

Phredward
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Everything posted by Phredward
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Yeah, that seems right. I couldn't figure out how to do that. Do I need to unpack one of the sharedassets files? I really wanted more than 4 warp rates, since having 1-4x around feels useful.
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If anyone can give me pointers on how to override the visuals for the warp indicator, I'd love to fix that as well.
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Phredward replied to NathanKell's topic in KSP1 Mod Releases
Oh, I guess this is good timing. I just wanted to let people know that I whipped up PhysicsHyperWarp, a plugin to allow one to warp faster than 4x. My motivation to do this was orbiting and deorbiting inside of the new, expanded Earth atmosphere (specifically 100km - 180km where the pressure is almost 0). It seems that up to 8x is pretty rock solid, above that, I urge caution (disable engines + rcs, only use above 100km, use precision controls, make sure nothing else is nearby, etc). It would be interesting to see how a small craft with ion engines faired. It might be possible to warp up to 24x with such a vehicle without awakening the kraken. -
Have you ever been playing KSP and realized you wanted physics warp speeds > 4x? Me too! Now you can have them. Download Source License: This software is Copyright 2014. This software is licensed under the GNU GPLv3 Usage Just unzip PhysicsHyperWarp.zip into your Gamedata directory. When choosing a physics warp speed, keep going up above 4x! If you want even faster speeds, edit config.xml file or move config_rss.xml to config.xml. If you want to experiment with very high physics warp rates, I recommend turning on flight debug stats and making sure your computer can keep up with the desired rate. Up to 16x works solidly for me. Make sure to disable all engines (including RCS) when doing so. ChangeLog v1.0 - Support 5, 6, 7, and 8x - Physics Warp Indicator will be blank above 4x. Known Issues: The warp indicator goes blank above 4x Do you feel the need, the need for speed?
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Yeah, that's roughly what I'm doing. I got the nav ball enhancement mod to compile and drop in fine, but it came with a project file, so I'm not sure if that helped or not. I'll double check that it's .net 3.5. This is all with mono on a mac, so that makes it a little bit off-script.
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Just popping in to say thanks for this mod. I'm just getting started investigating building mods, and was wondering if you could post the project file? I was having trouble building from source and getting the dll to work as a drop in replacement for the one distributed in the release bundle.
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I'm not sure where to post this, but the old stretchy tanks do not work anymore with the new RSS/Procedural tanks. The parts load, but their size is all the default size, and they do not hold the correct amount of fuel. This makes in-flight ships not happy, and craft in the VAB look weird, and not function properly. See image. Weirdly, the editor does seem to know how far the part extends, but the calculation for tank capacity and the display (at the very least) are definitely borked. http://i.imgur.com/Bbb3CGS.png
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I'm not sure where to post this, but the old stretchy tanks do not work anymore with the new RSS/Procedural tanks. The parts load, but their size is all the default size, and they do not hold the correct amount of fuel. This makes in-flight ships not happy, and craft in the VAB look weird, and not function properly. See image. Weirdly, the editor does seem to know how far the part extends, but the calculation for tank capacity and the display (at the very least) are definitely borked. http://i.imgur.com/Bbb3CGS.png
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Phredward replied to NathanKell's topic in KSP1 Mod Releases
If you have Klockheed_Martian's km_Gimbal installed, just right-click on the engine, and I believe the very first option is toggling roll gimbal. If you don't have that mod install, I believe engines do NOT contribute to roll stability, so it's likely a different problem. Either way, you should be able to either disable gimbaling entirely or have try multiple engines. See what happens in those cases (although you will need some other stability if you disable gimbaling). -
It looks like the Heat Pump has a button to turn it on, but no button to turn it off. I know it had both in .23. I tried RealFuels 5.2 and 5.3, and neither had an off button. Once you turn it on, it's on forever.
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Phredward replied to NathanKell's topic in KSP1 Mod Releases
Do you have just one engine under the center of your craft? If so, you have to disable roll on that engine, or it will do what you are describing. Just right click and disable roll (in editor or while flying). -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Phredward replied to stupid_chris's topic in KSP1 Mod Releases
I'll give the config files a once over. My suspicion was that the RSS configs were only overriding the RealChute defaults after the first resize, but I'll give it a look-see and see what I find. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Phredward replied to stupid_chris's topic in KSP1 Mod Releases
I have a question about RealChute and RSS. I notice that the first size is almost right for the RSS sized mk-1 pod. But when I select the 'previous' size, and it gets slightly smaller the mass goes up. I'm just wondering what's happening with that. If it's something mis-configured, or just a weird interaction between real chutes and RSS. Thanks! -
Two questions: Is it possible to get the keyboard-style resizing options like procedural fairings and the old stretchy SRB have? I really like the exact sizing options that the tweakable UI has, but when prototyping a craft, it's faster to be able to slide things around quickly. I've noticed that when the top of a procedural fairing overlaps a procedural tank, a wavy line is produced. With stretchy SRB they merged smoothly (ie in a regular line), but now they look like a sin wav around the tank.
