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Felbourn

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  1. Having completed the construction of a massive space station over Kerbin by following blueprints discovered near a spacial anomaly on Minmus, a wormhole called "The Gateway" was opened. Now, eight brave Kerbanauts have found themselves stranded in an alternate dimension and desperately want to find a way home. Follow their progress in this epic story of exploration and adventure. Want to know what has happened so far? Current Project Click for YouTube playlist Project Odyssey is the sequel to Project Gateway. Previous Project Click for YouTube playlist Don't worry if you don't have enough time to watch Gateway first. The short version is: Bob was experimenting with a potential new energy source and there was an explosion that destabilized the universe. Kesla Kerman created a science instrument to detect the anomalies that had been created. The Kerbanauts got to exploring the anomalies and found blueprints for something called an Eye Ess Ess that had come from another dimension. They did their best to recreate a similar space station in the hope of understanding the anomalies better, even against opposition to its construction. Once the station was complete, the final module called the Omega-13 was docked and... well the rest picks up in Project Odyssey! MODs, CRAFT files, Etc Everything is available in my git repo. Begin with the "install" file for the installation instructions. Cast Kranz Kerman Mission Director Bob Kerman Assistant Mission Director Jebediah Kerman Chief Pilot Bill Kerman Logistics Officer Joseph Kerman Head of R&D Kesla Kerman Chief Scientist Valentina Kerman Mission Director Neil Kerman Medical Officer Svetlana Kerman Mission Pilot Hadfield Kerman Mission Pilot Segei Kerman Mission Director, alternate universe Image TBD Komalak Kerman Raptor I Captain, alternate universe Image TBD Music Intro - Take A Chance "Good" Universe - Five Armies "Evil" Universe - Devastation and Revenge VAB - How It Begins Outro - Easy Lemon
  2. When I turned it off, the cascading ratifiers conflicted with the v-blank and caused my scry lines to go diagonally, so I turned it back on.
  3. Yea. Considered it. We think alike! That would still take hours and hours to perfect. I have to work out the bugs when I weld the small modules, much less the station as one thing. Also, people would be able to see behind the curtain very easily as the station would no longer appear to have modules on CrewManifest, or when I mouse over them, etc. The whole station would "highlight" at the same time, or not, based on mouse position. Also, this would be just to dock a couple hypothetical modules that don't technically need to be docked. I just need to make an Omega-13 and "activate" the gateway. Also, welding only handles non-functional parts. Many of the non-welded parts on the station are of that variety. There is very little that is not welded other than those and the docked ships. Docked ships like my Hydra and the Dragon and the Cygnus Orb are separate too. Those are probably part of the REAL problem. I try to remove ships to increase FPS but I still need two escape vehicles. However, opening the Gateway could be done with no docked ships... for Kerbal safety.
  4. I checked the log. It's printing nothing at all. I have seen the log spam before as well. Some mods at the 0.22 to 0.23 changeover were spamming NullRefExceptions and I saw them this way. The Gateway opens yesterday if I can't figure something out. But I will make one more episode to tie it up anyway. As of 37 I have a group on Mun that needs to come home and stuff like that. I need to actually *DO* something to finish this, but I fear it's anticlimactic if it goes this way.
  5. If testing with no DLLs works, I'll binary search to find if there is a specific one that is causing the most problems and remove it if I can. If removing DLLs does not improve anything, I'll try undocking temporary vessels and see what that does. If nothing works still, I'll end the series at Episode 38 and move on to Series 2.
  6. I'm over 5000 models; more than 500 actual parts. The Kraken doesn't seem to bother me for using welding. In fact, it seems to stay away MORE. Sadly as of yesterday night (filming episode 37) the frame rate is 2 and nothing I have tried has raised it. We've hit some kind of limit, and when I hit it I hit it hard. I dropped from 8 to 2. At 2 I can't film faster than 1 hour real life to get 1 minute of episode. Perhaps it's a mod eating cycles. I'd need to remove all DLLs and see what that does.
