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Everything posted by WWEdeadman
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Somehow I managed to get this thing from the launchpad to an orbit, in a single stage, with only 4 ion engines, and ended up only goijng ~200m/s in orbit... http://www.youtube.com/watch?v=vxkyOKUvZys
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For me it's Eve. Ever since the first mission I sent there. Quick list of failures so far: 1. forgot ladders on lander, got Jeb stuck outside his ship on the surface, no way to transmit any science. (I never "finished" that specific save) 2. tried to make an Eve-base, got the second module over (a radiotower, so to say) and coudn't move it because it was couldn't go uphill on Eve. 3. a redesigned version of that radiotower knocks off the docking ports I was going to use for the base, trashes the entire base in the progress. 4. An exploration plane I sent over randomly lost a wing while flying, killing the Kerbal inside on impact. 5. I sent a science-rover over, to pick up the crew from the base, but ended up landing so far away, I had to drive around eve for multiple hours. 6. I sent an extremelyx huge "Eve Escape Vehicle" over to get my Kerbals back to end this careere mode, it looses one of it's NASA-pack SRBs on "landing", also landing so far away I need better transportation than the rover. (also getting the thing over took me hours, with 2 big NASA-pack tanks with 9 Nuclear engines attached pushing it over) 7. I got my "Eve taxi" over, which is a Ion-powered plane, and had to land without SAS on, since the SAS makes the plane go faster somehow, so I never got to landing velocity, and kept accelerating instead. (I have it landed only 3 km from the rover, and will try to fly my Kerbals over to the escape vehicle next. I hope that doesn't end in a tragedy)
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
WWEdeadman replied to sarbian's topic in KSP1 Mod Development
Great I gotta take a look at that right away. -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
WWEdeadman replied to sarbian's topic in KSP1 Mod Development
So, I think I found the reason for the only 2 effects thing on the engines. If you look at the model.mu file in CoolRockets/FX/cryo-1m then (if you open it in the editor) it has "PreLaunchEffectEngine1" and "PreLaunchEffectEngine2" in there, which probably means the names are defined there, so any other names (numbering them 3 and 4 e.g.) won`t do anything. Now, this is complete speculation on my part, I have litterally no idea if that has anything to do with it, and since we can`t edit .mu files we can`t really try it. -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
WWEdeadman replied to Thesonicgalaxy's topic in KSP1 Mod Releases
This looks really amazing. -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
WWEdeadman replied to sarbian's topic in KSP1 Mod Development
Hey guys, So, I don`t know if this will help much, but I was trying to get the effects in for the ARM-patch Engines, and I also ran into that "only 2 effects at a time" thing. The thing is, the game somehow doesn`t recognize effects that are numbered higher than 2. I tried to add the effects to the cluster engine, and it would only show me the 2 effects that have their name end in 1 and 2. So I tried around a bit with the naming, and the only thing that ever loads are the effects named "PreLaunchEffectEngine1" and "PreLaunchEffectEngine2". So I tried using those twice each. Result: In the VAB the effect works as it should, on all 4 nozzles: But on the launchpad it adds the effects with the same name together to one, adding up all the parameters: So, I guess the game really doesn`t recognize the effects if they aren`t numbered 1 or 2, why ever, I`m no expert of any sorts on this... But I did get it for the other big Engine: @PART[Size3AdvancedEngine] { MODEL { model = NASAmission/Parts/Size3AdvancedEngine/Size3AdvancedEngine scale = 1.0, 1.0, 1.0 } MODEL { model = CoolRockets/FX/cryo-1m/model position = 0.0, -1.0, 0.0 scale = 1, 1, 1 rotation = 0, 0, 0 parent = thrustTransform } MODULE { name = KM_PreLaunchEffect effectName = PreLaunchEffectEngine1 checkBottomNode = true width = 0.5 height = 20 xOffset = 0 yOffset = -0.6 zOffset = 0.1 numP = 40 speedX = 0 speedY = -0.2 speedZ = 0 size = 1.8 } } And the big liquid boosters too, but of course without the exhausts, since it won`t do more than 2 effects: @PART[Size2LFB] { MODEL { model = NASAmission/Parts/Size2LFB/Size2LFB scale = 1.0, 1.0, 1.0 } MODEL { model = CoolRockets/FX/cryo-1m/model position = 0.0, -1.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform } MODULE { name = KM_PreLaunchEffect effectName = PreLaunchEffectEngine1 checkBottomNode = false width = 0.1 height = 10 xOffset = 0 yOffset = -3 zOffset = 1.2 numP = 25 speedX = 0 speedY = -0.2 speedZ = 0 size = 1.5 } MODULE { name = KM_PreLaunchEffect effectName = PreLaunchEffectEngine2 checkBottomNode = false width = 0.1 height = 10 xOffset = 0 yOffset = -3 zOffset = -1.2 numP = 25 speedX = 0 speedY = -0.2 speedZ = 0 size = 1.5 } } I hope someone figures out how to get more than 2 effects to work. -
This is probably a texture glitch, that makes this area look like a parallelogram-shaped lake. (from the angles I took the screenshots it looks like a square) It counts as the "surface" biome though, and ou can drive on it. There's even rocks on it, like on the normal surface. I just wanted to share this little "anomaly" with you. Have you ever found anything similar?