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Sir Haxington

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    Bottle Rocketeer

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  1. It's pretty easy without ISRU (if you're a good pilot and can operate on razor thin margins). This simple three-seater can drop in from about 30km, land, and re-orbit to about 10km. There are actually two fuel tanks, the smallest 2.5 and the smallest 3.75. Three command chairs and some science equipment, a reaction wheel for a little more control and two aerospikes for thrust. Don't forget a ladder! This all assumes you have a way to refuel once you've got back into orbit and you're landing from that 30km orbit with a full tank.
  2. I asked my wife to make anything she wanted in KSP. She made a turkey. I decided to land it on the Mun. Happy Thanksgiving! [IMG]http://i.imgur.com/hnWIsJH.png[/IMG] [IMG]http://i.imgur.com/ly7We8e.png[/IMG] [IMG]http://i.imgur.com/n4PNXQi.png[/IMG] [IMG]http://i.imgur.com/B5Zzcmw.png[/IMG] [imgur]V4Yjm[/imgur]
  3. Created a fun to pilot subjet... Fishbone! [IMG]https://i.imgur.com/2kGPgzN.png[/IMG] [imgur]1phRv[/imgur]
  4. @aeTIos: So far I haven't found a way that the game will let me shake everything while in IVA, I can only find ways to shake the IVA cam. Ideally everything would shake, but this is a good first step. @Cpt. Kipard: I've thought about smoothing out planes even more, eventually once I factor in drag planes will look less shaky. It's basically impossible to differentiate between rockets and planes since the game is sandboxy, I'd have to make some bad assumptions about how people build their stuff which I don't want to do. @pingopete, Motokid600: Yeah, audio would be the next thing to add. I'm probably done feature wise... I did this mod in my spare time away from work but now that work is going again I won't have more time for new features, just tweaks here and there (camera on a spring is unlikely at any point in the near future). @Helix935: I just updated the mod to 1.21, which now has basic support for the FirstPersonEVA mod. However, it's a bit of a hack and not as good as support for the Through the Eyes of a Kerbal mod. With the FirstPersonEVA mod active, camera shakes will still occur while in regular EVA which is a bug and I couldn't figure out how to shut it off on short notice. Anyway, only people using that mod and while not playing first person will see the bug which isn't a big deal for me at this point.
  5. New release + video updated! Also, I went through and updated the first post with the new features, etc.
  6. 1.2 release here, I'll update the first post within a day or over the weekend to give it time for people to try out. As for the space plane thing, I did a pass on it which seems to make it better. I cap the overall atmospheric shakes since they didn't need to be that high anyway, but re-entry and mach fx still ramp them up as they should. Jets also now are shake-less which should help things a bit there too. I think space planes might still shake a bit too much on lower altitudes but once you're high enough up (10k for sure since the air is pretty thin by then) it feels good. I'll eventually need to fix by factoring in the drag model and figuring out how to pull that data from FAR (probably just the cD). So yeah, first person EVA if using the "Through the Eyes of a Kerbal" mod is now in, SRBs fixed up, space planes adjusted, etc. Let me know if you guys still run into console spam issues, I didn't find any through testing yet.
  7. @pingopete: I'm looking at that now, locally I think the space planes shake too much too. It's mostly an atmospheric density issue I need to work out. I could easily fix it by throwing drag into the mix, but a lot of people play with FAR and I'm not sure how to get / interpret FAR's aerodynamics as they're a lot more complicated. With the stock game I could use a single variable to alter shake (get the drag of the vessel, apply shake appropriately), with FAR who knows. @Green Skull: Thanks for looking into it. If you get a sec, try this pre-release (just swap out DLLs) and see if you still get the issue since I shifted some code around. It's also a debug DLL so maybe I'll get better console info. I have a feeling the problem is a part / part module thing, or the way the craft is built somehow breaks a shake case in my code, especially as you say the issue goes away in the upper atmosphere (which to me means some part detached and is no longer being accounted for so the issue stops). You say log spam starts when the ship is on the pad right? Looking at the .craft file (not in game, just the raw text of it) might give me some indication of what could cause the issue. Oh, and if you use that DLL and play with this mod you'll see a basically finished version of the first person EVA shakes. I'm pretty much done with that, I'm going to fix the space plane stuff, the console spam bugs and do another update.
