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Everything posted by Stevie_D
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Thankyou for all the helpful replies on centrifuges, guys. I'll be looking into all of them to see which will suit Superluminal best. Oh well i wasn't going to go the IR route, just simply make them IR compatible. My main thought with Superluminal is always about reducing part count and relying on as few outside mods as possible. So i was going have each centrifuge as one object using B9 part switch to alter them, and add in just one spindle part separately for folks who would prefer to use them in IR. At present the only part that requires anything other than b9 partswitch are the VTOL's engines, and i purposefully made that look like a buggy/rover so folks who dont have IR can use it for that purpose
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I'm hoping to do a good few alpha release versions until i have all the items in the game, @theJesuit, then a good couple of betas to tweak before i release. So that's a definite yep to IVA testiing.One of the reasons being, i don't even know if KSP will let me animate an entire IVA and it's components within the game, even PorkJet's centrifuge IVA if i recall was just cleverly hidden inside the ring itself (unless it got updated). What plays in our favour is the fact that none of the centrispinnial IVAs will need control props, which i can imagine the game might demand "stay in place." Although even then, making the animation that starts the centrispinnials spinning also making the inside spin might also prove difficult. So fingers crossed!
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Well, @zakkpaz, since i uploaded another video to highlight i'd fixed a problem with the spacebus, i included some Priax footage for you. The Priax (which works AMAZINGLY as a car with wheels, its low clearance level on the deck means its incredibly hard to flip over), is designed as a short hop recon and delivery vehicle for KIS storage and science. It's my guilty pleasure - most likely the least "realistic" of all the command parts im making, but im going to make sure it isnt over-powered to my other parts or stock, either.. It will do moon returns and short atmospheric flights, or at least that's the intention. Im going to re-do the colourscheme for the engines and make them more black/yellow, rather than mostly white. And at present its suffering from an unusual listing to its left side, which im currently trying to track down the cause of (i went to so much trouble to make sure (it being a VTOL) that i had the centre of balance in the exact middle, and the engines all equi-distant apart). But i'll get to the bottom of it eventually. Its one of the concepts that i came up with whilst designing a support craft for the Enkeladus, seen here attached neatly on the main hull and snugly safe from whirling centrispinnials heh
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Effects Module Problems [Solved]
Stevie_D replied to Stevie_D's topic in KSP1 C# Plugin Development Help and Support
@steedcrugeon @sarbian Thankyou guys, that was just what the problem was. I was assuming (always the root cause of half my KSP modding woes) that those terms were hardcode commands for the state of the engine, i had no idea they were just the named tags for the effects. Both engines and RCS are working perfectly now. I love you both, and want your babies. I know we're all men and that isn't physically possible, but there we go. hehe -
What would you like to see added to KSP?
Stevie_D replied to DarkOwl57's topic in KSP1 Suggestions & Development Discussion
I would love it if Squad did as Paradox does, and just add a few of the more essential mods as base game functions. Kerbal Alarm Clock is so essential when you first learn the game to understand interplanet transfers, i can never understand why it hasn't been made stock years ago. -
totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Stevie_D replied to Halban's topic in KSP Fan Works
@Servo That mission control area in your vid is really creative! Great little vid. Felt like i was back in the 80s watching Top Gun heh -
Thanks for the tip off, @Pretorian28715, i'll definitly give him a PM when i get close to adding the centris into the actual game. (At present im working through the command parts first before the hellish nightmare of spin begins ) @CarnageINC Thanks muchly, Carnage. I didn't want to bother you until i had files up, so you pre-empted me heh. It should be in the ball park of a week or so. I'll make sure to nudge you when i put out the first alpha!