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Phredward replied to NathanKell's topic in KSP1 Mod Releases
Resized (scaled up) parts + album cfg files - https://www.dropbox.com/sh/cjshvj4hpvrf607/FMqRK7zP-9 Album - http://imgur.com/a/liRVi 4m docking port I optimized the attach points for the 4m docking port. It also has a different scale factor compared to last time. I'm not sure which to go with, but you can diff the file to see what's changed. 6m docking port This is obviously much, much larger than any real life docking port (which seem to top out between 1 and 2m). In my mind, this part serves as a standin for a regular-sized docking port, but with a large stabilization structure around it (which seems like it could be built if needed). The only thing I've wanted this part for is very large orbital assembly (ie for manned Jupiter missions), where a 4 meter docking port might allow too much wobble with huge tanks attached to it. Landing Legs I've been sad that the stock landing legs don't stretch far enough to extend below the resized RSS engines. So here are 2x, 3x, and 4x landing legs (LT-1, the small kind; I'll work on the larger ones next). The masses and crashTolerances should probably be tweaked. I went with a linear mass scaling and did NOT bump the strength up at all. Probably want 2.5 mass and some additional strength, but I don't have any strong opinions on that. I don't know if all of these needed to be included, but I figured I'd do them all at the same time, and see which size(s) were useful. Station 6-way hub 2m and 4m sizes. Mass scales linearly since I figured they're probably semi-hollow in real life? -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Phredward replied to NathanKell's topic in KSP1 Mod Releases
Thanks Nathan, I appreciate all your work on the RSS front! If there's a modding-getting-started doc, I'd love to lend a hand. If not, I'll continue making sized up docking ports, landing legs, and the hex adapter. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
Phredward replied to camlost's topic in KSP1 Mod Releases
Thanks for the help with the engine gambling! With that I was able to use the F100 + Ramjet as a first stage lifter of a very light craft. As you predicted it made a poor first stage. The thrust is lower than stock jets, and the weight is higher, so the multiple engines needed masses more than a rocket stage. Still fun, and great to see realism advance on all fronts! -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Phredward replied to NathanKell's topic in KSP1 Mod Releases
Only the tweakable button gets it wrong. Using the Action Group editor or the "show gui" button both handle it correctly. As a side note, the "show GUI" button opens on the far, far right, which makes scrolling mess with staging, and makes it impossible to tell which engine corresponds with which fuel mix. I will post in the other thread about the new tanks, thanks! -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
Phredward replied to camlost's topic in KSP1 Mod Releases
Thanks so much, that was it. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
Phredward replied to camlost's topic in KSP1 Mod Releases
I tried to get gimbaling working, but no dice so far. Can anyone spot something I'm doing wrong? Here's what I changed in AJE.cfg. Old: !MODULE[ModuleGimbal] { } New: !MODULE[ModuleGimbal] {} !MODULE[ModuleTweakableGimbal] {} !MODULE[KM_Gimbal] {} !MODULE[smarterGimbal] {} MODULE { name = KM_Gimbal gimbalTransformName = NozzleTransform yawGimbalRange = 17 pitchGimbalRange = 17 responseSpeed = 100 enableRoll = true } The gimbaling shows up when I right click on the engine, but seems to do nothing in flight. I started with 7 degrees, and pumped it up to 17 for the second try. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
Phredward replied to camlost's topic in KSP1 Mod Releases
Thanks for the info, I'll give it a shot. So far my results, as you expect, have been less than spectacular. In 0.23 (and without your plugin) I managed to get a Kerbal to LEO and back in a vehicle massing in at just 8.4t. I'm curious what I can do with .23.5, the updated RSS (including 180km atmosphere), and AdvancedJetEngine. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Phredward replied to NathanKell's topic in KSP1 Mod Releases
Last thing for now, I notice that procedural fairings still let's you size bases with keyboard OR the new UI, but procedural tanks has removed the keyboard shortcuts. Could we get those back? I find them much faster to mess around with when I'm just going for ballpark sizes. -
THANK YOU! I'm using RSS, and it doesn't let you do that for the procedural tanks anymore, and I guess I just didn't try with the fairings.
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Phredward replied to NathanKell's topic in KSP1 Mod Releases
Oh, also I noticed that the real fuel click-to-fill-tanks link sometimes fills with the wrong fuel. If you go into "show gui" and then click the appropriate fill button it works, but if you click directly from the right-click-on-tank menu, it chooses the wrong one. Here's a super simple example craft: https://www.dropbox.com/s/mn0t3kvcgatfd4u/Simple%202%20Stage.craft When you click on the top tank and fill with hydrolox it instead puts kerolox in there. -
I just upgraded to the latest version of procedural fairings. I notice that some values snap from 0 to a large non-zero number. For instance "extra height". I want to have a very small amount of extra height, eg 0.05. In the past, all values were smoothly sliceable from 0 to a large number, but this doesn't seem to be the case with the new UI. Is there a workaround for this?