  8. Do me a favor, can you let me know what mods you're using and post the craft file you used? I changed some stuff locally and haven't seen any errors in a while. I've tested the plugin against a pretty mod heavy build of my own (including now adding AtmosphericSoundEnhancement which I didn't even know existed ) and the only error I get is a EditorLogic.Lock spam that shows up every frame, but that's due to mods that haven't been re-compiled for 0.23 from my understanding. In other news, I'm getting the first person EVA mod (ForceIVA) to work with KerbQuake as well. In a local build, RCS now shakes the cam a bit when you're in first person EVA mode. Also shakes play where shifts between anim states occur as a test... I just need to define the shake logic better for various state transitions and I'll do a new release. I do want to check for any bugs that pop up first though so please let me know what mods you're running and post up your craft files for me if you get the chance.
  9. Weird, just discovered that parts with ModuleLandingGear always consider .GroundContact to be false, even when on the runway. Anyway, I thought about adding more camera sway / movement to the IVA camera mod I made, but I can't seem to figure out how to calculate perceived G forces. I dug around and someone mentioned subtracting the FlightGlobals.getGeeForceAtPosition from the vessel's acceleration, but I don't understand what the vessel's acceleration value is spitting out in the first place. Basically, I want to push the camera using centripetal force / determine the angle the Gees are pushing... has anyone tried anything like this or might know what to look for? I was hoping this was already done in game and I wouldn't have to do a bunch of math to solve it.
  10. Locally I fixed up the SRBs to have more kick. The overall engine thrust cap is still the same, you just hit it faster using SRBs. @TouhouTorpedo: I played around with rover / plane stuff tonight. I got it feeling more shaky on terrain, but less if you're on the runway / launch pad. I tested it on the Mun and it felt decent, maybe it needs a little more. I don't want it to be too crazy though since you're generally not going that fast anyway. I also found some bugs with the landing gear, so now planes should feel bumpy as well (they weren't doing anything before). It felt cool to have it be bumpy on the runway -> smooth in the air -> bumpy as speed went up in low atmosphere -> smooth again at higher atmospheres -> really bumpy landing in the middle of no where. @xEvilReeperx: Yeah, a refactor is needed, probably on a large update (if i do the spring thing... I played some with it tonight but I couldn't make sense of the acceleration values the game spits out). @ObsessedWithKSP: I tried tried window clicking / zoom and it seemed to work for me. Try a bigger engine and let me know if it's still not working. I'll probably tinker with it a bit more and do an update in the next few days.
  11. @BahamutoD: Yeah, I was thinking about it, I'd have to write some "spring" code to deal with the acceleration / g forces. Currently my code is pretty cheap, it just randomizes some rotation and positions within certain bounds based on a situation and that gets assigned every frame. If someone wants to take this and play around with it, feel free! I'm not precious about any of this.
  12. @pingopete: I'd be cool to do more shake through clouds and maxQ, the trouble is detecting if those things exist, etc. I'm trying to keep the mod as light as possible for now. @kiwiak: I've thought about adding sounds. They'd be little rattles mostly. Currently, anything with a huge shake factor has an associated sound (re-entry, engines on full blast, launch clamps detaching, etc). It shouldn't be too terribly difficult, probably in a future update. @BahamutoD, @ NathanKell: Yeah, SRB shaking more should be an easy one to knock out, I'll add it to the short list. @Pecan: Heh, thanks. Yeah, this is meant to be purely a fun thing to make IVA flying feel a bit more real so I take it as a complement @ObsessedWithKSP: Thanks for the video! I was going to do one last night but pooped out, I added it to the front page (hope you don't mind) and I'll probably do one later that shows off each feature, etc.
  13. Not yet... I'll probably add customization on a later release once features get settled a bit.
  14. Just added RealChute support. Those chutes tend to open slowly over a few seconds (whereas the stock shutes "pop" open) so I skipped the hard shake on open, but having them deployed / predeployed will affect the atmospheric shake like stock chutes. Also, I added support for rovers / wheeled vehicles. So you get some bump while driving over terrain. Should make IVA Mun missions a little more exciting.
  15. Oh hey, inspired by this mod, I made an IVA camera shake mod (KerbQuake) that handles most cases that a camera should shake while in IVA. Immersion++.
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