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kurgut

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Posts posted by kurgut

  1. On 3/2/2024 at 3:35 PM, OrbitalManeuvers said:

    For me, existing craft built before this mod was installed require both enabling staging, and disabling the now-staged RCS thrusters by hand. But for new craft, for me, the RCS thrusters attach disabled in the first place, with staging enabled.

    and @kspkat, see below :) 

    Thank you OrbitalManeuvers, yeah I forgot to mention behavior on already existing crafts (I'll double check ingame, then update the first post), but as you mentionned, for a new craft, newly attached RCS should be disabled and their staging icon visible, which is the intended behavior.
    Cheers

  2. So I'm still in the rabbit hole of understanding MAS, and making a more immersive IVA experience, added ambient sounds, camera switches, a lot of custom props, still needs a bit (a lot lol) of work ^^ :D 

    At least I'll be able to transfer this knowledge to other IVA projects !

    (sound volume is low, turn it up to hear the ambient sounds :) )

    Cheers

  3. Today, I tested my new PC with KSP, it's my first time having a fixed setup, been on laptop for years as I needed it for work... Having finally 60 frames in some heavy installs feels soo nice :) 
    So to celebrate I flew around in RSS-Reborn, doing some Apollo shenanigans :
    ajtWwtC.png
    (forgot to enable DOE here, but anyway the stars look nice and all :D )
    lcKF2UT.png

    I also had a minor  launch tower accident, nobody was harmed, the crew was so confident they didn't even trigger the escape system, with the launch pad blowing up below them... true kerbals :D 

    Cheers !

  4. 7 hours ago, Publius Kerman said:

    This is the coolest mod ever and is really helping learn [...] after the seat up and down update the maneuver panels buttons seem to have disappeared on my end.

    Thanks a lot ! Happy you enjoy it. :) You're missing MirageDev props dependency for the maneuver planner, it's not throwing errors because it's KSP's behavior when props are missing, it just doesn't load them and doesn't complain : )
    Cheers

     

  5. Today (and the past days : P), I spent time trying to get more familiar with MAS and ooh, I can't describe how cool it is, much more features than RPM, and also simplier to manage modding wise. :) 

    I also added "glass" panels to most of the ASET props, to give them a more realistic look, and some depth to them. (now I can't stand any non-glassified props haha)

    For those who know how those props look without the glass textures, you'll see the difference ;) 

    Bib0ukb.png

    (Don't look at mess, the IVA is WIP ^^)
    J9ZuopD.png

    I made as well some fuse switch style props (those are actually inspired after the ones in the real mercury capsule), to control some cockpit (sub)systems ! Well it's just 2 pieces of beveled cubes and some simple textures, but heh, at my scale, still a proud little blender moment haha :D 

    VNR3LXI.png

    Oh, and Kerbal comfort in spaceships is always a first concern for the KSC and their kerbonauts (read the labels :D )

    gZQkbZy.png
    Cheers !

  6. Hi, I'm trying to make the MAS_ASET_DSKY be dependent on a fuse, however I'm having some troubles getting it to work with the various texture shift variables, which make MAS freak out in KSP (probably because of the interacting with the lua script), but I saw on the wiki that the MASmonitor could  have a variable, is that implemented ? So I guess I could use that to switch the whole module ON and OFF with another prop, which would be very convenient in this case (and others too :) )
    nm6Bxuo.png

    Thank you !

    EDIT : figured out this isn't implemented yet indeed, though I was able to go around that by using color shifts with variables on the  different screen objects. More hassle, but it worked :) 

  7. 29 minutes ago, CashnipLeaf said:

    I am looking to rename this mod at some point. "CPWE" was always meant to be a working title and it also just doesn't roll off the tongue well. If you have any name suggestions for this thing, I'd like to hear them. 

    So I've searched for famous wind names and name of wind gods, here are a few proposals to get started, it's kinda rough, but heh :
    HELM High-altitude Environmental Lateral Modifications    (meh, the high altitude part isn't right but anyway)
    AURA (Titan goddess of the breeze) : Atmospheric Unique and Reliable Airflows  ("Unique" might need a better alternative, idk "unleashed", other, Reliable could be "Rational", since your mod brings a new clear and consistent framework to the wind modding,...), my favorite solution so far. :) 
    ZEPHIR sounds cool as well but I didn't find anything that made sense (yet) haha

    Cheers :) 

  8. I've been working on this lately...

    It's inspired by Interstellar obviously, but not only...  some Star Wars (Tantive corvette), Star Citizen (Port Olisar tribute), KSP 2 trailer wink (Jupiter station), 2001, ...  :) 

    In 2070, an expedition from Earth is sent to explore the inside of a Black Hole, accessible through a wormhole near Saturn...