  7. KSS-36 in the can! Tentative release date: Saturday March 29th, 2014.
  8. A fan put this list together for me. He took my mods list and turned into links. =====> MODS <===== I am asked all the time about my mods list. I have different mods for different installs, and many installs. The mods being used lately for the KSS (the ISS recreation) includes: === Reaslism & Challenge === Deadly Reentry (realistic reentry shockwaves & heat) http://forum.kerbalspaceprogram.com/threads/54954-0-23-Deadly-Reentry-Continued-v4-5-3-10-14 Ferram Aerospace Research (realistic aerodynamics) http://forum.kerbalspaceprogram.com/threads/20451-0-23-Ferram-Aerospace-Research-v0-12-5-2-Aero-Fixes-For-Planes-Rockets-1-7-14 Interstellar (for waste heat and radiators) http://forum.kerbalspaceprogram.com/threads/43839-0-23-KSP-Interstellar-(Thermal-Helper-Solar-Sail-Impactors-Fusion)-Version-0-10-3 Keramzit (procedural fairings for appearance & for use with Ferram Aerospace) http://forum.kerbalspaceprogram.com/threads/39512-0-23-Procedural-Fairings-2-4-3-tech-tree-and-minor-improvements-(Dec-18) RemoteTech2 (unmanned craft require antennae & sat dishes) http://forum.kerbalspaceprogram.com/threads/56399-0-23-RemoteTech-2-v1-3-3-Late-Christmas-Edition TAC Life Support (food, water, oxygen required for Kerbals) http://forum.kerbalspaceprogram.com/threads/40667-0-23-WIP-TAC-Life-Support-0-8-22Dec === Many Parts === AIES (variety) http://forum.kerbalspaceprogram.com/threads/35383-0-23-AIES-Aerospace-v1-5-1 KOSMOS (variety) [***not updated to 0.23***] http://forum.kerbalspaceprogram.com/threads/24970-0-21-Kosmos-Spacecraft-Design-Bureau-Updated-(9-27-13) KW Rocketry (engines & fuel) http://forum.kerbalspaceprogram.com/threads/51037-0-23-KW-Rocketry-v2-5-6B-Avaliable-working-3m-Docking!-31-12-2013 === Few Parts === KSPX (small stock-alike parts) http://forum.kerbalspaceprogram.com/threads/30472-0-23-x-KSPX-Kerbal-Stock-Part-eXpansion-mod-reposted-v0-2-5 NothkeSerCom (6S Compartments for storage) http://forum.kerbalspaceprogram.com/threads/61040-0-23-6S-Service-Compartment-Tubes-Design-smooth%21 Lionhead Aerospace (circular solar panels) http://forum.kerbalspaceprogram.com/threads/12106-0-23-Lionhead-Aerospace-Inc-Landers-and-Probes-updated Real Chute (more & better chute options) http://forum.kerbalspaceprogram.com/threads/57988-0-23-x-RealChute-Parachute-Systems-editor-window!-v1-0-3-7-03-14 SDHI (Orion-like combo parts) http://forum.kerbalspaceprogram.com/threads/52362-0-23-Sum-Dum-Heavy-Industries-Service-Module-System-(V1-7) Mods By Tal (struts) http://forum.kerbalspaceprogram.com/threads/30673-0-22-Spherical-and-Toridal-Tank-Pack-%28Updated-10-20-13%29 PorkWorks (inflatables) http://forum.kerbalspaceprogram.com/threads/64442-Habitat-Pack NovaPunch (just one engine) http://forum.kerbalspaceprogram.com/threads/3870-0-22-NovaPunch-2-03-Oct-16th-2013-Career-Mode-Inline-NERVAS-Works-in-0-23 Near Future (solar panels and radiators) http://forum.kerbalspaceprogram.com/threads/52042-0-23-Near-Future-Propulsion-0-42-(updated-08-03-14-fixes-new-reactor) === Toys === Kernal Attachment System (grab things and move them around) http://forum.kerbalspaceprogram.com/threads/25563-0-21-1-KAS-v0-4-3-Struts-pipes-part-storage-containers-merged-winches-more Hull Camera VDS (attach to your rockets & planes) http://forum.kerbalspaceprogram.com/threads/46365-0-23-Hullcam-VDS-Added-new-cameras-by-Rubber-Ducky-Updated-30-Dec Infernal Robotics (servos) http://forum.kerbalspaceprogram.com/threads/37707-0-23-Techtree-Magic-Smoke-Industries-Parts-Infernal-Robotics-0-12-(1-30-2014) SCAN sat (terrain mapping) http://forum.kerbalspaceprogram.com/threads/55832-PLUGIN-PARTS-0-23-SCANsat-terrain-mapping === Aesthetics === Boulder Co (clouds & city lights) http://forum.kerbalspaceprogram.com/threads/55905-0-23-Release-6-7-Visual-Enhancements-Clouds-City-Lights Chatterer (Kerbals can talk) http://forum.kerbalspaceprogram.com/threads/25367-0-23-Chatterer-v-0-5-9-2 Surface Lights (improve night launches and dark-side visibility) http://forum.kerbalspaceprogram.com/threads/57778-Surface-Mounted-Stock-Alike-Lights-for-Self-Illumination Hot Rockets (engine trails) http://forum.kerbalspaceprogram.com/threads/65754-HotRockets!