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About pizzaoverhead

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    Acoustic Engineer

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  1. Yep, that's this mod. It's reached the point where it needs to be recompiled to be compatible with the latest KSP versions. It's not currently working, but nor is it entirely dead. If anyone has any suggestions for sounds to use for the new parts, I'll see if I can get them added. is a great place to look, but I have very little time nowadays.
  2. Hey Pizzaoverhead.

    I have two inquiries, in fact they are both so important that I created an account just for this reason.

    The first: I have tried to install collision fx on ksp 1.4.5(or less likely 1.4.2, I'm in not 100% sure) and I made sure I copied the root folder across not just the gamedata folder but it still didn't work. Do you know what may be the problem?


    The second and more important: I myself can do some basic ksp parts mods but nothing that uses actual scripting and fx. So when I saw a way to improve AVP and even Realism Overhaul to perfection for those that have decent computers. I contacted a maintainer of AVP as the original author abandoned it but he said he wasn't interested. The idea is basic wind/weather and lightning as the main focus. So for example when ur ship enters jools atmosphere the clouds get more and more dense and lightning flash on the horizen and around you becomes more common until your ship gets struck by lightning and gets destroyed or overheats. Another part that I would like to be part of a mod is wind, so that in jool your ship is buffeted around and loose parts will fly off as you fly deeper into the atmosphere. So, in short I want someone to make a mod that adds wind, lightning, rain and maybe even snow and storms. After remembering this mod that is focused on graphical effects I thought you would be the right person to turn to for help considering that you have made the collision fx mod and the rentery effects mod that you would be able to make(hopefully at least the lightning and wind) the mod that would perfect KSP for everyone and will add new challenging things to think about such as your duna rescue ship drifting in the atmosphere or getting lost in a dust storm.


    That's all and I hope you take this up very much!

    Many thanks, Footsiefat.


    Contact: Discord Jeremy_Clarkson_Fan#1772

  3. Yep, I realised I hadn't committed the source the second my head hit the pillow yesterday. The updated source is included in the zip however. It's now available on github too. It should have been available on Curseforge, Spacedock and Github. Huh, looks like Github listed it after the 1.3 release because it was labelled "1.3" instead of "v1.3". I'm limited in time, so I'll be working on whichever seems to be most useful/asked for by the community at the time. No point in updating mods that nobody has used in four years! At the minute, that means trying to get Free IVA to a point where it can be released, but there's still a lot to do there. Thanks, fixed!
  4. Sure, why not! New version is now available. It reduces the scale of the plasma trail to something closer to what it used to be.
  5. Wow, amazing photos! I spend all my time editing the mod on the launchpad that I never get to see it in space. That looks great! In the last two pictures, you're seeing the bottom of the outside of the cupola through the glass (the IVA layout can be mind bending...). I think some more shader trickery might get around it. but we'll see Thanks! And thanks for the heads up! Looks like I gave it a title Curseforge didn't like. It should be available in the next few hours.
  6. New update is now available: Added colliders to Mobile Processing Lab. It should now be possible to move around inside this part without floating through the vessel. Added ability to open and close hatches in Mk. 1 spaceplane parts.Can get into different seats in the same part or different parts. Return to seat on leaving IVA view. Fixed Mk. 1 inline cockpit being too narrow to pass through. Still a lot to work to go, but the current goal is to give every part solid walls and openable hatches.
  7. There probably isn't much to see before IVAs were added in 0.17 Today's progress: the hatches in the Mk. 1 space plane parts now function correctly. Next up: the Mk. 2 space plane part hatches. These are a mix of pre-Porkjet and newer parts, so there will be a few different solutions needed. Also fixed: the Mk. 1 inline cockpit is now wide enough downstairs (this one has a secret downstairs tunnel) to travel without bouncing off the walls. You can now also return to your seat if you fall from the craft by switching to an external view.
  8. Mostly "crash your game" or "make your game run slowly because the mod is crashing". There's a small risk of vessels exploding, but I haven't seen it happen yet. It's still in its early phase, but I wanted to release it in case I disappear again. Source code is included.
  9. The cupola is fully contained in colliders, bringing the total number of parts it's safe to walk around inside without falling into the void to two. Next up is finishing off the science lab. Newly (re)discovered bugs: Only the first instance of each part gets colliders at the minute, so you'll fall through your second cupola. Currently hatch doors for the space plane parts always spawn in the root part.
  10. It's been a few years since I've had the time to look at this in detail. Let's see if I can change that this time around. The first step is to get this building in the latest version of KSP, so here we are: Download link Not much has changed here since ~2015, but it's still cool to explore the inside of the new parts. Back up your save, as things may explode. This is very buggy, and will silently crash often. To use the mod, after installing it and ModuleManager, enter IVA, and press the Y key to leave your seat. You can then move around using WASDQE/Shift/Ctrl. You may even be able to get into a different seat by looking at it and pressing Y. By default, the mouse controls are styled for zero-gravity movement. You can toggle to standard FPS mouse look by using the gravity button, but you need to be inside a solid part, otherwise you'll quickly travel through Kerbin. If you want to click the menus while in this mode, Alt+Y will release the mouse. The part that's closest to working is the Hitchiker, followed by the science lab. You may need to disable collisions using the NoClip button to move into it if you've left a different part. Be sure to re-enable collisions (disable NoClip) once you're inside, then you can try out gravity. Hatches (where set up) can be opened and closed by using the F key. If there is a hatch beyond the current one that you want to open or close, Alt+F will reach through the current hatch to that one. Leaving IVA mode while not in a seat will slightly break everything: On returning to IVA, you'll be unbuckled from your seat and in free mode, but trapped above the seat. Look down and press Y to get back into the seat before leaving it again. Next steps: clean up the bugs and crashes, add colliders and controllable hatches to each part.
  11. Soundtrack Editor 1.6 is now available! Aside from support for KSP 1.6, it also fixes some of the buggy behaviour people had been seeing. If you'd created/edited a playlist to use events that weren't previously used in the playlist, these wouldn't take effect until you restarted the game. When you changed from editing one playlist to editing another, sometimes the settings from the first were displayed instead. I haven't been able to reproduce the issue with loading certain OGG files. If anyone has a file that causes this, and they have the rights to share that file, please post a copy.
  12. Please consider continuing the enhanced IVA mod! :-P it will be a whole new gameplay experience 

  13. I would argue that both propellers and rotors have been part of space flight for quite some time, just not successfully deployed. Some examples below: One of NASA's re-entry concepts for Apollo, resurrected for Orion: The Rotary Rocket Company's helicopter-style SSTO: Airplane for Mars Exploration (AME): JPL Mars Helicopter Scout:
  14. There's no Properties folder, so it's likely installed in the wrong place. Check the path in the readme file for the right location.