    Best watched with headphones ;) 

    Cheers : )

    sNRlEf7.png

  9. Today, I've finished the cinematic video I've been working since a little while ! :) 

    It's inspired by Interstellar obviously, but not only...  some Star Wars (Tantive corvette), Star Citizen (Port Olisar tribute), KSP 2 trailer wink (Jupiter station), 2001, ... :) 

    Happy watching (best watched with headphones ;) ) !

     


    I've also continued my IVA only career, finished building the Minmus probe lander, and starting to think about a crewed lander, using the MK2 pod (tho I'd like to make it land facing the horizon, so trying different solutions as to how attach the landing legs, and landing engines in a pleasing fashion...).

    15 hours ago, Kimera Industries said:

    How did yours avoid this?

    I don't know, since I didn't actually fly this part, but I get that they'd require finessing, the Ranger for instance has absurdly strong reaction wheels, and its RCS aren't balanced properly for translation, the Internal (while being gorgeous) has some gaps leading to the vacuum of space... "Bill, would you please put some bands of office tape on those holes ? thx !", said Jeb :P 

    Cheers !

  10. Today, I built and tested an orbiter and lander (not showned here, will be attached on top) for the first Minmus exploration bits of my IVA career, it has been long since I used Tantares parts, and I forgot how pleasant they are in probes designs ! :) 

    kj2KlLF.png

    18eDKzI.png

     

    I also almost finished the editing on my upcoming cinematic video, which should hopefully release tomorrow, If premiere pro decides to be nice with me... :D 

    I cannot resist to share you a sneak peek (spoiler warning) :

    Spoiler

    ZPdS9UO.jpg

    Cheers ;) 

  11. 9 hours ago, WolfieKSP said:

    Hey Kurgut, I've got a problem, I'm using a non-stock techtree (CSI to be specific), and the external seat is very early game but the iva one is very late game, is there anything me or you can do to move them together?

    Hi, for now you can go in the config of the part and change the line "techrequired" to "start", but I'll include a patch for it in the next release : )

    Cheers

  12. Today, I launched with classified means, the Port Kolisar statioport in Earth orbit :

    9ysBghO.png
    More:

    Spoiler

    JKwGhRS.png

    The KFS-01 exploration ship, docked to one of the "city-hub" of the station :

    1pVEvYh.png

    Yes it's pretty big haha

    O6lKG2u.png

    Views from the different centrifuges's windows :

    jlfjLHA.jpg

    Engine section :

    vrMHIpC.jpg

    City hub one :

    4EEehEL.jpg

    KFS preparing to leave for its destination : [classified]
    SLwOVnW.jpg

    Aaand burning towards [classified] !

    KXphiHR.jpg
    Cheers !

  13. @Krazy1 https://forum.kerbalspaceprogram.com/topic/27292-what-did-you-do-in-ksp1-today/?do=findComment&comment=4363332
    "
    Sure did... guess I was the diversion you needed? " : I see no Kraken attack here but only a happy spaceship, wagging its tail !:D 

    Today, Cooper Kerman visited his favorite "library space-store"... :D 
    DyLnRyw.png
    GfrBO93.png

    The interiors of the KFS exploration ship have been upgraded from zero control panel or buttons, to a futuristic fully featured cockpit (new MAS IVA :) ) !
    c4IpET9.png
    LUoYdnA.png
    7EFC2HT.png
    Cheers :) 

  14. Hi @Angelo Kerman !
    I've been working on a MAS remake of the S4 IVA in flying saucers, when finished, would you want this integrated ? As you've already a MAS IVA for this mod : )

    Some quick pics :

    c4IpET9.png

    Spoiler

    LUoYdnA.png

    7EFC2HT.png

    Also added NFprops decoration in the meeting rooms downstairs : )