-Particle-FX-Replacement-Tutorial Distant Objects (bright spots for ships and planets) http://forum.kerbalspaceprogram.com/threads/69907-0-23-Distant-Object-Enhancement-v1-3-Planets-satellites-in-the-night-sky!-(3-3) === Tools === Crew Manifest (move Kerbals inside craft) http://forum.kerbalspaceprogram.com/threads/24636-0-21-x-Kerbal-Crew-Manifest-v0-5-5-0-Released!-0-21-Compatible!!! Exhanced Navball (extra indicators) http://forum.kerbalspaceprogram.com/threads/50524-0-23-Enhanced-Navball-1-2 Simple Part Organizer (sort & filter by mass and mod source) http://forum.kerbalspaceprogram.com/threads/62466-0-23-SimplePartOrganizer-v1-0 RCS Build Aid (VAB tool) http://forum.kerbalspaceprogram.com/threads/35996-0-23-RCS-Build-Aid-v0-4-4-New-average-center-of-mass-marker MechJeb (displays & instruments) http://forum.kerbalspaceprogram.com/threads/12384-PART-0-23-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-1-1 Navy Fish (docking indicator) http://forum.kerbalspaceprogram.com/threads/43901-0-23-Docking-Port-Alignment-Indicator-(Version-3-0-Updated-12-18-13) TAC Fuel Balancer (shift fuel between tanks faster) http://forum.kerbalspaceprogram.com/threads/25823-0-23-TAC-Fuel-Balancer-v2-3-22Dec Node Select (fine tune nodes) http://forum.kerbalspaceprogram.com/threads/47863-0-23-PreciseNode-0-9-Maneuver-Node-Assistant-(update-Jan-27-14) Actions on the Fly (change AGs after launch) http://forum.kerbalspaceprogram.com/threads/24882-Actions-on-the-Fly-Edit-your-action-groups-in-flight-mode Kerbal Alarm Clock (strops warp speed when needed) http://kerbalspaceprogram.com/kerbal-alarm-clock-2/ Ubio Welder (make one part out of many) http://forum.kerbalspaceprogram.com/threads/38577-0-22-UbioZur-Welding-Ltd-2-0-Playtest-5-Now-In-Game-Tool Alternate Resource Panel (cool icons next to resources) http://forum.kerbalspaceprogram.com/threads/60227-0-23-KSP-Alternate-Resource-Panel-v2-1-0-0-(March-8) ***************************************************************** Not found on your list but important nonetheless: Kethane Pack (Mine resources on planets) http://forum.kerbalspaceprogram.com/threads/23979-Kethane-Pack-0-8-Art-pass-terrain-conforming-grid-and-miscellaneous-improvements Active Texture Management (Avoid KSP crashes due to memory) http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-7-Active-Memory-Reduction-Mod
  9. Oh... sometimes people ask me about my KLS launchers. This an old ZIP but it's better than nothing. I've made them even better this this. Maybe I'll get a chance to update them and make them more presentable too: https://www.dropbox.com/s/454xronysw9gmcd/ISS-KLS.zip
  10. I watched my 1st again recently... and I feel like it's way worse than what I do these days. I guess that's good news for you, if you already like #1.
  11. I probably should have thought to make a thread for Project Gateway long ago, but there will be more after Gateway, so better late than never. Beyond the link to Gateway, which is here you'll be able to find news about the release schedule and other such information that I normally have no way to distribute otherwise (short of making a status video). MOD LIST: http://forum.kerbalspaceprogram.com/threads/72848-Project-Gateway-ISS-recreation-at-60-scale?p=1029785&viewfull=1#post1029785
  12. Good question... I have seen what you're talking about before, but I never had it happen to me with SPO. I'd have to research it find this answer. I don't know off hand.