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Wow, i didn't expect such a quick and overwhelmingly positive response. Thanks guys, it means a lot to know other folks want the same kind of late game objects in the game as i do, and seem to think i'm on the right track with it! @RedParadize Kind of, yeah. I never thought of it that way. I wanted something that would ferry Kerbals to and from my spacestations around Kerbin, the Mun, and Minmus and wouldn't add to the part count of the spacestations themselves. I tend to launch my interplanetary ships from the Mun and slingshot around Kerbin, so im always ferrying the mission crew from Kerbin to the Mun and this thing would make life so much easier late-game. Ive already tested the fuel and engine ingame to make sure it has just enough fuel/thrust/isp to do a one way trip to a moon and back. As you can see from the image above, i've included built-in docking ports, a junior size at the front, and a normal sized one at the back. @steedcrugeon @Kerentaus The plan is indeed to create IVAs for all the parts. Although, just the mere thought of trying to animate and rotate all those IVA props for just one of the centrifuges makes my skin crawl. I never ended up getting chance to do an IVA for the original IXS mod, and ive had a blast modelling them for the command parts so far. So, yup! IVAs all round, and, IF unity or KSP let me rotate the IVA props (im pondering if the game might like them fixed in place or not), i'll try and go that extra mile to make you all sick as a parrot going around...and around... and around.... Oh! And Steed? I'm giving you rep because you used the word centrispinnial and not centrifuge.
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LATEST - Work In Progress Video Update 2, below main post. Kelland Kerman, affluent playboy billionaire and co-owner of global multinational corporation TKR, has found his true goal in life - to make sure everyone knows what a small-time, know-nothing charlie Elon Kerman truly is! "Duna? All he cares about is Duna! Who wants an electric toy car company on Duna?!" Kelland doesn't think small, he thinks BIG! And has set up a specialized company, Superluminal Space Industries, to take Kerbal-kind not just to Duna, but to Jool, Sarnus, Neidon, Urlum, and even the next star system! That means quickly advancing Kerbal technology to Deep Space Exploration and eventually faster than light travel...all whilst still adhering to Kerbin International Health and Safety standards, of course.. *coughs* Having set up SSI a few years ago now, the first fruits of his labour have begun to show themselves... Superluminal is designed to be a late game parts pack that aids in reducing part count and giving the player more options in using deep space exploration mods like USI, Keep Fit, Kerbalism, Interstellar, Outer Planets, Nertea's Near Future etc etc. Weekly Update Videos Update 2 Update 1 The "Normal" Part A lot of the stuff here is farther along than i've shown, and any help when i hit roadbumps (Like the Spacebus issue i had) will always be gratefully received and credit given when the mod releases in full. I mainly play KSP with (amongst a good many others) USI, Nertea's stuff, Outer Planets and Infernal Robotics. So i'll be mostly focused on getting them working with them in mind first (EDIT - Regarding IR - nothing will require IR but the VTOL engines. The centrispinnials will be standalone but IR -compatible-.) The centrifuges will b. But i will be making sure they're usable standalone and for the other more popular mods (like Interstellar). I also adore the idea of centrifuges (everyone says so, but barely any modders make them), so i thought i wanted to make a really big pack of them for me....*coughs* and by extension everyone else to play with. And i always glanced at the KeepFit mod and thought it such a cool idea (both realistically and adding another enjoyable level of gameplay challenge), that it deserved some parts. So this mod is my love letter to KSP and to get us some centrifuges. (mad rambling sentence below) To be honest, this entire thing span out of the simplest reason - When i was creating the new IXS a few months ago, i realized the schematics made it better suit the 5m ingame dimension rather than the 3.75m. So i thought "But i want a 3.75m command bridge!" and made the Enkeladus. Then i thought "Well, if im going to go into deep space exploration parts...centrifuges." and it kept getting larger and larger, and now ive thought of and designed most parts i think will make the set. So! To sum up... the mod will comprise of 5 sections. Superluminal Bridges - 11 Command Modules and Support Craft Centrispinnials - 11 centrifug...spinnial customizable modules Superluminal Hulls - 3 large hulls to customize your long voyage requirements after you've decided on what type/how many/how large your centrif..spinninals are. Superluminal - 4 warp ring sizes Misc - A few small parts that make quality of life improvements. Thanks for reading folks, and i hope you guys are up for some alpha/beta testing soon! Steve If you want to buy me a drink as thanks or just tip me for my hard work, feel free at Frequently Asked Questions What other mods will be required to make this/that work? - The Command Modules will need b9partswitch. The Centrispinnials will most likely use WildBlueTools. All subject to change. All parts will be made Infernal Robotics -compatible- but not required. The