pizzaoverhead

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About pizzaoverhead

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    Acoustic Engineer

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  1. pizzaoverhead

    Unity Analytics and the GDPR

    Looks like this has gone beyond KSP now too: https://www.bleepingcomputer.com/news/gaming/gaming-companies-remove-analytics-app-after-massive-user-outcry/
  2. pizzaoverhead

    [1.4.3] Soundtrack Editor 4.5 (2018-06-10)

    I've also updated the OP and readme file with what settings are available and what they do. Let me know if anything is unclear or missing and I'll add that in too.
  3. pizzaoverhead

    [1.4.3] Soundtrack Editor 4.5 (2018-06-10)

    Version 4.5 is now available. It fixes many of the issues from the previous version, as well as adding a new setting for playing your choice music when a vessel is destroyed. You can download it here. Changelog: Support for KSP 1.4.x. Added "Vessel state" tracker for triggering playlists when a vessel is destroyed. Fixed issues with tracks not being preloaded correctly, preventing the "Credits" screen music from being played. Fixed issue with max/min velocity and altitude values not being cleared correctly. Fixed issue with music not being played when only one vessel exists. Improved memory use. Fixed time of day settings not working outside of the KSC view.
  4. pizzaoverhead

    [1.3.1] Reentry Particle Effect 1.1 (2016-10-24)

    Thanks for this taniwha. My free time has gone negative, so I'm not sure when I'll get a chance to look at this. That's amazing! Not "good" amazing, but amazing nonetheless. It'll need some work and a new release, though I'm not sure when I'll have the time for either. Not Soon™
  5. pizzaoverhead

    KSP VR question

    There's been some discussion on the GitHub page about getting the mod to work with DX11: https://github.com/Vivero/Kerbal-VR/pull/24
  6. pizzaoverhead

    CurseForge question.

    There are two CurseForge sites, https://kerbal.curseforge.com/projects/ and https://www.curseforge.com/kerbal/ksp-mods/ Only the first one will allow you to edit your mods.
  7. An update is in the queue, but I'm very limited with free time currently.
  8. Glad to hear it! I wasn't able to get the Aruco tracker work accurately myself. How big did you print the marker? Nope, I just forgot to hit publish. Thanks for the heads up!
  9. pizzaoverhead

    Woomerang launch site

    Close! It was version 1.2.2:
  10. pizzaoverhead

    Woomerang launch site

    Plant a flag at it. "It's mine now!"
  11. pizzaoverhead

    Woomerang launch site

    With mods, all things are possible
  12. pizzaoverhead

    Mobile Launch Platform?

    We'd need a mod for something like the Mobile Launcher Platform. It could be doable if someone had the time. The platform would be in the VAB, sized to the max dimensions the building allows. When you launch a new rocket, you'd have the code shift it to outside the VAB, and attach the launch clamps to the platform instead of the launch pad. You could either have a pre-built crawler-transporter like the other vehicles inside the VAB, or allow the player to build one under the platform. Drive it to the launchpad (or anywhere else you prefer), drop off the mobile launcher platform, and launch the rocket as normal.
  13. First experiments with Making History: Nothing's broken, so we're off to a good start.
  14. pizzaoverhead

    Mobile Launch Platform?

    Is it something like NASA's crawler-transporter? I remember there was a mod for one in development, but I don't remember seeing it released:
  15. pizzaoverhead

    Woomerang launch site

    I don't think it would take much more than what we currently to "sell" Woomerang as an actual launch site. Check out this picture of another launch area at Woomera, LA-8: We have a launchpad, we're just missing some support infrastructure. In this picture we can see some mobile offices and a tanker truck, all behind some concrete barriers. There are also some cars around. It all helps with world building. It says "this site is far from civilisation, and not heavily funded, but there's enough here to get the job done."