  13. Version 1.1 now on spaceport. If revert is losing your selections, it's not something the mod is doing intentionally. Maybe KSP reverts all changes to all files, including the ones that get saved through their mod interface that lets me save local files. I'm not sure how to stop it, unless I bypass their API for saving config files entirely. The sorting is still the way it was when I took over. It only sorts a few ways, and is not super customizable yet, like reversing the sort order.
  14. Dev version (logs enabled) of 1.1 available here: *link old, removed* If there are no issues for anyone then I will release it to Spaceport. Please try it out and let me know how it goes.
  15. I spent a few hours on this over the weekend. I sped up the sorts and filters. They are essentially instant now. I also tried replacing the "type" sort list with something dynamic, but it turns out mod makers have a lot of weird modules when you see the very low level names. I need to explore alternatives. I'll try to get an update to this mod within a week, once I look into that and the size filter. I was able to reduce the sizes down to 0.0, 1.0, 1.5, 2.0, 2.5, 3.0, etc. However, I noticed one of my fuel tanks that's an adapter for 1.0 to 3.0 tanks was showing up in the 2.0 section. That makes sense since it's an adapter, but it got me thinking that maybe the sizes should show both sizes when it comes to adapters, so "2.0" versus "1.0 to 3.0" could be shown.
  16. Cool. Yea, just need the day job out of the way before I can do anything. Speaking of the day job (Tech Lead --> http://us.battle.net/hearthstone/en) I have a handful of beta keys left over, and I'd be happy to give a few to some KSP-fan-and-SPO-users from here. Keep it between us so I don't run out too fast though. Just PM me for a key. If I have not run out I will give you one.
  17. I just took ownership of this mod. I don't really know its functions yet. I will look at ALL of them this weekend and see what I can do. Thanks for giving me the head start on where to look though.
  18. I am definitely going to check if that is something I have control over or not. I'll do it over this weekend and post here with my results. At this point, I don't know either. I have a lot of mods as well, and this has been affecting me since around 0.21 when I started playing.
  19. Weird. I swore I clicked it after modifying it to make sure it went to the right place. Anyway, fixed! Thanks for the heads up.
  20. The top post now has a Spaceport link and the Dropbox link contains the same ZIP.
  21. Greetings Kerbanauts! Looking for an update to SPO? First try out Filter Extensions with Part Search and then decide... do we really need SPO updated anymore? Probably not.
  22. Hi folks. This take-over sort of came out of the blue for me, but I'll try to get something put together soon. Some context... I downloaded 0.23 and found that TotalMass was not working. I hit Alt-F2 and saw it was generating a null exception. I can't live without this mod. MrShifty made one of the most useful mods for KSP that exists IMO. I've tried other part sorters and filters but this one is so simple, like the name says. It does exactly what I need (mostly the total mass sorting and filtering by mod maker) and nothing else. It does it with a simple UI. It's near perfect. And then 0.23 comes and breaks it!? I can't play 0.23 with my many mods and not have this, so I checked and there was the source. Awesome... but how the heck do I make a mod for KSP... hmmmmm. So I googled for an hour and found that I could use my Visual Studio I already had, and just point the DLLs it needed at some from my KSP install. Voila! I'm in business. I traced the problem to the fact 'kerbalEVA' and 'flag' appear to be parts in the list being sorted when you pick TotalMass. It in turn calls GetResourceMass() as it's sorting but I guess these two parts have null values for their partPrefab, so there're null exceptions for them. I removed the two parts from the list being sorted, and again voila the problem was fixed. TotalMass was once again working. I don't know if this was the ONLY issue, but so far it seems like this one change is working. I heard MrShifty was stepping down, so I emailed about it, and the next thing you know I am apparently now a mod author and taking over for this. Hmmmm... ok.... well my day job is as a Lead Engineer for a virtual card game, so I will spend what time I can manage between work and actually playing KSP, and I'll definitely fix this bug for us. I don't know exactly how much I will be able to do in general though, plus it's the holidays. This is all an attempt to manage expectations for YOU guys. I'm saying... don't assume TOO much. However, that said, knowing me, I'll really get into this and revamp it with features I have wanted (like fixing the sort by size, or making it faster if I can find a spot where it's slow, and not KSP being slow) anyway. Thanks for the mod MrShifty. I'll see what I can do with it now.
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