only part that will require IR will be the Priax VTOL engines, but even then, the Priax can double as a rover buggy without its engines. The aim is to make it work as much with the stock game as it can with the modded versions. IVAs on the Centrispinnials? - Yup! That's the plan! Rotating if possible, and thanks to some helpful people here in this thread its looking ever more likely. Will the warprings utilize Roverdude's warpdrive / KSP-Interstellar? - Yup! ModuleManager required, but they should work for both Roverdude's WarpDrive and KSP-Interstellar. What's the License on this mod going to be? - Creative Commons. As long as you don't make cash out of my hard work, you can play with it, fiddle with it, and abuse it however you see fit. I'm a firm believer that the Kerbal community should get the most support they can, because this is one of the best games ever made. Will there be testing? - The schedule of releasing and testing will go as follows : Alpha 1 - Functionality Testing - Will add the Command Modules and Support Craft Alpha 2 - Functionality Testing - Adds Centrispinnials Beta 1 - Functionality and Balance Testing - Adds Warp Rings, Main Hulls and Misc. Beta 2 - Final Balance Test before 1.0
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Hey all, i seriously need a second set of eyes to help me see where i'm going wrong here, or if what im doing is even possible (im assuming it is, it's just that im more of a modeller than programmer and i'm missing something utterly obvious.) To the quick! The problem. I'm trying to create a "Spacebus" a small 6 man shuttlepod to ferry kerbals around Kerbin/Mun/Minmus stations. Everything was going fine until i tried adding the engines and RCS. Now, i've done a good bit of modding before so i know the pitfalls here, and i tried to cover most of my bases. =I tried adding in RCS, and it worked fine. I tried adding the engines, and it all bust. =I tried adding in the engines, and it worked fine. I tried adding the RCS, and it all bust. =I tried using both sets of engines in one cfg without any effects at all included. Both work --perfectly-- without any effects being added. To make the point easy, here's a video. As i say, this isnt my first rodeo. I've made sure both RCS and the engines have different sets of transforms each, and none overlap or are incorrectly named (as the video proves). The problem boils down to the sodding EFFECTS module, or so i think. I first copy/pasted seperate effects modules, and that just breaks everything. I then tried to merge the two effects modules into one "EFFECTS" in the cfg, and it still buggers up. It's like the game is saying "You can have one set of effects on this part, but not two." Below ive included the main starting section of the CFG (incase ive overlooked something bloody obvious) here. And here are the two separate Effects modules that i cant seem to get to play nice together. Main Engines : And the RCS part I've tried using just fx_whatevers at the start of the cfg, but unless im adding them in wrong, they dont play nice with the RCS Effects module. Thanks for taking the time to read this, and if you've any helpful advice or can see where i've gone wrong i'll be so SO grateful (and make sure to mention you when i release my main mod, of course!)
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Wow. The quality of these textures is as professional looking as it gets. This pack should have way more attention than it does! Top notch stuff Scart. Cant believe i've not seen this till now. *Rushes off to DL and install*
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[WIP] Nert's Dev Thread - Current: various updates
Stevie_D replied to Nertea's topic in KSP1 Mod Development
Think i've found a bug for you Nertea. Whilst making an upgrade to my orbital station, i couldn't fathom why the part i had created was spazzing out when i put it on the launchpad. So i started removing bits of the craft until it stopped. Turns out that if you use one fusion/fission fuel tank on its own everything works as intended, but add a second attached to the same tank, and .....voila! ANTI-GRAV DRIVE! Whilst i don't show it in this video, if you cheat the bugged tanks together into orbit they begin turning and accelerating on their own - its like watching a scifi show heh. Hope this helps! -
I think the whole subject is a misunderstanding or projection of feeling by the OP that just isn't there. When people put "Stock" on their mods, or promote their mods as Stock, it -isn't- them claiming anything. It is a description. A description so that people downloading a mod understand what they are getting. If it isn't listed as stock, people downloading -understand- that they are getting something that isn't created with the game's specific kerbal asthetic to it. If it is, then it is. There is no elitism involved. If you think "Stock" is being elitist, then by the same definition, putting "1.2.2" on your mod is being elitist against the previous versions of the game. It isn't. It is simply a description and information to the downloader.
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Hey SkyKaptn, how did you get the clouds on Earth in this version? I can't seem to get it to work from my previous version.
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Thanks Nathan, and everyone who chipped in on 12.0 RSS really makes you appreciate the Solar System we live in like no other game or visual medium.
