-Stock installed, which converts the TaurusHCV ModuleEngines to ModuleEnginesFX, thus allowing it to work with ModuleDeployableEngines. I'm guessing you don't have that mod? It's a cool mod, and I highly recommend it, but either way, it looks like I need to write another patch.

    Now we're making some progress.:)

     

    EDIT: Glad you linked that, since apparently my version of HGRCommFixes is out of date and I was working from an incomplete patch.

  17. Some more feedback:

    TechNode icons don't load.

    Astrobiology node overlaps with Electronics (CTT)

    Personally, I would just use the TechNodes at the bottom of the CTT (HydroPonics, LongtermHab).

    I would add BIoMass Parts to the LifeSupport category. See CommunityCategoryKit (latest TACLS dev build uses it I believe).

    I think you should make Kethane either a dependency or leave it alone entirely. The current situation seems odd. Out of curiosity, what happens if I have Kethane installed? I notice it's completely absent from the OP.

    I haven't played with the mod much yet outside of the editor, but I suspect a critique I'll have is: too many compressors.:D

  18. Ever since I upgraded to KSP 1.2 (and coincidentally, transitioned to Windows from Linux, if it matters), the spirit of the Kraken has been overwhelmingly strong in my games. It started with my vessels blowing up (100% of the time) when they transitioned to the Mun SOI. I "fixed" that by turning on invulnerability cheats, and the transition became a mere "spin my ship around wildly" instead of blowing up. When I went to land on the Mun, I was constantly be batted around by unseen phantom forces. I landed anyway. This angered the Kraken greatly, and it has increased its' fury. This video is the latest example of my crappy, not-entirely-legit Moho probe crossing into Moho's SOI, with invulnerability cheats turned on to try to survive the onslaught. I can just HyperEdit into orbit around Moho (which at least shows it's the transition that's the issue), but that ruins the adventure of it.

    Here is a log. I am using a fair number of mods, not all of which are updated to 1.2.1 (still 1.2 mainly), but even when they were up to date with 1.2, this still happened routinely. In the log I see a fair number of NRE's related to BasicOrbit, which is a flight info mod, but I suspect those are generated after the Kraken attack, and the mod is simply overwhelmed.

    In the face of such primal fury, I'm kind of at a loss of what to do, besides stay on the ground and build sand castles.:mad:

    Any help would be greatly appreciated.

  19. 2 minutes ago, PocketBrotector said:

    DeployableEngines is up to date (it is the version distributed with CryoEngines 0.4.2). However now I'm getting different behavior... the engine deployment animation runs as soon as the pod is placed in the VAB (no toggle exists in the right-click menu), and they're deployed upon launch as well (no staging or activation required.) Weird - I'm not sure what changed...

    Interestingly using BahaSp alone results in a working animation and working thrust, but no exhaust and no sound! 

    I did tweak the patch very slightly because of this, but testing showed no change on my end. Did you just update? Are you using any of the new patches, if so?

    You could try using DebugStuff to see if ModuleDeployableEngine is getting added, or better yet send me a log. The BahaSP sound issue...I don't know the code of it, but I'd be surprised if it touched the FX.

    This is beginning to sound suspiciously like something else is at work. To be clear, you can use CryoEngines fine, right (the ones that have animations)?

     

    @linuxgurugamer does the BahaAnimation dll have any affect on engine FX (such as the no sound behavior described above), or is it strictly animation related?

  20. 16 minutes ago, CobaltWolf said:

    reread it. He converted them to DDS

    .EDIT: Also, about a month ago, I spoke with Rubber Ducky and got the source files for Cacteye, and I plan on trying to finish my revamp... I dunno, I suppose by the end of the year?

    end of the year, but who knows when that'll be!:D

    I forgot you were working on some things. Should be neat. What all are you revamping? I remember seeing some pictures a while back.

    @icedown no worries, best wishes to your family.

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