    Also, I'm having an issue with nice galaxy display, for some reason it appears like if it had a wrong shader set up, I have no visual mods, just a test install, did you encounter this before ?
    D5ueXjb.png
    Cheers and thank you :) 

    EDIT : That's an intersting one, this rendering issue was caused by... FreeIVA ? Since I added its modules to the part/internal, I tried removing them just in case, and the issue is gone, the galaxy is displaying normally...
    EDIT next : it's because it uses KSP/Alpha/Translucent, and thus freeIVA thinks it's a window : )
    EDIT 3 : I solved this by adding a depthmask over the windows and referencing in the FreeIVA internal module, so that FreeIVA stops looking for object using alpha shaders. : )

    However, I noticed the galaxy animation stopped after a while, is it possible to make it looping instead of being one play ? thx :) 

  15. On 1/30/2024 at 4:43 PM, JcoolTheShipbuilder said:

    I then proceeded to make an enormous nuclear saltwater engine called the "Crucible"

    We love it ! The name and the looks ! :) 

    Today, I tested for the first time KSP Capture Tools mod, which allows to record videos from "inside KSP", is that the recording of each new frame can be synchronised with whenever KSP actually has a new frame to display. The result is a "lag" free recording. And yes this is a divine work. The end of me manually editing freezes in clips for hours :D 
    I has also a lot a neat features on top of that.
    This is an example, I had like 15 fps ingame with this huge station which has 500+ parts, the result is smooth as it can get. Funny thing, we are so used to have the game run slower than the actual time (add it the typical intermittent frame freezes), that the footage appears to be sped up, whereas it's absolutly not !
    ( Oh Hi @MythicalHeFF, I'm the one who commented on your video about KSP capture tools, here's an actual example ! :)  )

    I then proceeded to make a very un-useful part : a Kalendar. Featuring switchable years from 2070 to 2100. Calendar texture courtesy of google agenda haha
    u1Yh5kE.jpg

    Moving pictures :
    https://streamable.com/vhq0pa

     

    And finally, I started making  a MAS IVA for the Endurance Ranger part.
    Also notice how Tars has become "Scott" haha. Not my shenaniganry, but the internal's author one :D
    d6z5hj2.png

    5MNE8Bt.png

    Cheers !

  16. Hi @Kion, just sharing this here in case someone find it useful, I needed a smoke effect but in space for a cinematic video, so I created a waterfall config for your part :
    7THTdGN.png

    Feel free to use/edit it :

    Spoiler
    MODULE
    {
    	name = ModuleWaterfallFX
    	moduleID = ventFX
    	version = FixedRampRates
    	EFFECT
    	{
    		name = part40
    		parentName = thrustTransform
    		MODEL
    		{
    			path = Waterfall/FX/fx-stack-2
    			positionOffset = 0,0,6
    			rotationOffset = -90,0,0
    			scaleOffset = 10,40,10
    			MATERIAL
    			{
    				transform = Waterfall/FX/fx-stack-2(Clone)
    				shader = Waterfall/Procedural Particles (Additive)
    				randomizeSeed = False
    				FLOAT
    				{
    					floatName = _Exponent
    					value = 1.01011109
    				}
    				FLOAT
    				{
    					floatName = _Expand
    					value = 2.75527358
    				}
    				FLOAT
    				{
    					floatName = _Resolution
    					value = 5
    				}
    				FLOAT
    				{
    					floatName = _DetailScale
    					value = 2.5
    				}
    				FLOAT
    				{
    					floatName = _DetailBrightness
    					value = 0.51516664
    				}
    				FLOAT
    				{
    					floatName = _Brightness
    					value = 0.449999988
    				}
    				FLOAT
    				{
    					floatName = _FadeIn
    					value = 0.156721979
    				}
    				FLOAT
    				{
    					floatName = _FadeOut
    					value = 0.0454999283
    				}
    				FLOAT
    				{
    					floatName = _Stretch
    					value = 0
    				}
    				FLOAT
    				{
    					floatName = _Scale
    					value = 1
    				}
    				FLOAT
    				{
    					floatName = _Turbulence
    					value = 5
    				}
    				FLOAT
    				{
    					floatName = _Speed
    					value = 0.5
    				}
    			}
    		}
    	}
    }

    Cheers :) 

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