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No, it's not unfortunately. It's part of the Kerbal's body model, or at least it was the last time i imported it into my modelling program. To be removed ingame it would need to be a separate model, like the helmet is.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Stevie_D replied to TriggerAu's topic in KSP1 Mod Releases
It really is. #1 imo. How on Kerbin this isn't a stock feature yet is the most astoundingly mind-boggling oversight in over 4 years of KSP (and i love KSP to bits). If the devs are worried about making the early game too easy, just slot it into the last upgrade of the mission control centre. It needs to be stock to help encourage the younger/newcomer/thicker (delete where applicable, i fall under thicker) players to attempt to venture beyond the mun and minmus when you first play it. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Stevie_D replied to Galileo's topic in KSP1 Mod Releases
Thanks for the day one 1.2 update for SVE, Gal. KSP just isn't the same without it. -
What Facts Do We Know About The Devs Leaving?
Stevie_D replied to Mycroft's topic in KSP1 Discussion
*Looks at thread up and down* Storm, meet teacup! Unless they were shackling their workers to stocks and throwing tomatos at them, then there really is not much to get het up over. In business, people come, people go. The game goes on. When an MMO comes out, there's a lot of people leave straight away, because the game is -complete-. The same goes for most offline games too to some degree. After 1.0, the game migrated to Unity 5, which was a big push post-release of a game, so i imagine the devs needed all hands on deck still. Now 1.2 is coming out and most of the game is complete, the ship doesn't need as many hands. Conspiracy theorists looking to blow this out of proportion really need to step back and take a breath. Even if things werent all rosy behind closed doors, well, again, that happens in business, too. Does it make Squad the devil? Nope. Does it make it worse - does it make them EA? Hell no. 2 weeks time no one will give a rats hairy behind about any of this. It's forum rage for forum rage's sake. -
Frankly, just reading a few of the pages in this thread, there has been far too much childish whining, moaning, and arguing about everything under the sun, and not nearly enough of this... Nils277 wrote : It doesn't matter how, where or why these guys announced that they decided to leave KSP's dev team. At all. They've made a massive contribution to this game, and have shaped its style and substance. The game is in far better shape now than it was before these guys came on board, and everyone should be universally thanking them. Even after joining the dev team, they still carried on doing extra work in their own time for their mods. I don't think most people comprehend how monumental of a task it was to migrate an entire game from Unity 4.whatever to Unity 5, nor the scale of the problems involved. The stuff they've produced after that has given a real polish to the product. You couldn't ask for more from them. Top notch stuff, guys, thanks. If anyone had read the latest devnotes, it seems clear there will be new guys added for the hinted plans for an expansion or two. So all the doom-mongerers aren't worth listening to, either. It's a sad day, but sometimes a fresh impetus and a new set of eyes with a fresh perspective can be good for a project. Here's to looking forward to the exciting upcoming announcements and reveals.
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[WIP BETA] Nasa IXS Warp-ship for Interstellar
Stevie_D replied to Stevie_D's topic in KSP1 Mod Development
The spacedocks originally had extraplanetary launchpad building capability, so you could use them to build ships in space. Getting the docks into orbit in the first place was meant to be the hard part. As for the warp rings, do you know that you have to be 500.000km away from a planet before warp drive is able to be activated Sub? It's the most common mistake ive seen people have with the warp drive. (Its one of the difficulty parameters RoverDude put into the mod to stop it being too OP) -
Oh she's really pretty, RD. Great stuff on the modelling and texturing!
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It's the little things like this mod that make RSS more palatable for those on the fence (like me) as to whether to give it a full playthrough or not. So thankyou, Agathorn, you made my anticipation for RO to be fully updated to 1.1.2 even higher.
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[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Stevie_D replied to Sophia's topic in KSP1 Mod Development
Only i would have the original unity saved scenes for the ship (and i lost them long ago when i got my new computer); Sophia would've made her own, and i imagine Denko is having to build his own from the ground up to remake the mod. As far as i'm aware, unity scenes don't save when exported to the game, they just export the meshes and the transforms. The quickest way i would imagine is to just convert the .mu file to max or blender, then re-export it as fbx into unity and pick up the pieces. Best solution i can think of i'm afraid. -
[1.1.2] Cacteye Telescopes Community Takeover (V 7.1.0)
Stevie_D replied to Andem's topic in KSP1 Mod Development
I remember this mod being so much fun, and the first time you looked through the scope it was "Oooooooh i can see ####, i can see ##### too!" like a ten year old with a real telescope. All power to you, Andem!- 71 replies
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