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Ekku Zakku

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Posts posted by Ekku Zakku

  1. On March 24, 2018 at 1:40 PM, magico13 said:

    ...Then I started playing with an alpha release of KCT made by @Ekku Zakku but it had a bunch of limitations, like nothing being saved when you quit the game or even when changing scenes, so I started trying to fix some of those limitations so I could do other things while vessels built. That resulted in Ekku giving me the mod since he didn't have time to work on it, and pretty much everything you see in the mod today was done by me (although the build time formula is still strongly based on the one that Ekku came up with)...

    You did a great job! Thanks for picking up the project when I couldn't keep working on it, been programming professionally for 4 years now and there's no way I could have done the work you did in that time XD Good luck in your future endeavors!

    Edit: to chime in on the rename, I like Unrapid Planned Assembly, since it has been associated with the mod for a while. Also it's just plain funny imo lol

  2. I will now become the first to circumnavigate kerbin... WITH AN AMPHIBIOUS VEHICLE!

    Too late man, those of us who crossed by sea have already done that XD sort of a requirement, due to the face that the oceans don't meet up to form a contiguous circumnavigation route. You have to cross land at some point, thus, all sea circumnavigations (and I suppose some land circumnavigations as well lol) must be amphibious!

    I want to be the first to circumnavigate Kerbin by land with only one vehicle and one Kerbal, not the way Wooks did it (I already did a sea circumnavigation, so why not?). Anybody want to try and beat me to it? I'm already caught up with other games, so I won't be able to start for a while. Now's your chance!

  3. She's beautiful! I'm tackling my own (although much simpler) game controller project right now; an H-shifter for my racing games, as well as adapting an old game controller to make a DIY Bodnar cable for some G27 pedals I bought (to use the pedals standalone). I've come to the realization that I'm not ready to tackle something as big and complex as what you're doing... XD Also I do see the use for an Arduino board, since it's so flexible. I wish I had an Arduino board for my project, and to expand it in the future to something like what you're doing =P I could use my Raspberry Pi, but it's already got a dedicated use for me.

  4. Me: "Ok, coming down nice and slow... we're landing on a bit of a slope, so you better keep those reaction wheels running ASAS!"

    ASAS: "Activated and ready to go, commander!"

    *first leg touches down, tipping the craft towards the downslope*

    ASAS: "This is nothing, I'll just use a smidge of the reaction wheel to keep this thing upright"

    *craft keeps tipping over after the remaining legs touch down*

    ASAS: "CRAP, THIS GOT OUT OF HAND QUICK, FULL LEFT REACTION WHEEL!!!!!!!!!11"

    Me: *starts holding the A button as well*

    ASAS: "NOYOUCANLETGOIGOTTHIS"

    *craft slowly goes over the tipping point*

    ASAS: NOOOOOOOOOOOOOO-*crash*

    Me: *facepalm*

    Me: *loads quicksave, this time intervening before the craft tips too far over, successfully landing without ASAS*

    ASAS: sorry...

    Me: old ASAS would have done a better job than you...

    this has been a recurring problem lately =P the ASAS isn't sensitive enough as you would expect at 10 degrees, which eventually lets the angle go to 20 degrees, 30, 40... then a prompt crash and quickload. Anybody else have this issue? I would use a wider and more stable craft, but it's an early campaign and I haven't unlocked anything that would let me do so without building something butt-ugly XD

  5. Yeah, I'm really not happy with the stock LES... I once spent hours tweaking the escape tower from NovaPunch some time last year, trying to mimic the LES from Orion as closely as possible from the pad abort test video. I actually got pretty close, and I was happy with how it turned out. I really wasn't happy the first time I saw the new LES in one of the .23.5 preview videos though, and I was hoping I could at least tweak it a bit myself. Sadly I cannot, and I'm left with a part I will never touch because of how repulsive it looks when used. At least there are mods =P

    Also in my campaign playthrough, I did a quickload from just before I unlocked the tech tree node for the LES as well, since I figured my science points could go to something that would be more immediately useful.

  6. Was flying around in KSP and realized that it would be a perfect time to try the Rift, so I loaded up VorpX and jumped in!

    4c16sBc.png

    I quite liked how it felt, flying IVA with the Rift. Just right-click while in IVA and the head tracking will be mapped to the mouse movement. Outside of IVA, using VorpX's middle mouse click option to shift the view around works really well (it's called EdgePeek, mainly used to view the edges of the screen and see pesky menu options that are out of view). I haven't played around much else with it, but I definitely think KSP will be an excellent Rift game if the devs work it in.

  7. They really do need to redo the aircraft parts though, the colors and stuff aren't bad, but they could be more detailed, textured a bit nicer, match with other things better... Also the nodes on all of them REALLY need to be fixed. I want them to have stock IVA on those parts sooner rather than later as well, but only with updated aircraft parts. I have a feeling we might see some aeronautics updates soon after .24 though, since they'll be adding "missions" of sorts to test certain parts under certain conditions, and I think that planes and spaceplanes will be more useful then.

  8. There are also aps already available that convert joypad buttons to keystrokes - this means you can have the switch board AND a joystick without them conflicting :)

    That's exactly what I was trying to convey with AutoHotKey lol, you just script it yourself rather than use an application. I just love AHK and use it for everything, rather than download stuff to do what takes me a minute to script XD

  9. I'm thinking about doing something like this for myself, but I have no idea how to work with USBs and/or Serial Ports in programming and I don't have the slightest idea on how I would integrate this into KSP. Could anyone give be a basic idea of what I'd be doing or point me in the right direction for some information on this?

    So long as you can get the USB input (perhaps through one of the circuitboards from here: http://www.desktopaviator.com/Pages/Boards/index.html), making an AutoHotKey script to take a gamepad/joystick input and make a keystroke (0-9 for action groups, B for brakes, etc) would work well. There are quite a few other possible ways, I'm sure, that'd just be the one I would do. I'm so very tempted to do one of these myself lol

  10. Travelling by water is quite easy once you understand how it works; basically parts can't go from being not submerged to submerged while travelling quickly, and only certain parts can be submerged without slowing the boat down to a crawl). The biggest problem is carrying enough fuel for long journeys, without the mass changing too much that it will cause parts to come too close to the submerged/not submerged line and disintegrate at cruising speeds XD

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