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Gaalidas

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Everything posted by Gaalidas

  1. How'd you pull that off? Actually, I can probably answer that myself. You've simply left out certain parts of the IVA and instead attached them to the standard model so that the internal IVA can be active or not and you will still get a transparent window, but if RMP IVA is active, you won't get funky results from the standard model's interior. OR I could be way off and just typing to hear my keyboard rattle. Either way, looks awesome. Now, how's about including that monstrosity in the background? That thing's beautiful. Now, just need to give some of those tanks the necessary equipment to hold Baha-ammo and attach a few of those boomsticks to those rovers and we've got ourselves a rolling death machine. -insert evil laughter here- Knew I was forgetting something. I'll get on that tomorrow hopefully. As for all the module name changes, I believe all will transfer over smoothly. I just got done using Notepad++ to do a complete directory search/replace for those module name changes and... roughly 200 matches being replaced in about 40 seconds, I'm rather optimistic about my chances of loading those babies up and not having anything out of whack beyond a few settings being reset.
  2. Oh sure, get back at us for egging you on and giving you new time-consuming ideas by breaking all out precious stuff! Granted, it was a little strange calling it ModuleTrack.
  3. For the time being anyway. I mean, come on, are you really going to be absolutely satisfied with all of the features in this thing? I doubt it. At the very least, you can call this version feature-complete and let it loose.
  4. Wait, they got a discount? I was charged double when I ordered last week. Now I'm going to have to drop a booster on their storefront next time I fling another poor intern into a decaying orbit. Hey, don't judge me now, they asked for it.
  5. So, I was experiencing this problem and didn't even know I had it for a long time (been testing rover wheels for lo-fi) and so after a lot of searching, I finally figure out that it is this mod. Now, I use this mod because it seems to have the ability to turn off the white horizon that plagues the stock game. Anyway, I saw this update and installed it thinking my flickering problems were over. Well, they actually got worse. Now I can get flickering just by zooming out from my rover. Used to be I would only get this effect when over 10k. Could there be a configuration option I need to specify to make the fix work properly?
  6. Blinding speed my... ahem... donkey? Those tracks may be pretty speedy, but I very much doubt it's going to break any land speed records anytime soon.
  7. Ugh, where do I begin? okay, lets try a "dir" command in dos on my gamedata folder. This is likely to get messy. Okay, So I have experienced the disappearing space center statics occasionally. Here's my complete list, and not completely alphabetical due to having to dig into the folder structures of vague mod directories. Toolbar ActionGroupManager AdaptiveDockingNode AdvancedAnimator AKI ART AviationLights B9_Aerospace BahamutoD BahaSP BDArmory BurnTogether Chatterer ChopShop COM CommunityResourcePack ConnectedLivingSpace CrossFeedEnabler CustomAsteroids DDSLoader DefaultThrottle DistantObject DuneRaider EditorExtensions EnvironmentalVisualEnhancements EVAMechJeb EVAParachutes FASA FireCrew Firespitter FreeEVA FShangarExtender GlowStrips HabitatPack Hangar HexCans HullCameraVDS JSI KAS KASA KerbalFoundries KerbalJointReinforcement KerbinSide KerbPaint KineTechAnimation Klockheed_Martian Klockheed_Martian_CoolRockets Klockheed_Martian_SmartParts Klockheed_Martian_Special Klockheed_Martian_SSE KOSMOS KronalUtils KSO KWRocketry LoadOnDemand MagicSmokeIndustries MechJeb2 MEPS ModRocketSys ModularFuelTanks ModuleRCSFX MP_Nazari MusicPauser MWIndustries MyTweaks (personal mod with custom MM patches) NASAmission NavHud NearFutureConstruction NearFutureElectrical NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft NohArksPnP notes NothkeSerCom NovaPunch2 Nuke OrbitusII ORIGAMI ORSX PartHighlighter PartWizard PlanetShine ProceduralDynamics ProceduralFairings QuantumStrutsContinued R&SCapsuledyne RadialEngineMountsPPI RCSBuildAid RcsSounds RealChute RealSolarSystem (for a specific visual effect only) ResGen RetroFuture SCANsat sceneJumper SelectRoot ShipManifest SmokeScreen SN_Fairings SpannersBoomSticks1 SPFloor SphericalFuelTanks Squad Stock Rebalance stock5 StockScalingBugFix SXT TacFuelBalancer TacSelfDestruct Targetron TCShipInfo TextureReplacer ThrottleMemory TimeControl ToadicusTools TweakableEverything TweakScale VABHelper VesselView Virgin Kalactic WheelSounds ASET - ERS BoulderCo - Clouds CIT - KERT CIT - NodeHelper iPeer - AGroupOnStage KashCorp - KAP Kerbaltek - HyperEdit KipEng - LPHubs KipEng - UnivDockPorts Lionhead_Aerospace_Inc - Circular Panel medsouz - KerbalKonstructs MSD - EvaFollower RandomIndustrys - WarpStopper SH_mk2CockpitInternal SPD - HexTruss TriggerTech - KSPAlternateResourcePanel UmbraSpaceIndustries - AES UmbraSpaceIndustries - Karbonite UmbraSpaceIndustries - KarbonitePlus UmbraSpaceIndustries - MKS UmbraSpaceIndustries - OKS VNG - FrementGUI VNG - parachute XanderTek - Landertron
  8. That was pretty epic. I could imagine making use of the "Burn with me" mod would make a lot of that easier. In fact, I suspect that's what y'all are using for some of these shots.
  9. But... isn't that what a pod is? Yeah, well, I could do that with cameras, but that's just too easy isn't it? My PC isn't starting to melt yet, so we need to step up the game here people!
  10. As for that mountain top thing, now we need a new (and high system resource demanding) Raster Prop module which will create a 3D vector/wire-frame representation of the area around your vessel complete with scale information to show possible collision and/or clearance predictions. Can you imagine the testing procedure on that sort of thing, not to mention the system lag that would produce? That's a scary thought for you all, in consideration of the time of year it is. So, I tested out those last stock wheels you posted the configs for (those huge ones that I always wished had normal steering, but instead just use tank-steering) and I can confirm that tweakscale breaks them completely. i scaled them down just a tad and upon physics initialization, they just stood there at full suspension (so that they looked disconnected from their own frame) and would not even spin. Gonna have to disable that in the patch until we can get that feature either implemented locally or fixed for compatibility.
  11. Honestly, I thought it looked awesome until I realised it was older than my last PC.
  12. I hate it when that happens. A few days ago I was reporting on an issue with the wheels and got stuck talking for about an hour, then had to finish my post in time to run to my next class.
  13. Three then, any more than that and you'll have an overload. We need you alive for the time being, so no explosions for you.
  14. That's why I always do my action groups last. Heck, I'll even test the thing in the world before going back and assigning action groups, just to be sure. However, I have not yet encountered that specific ....-off-able situation. EDIT: what the... so it lets you enter the word "pisses" but won't let me use the word with the last "es" cut off? Eesh!
  15. If, by the steering mounts, you are talking about tying in a gimbal-like mount into the same steering controls as you would get with a wheel, then I'm all for it. One thing that's irritated me about gimbals on standard engines is that it's very easy to get an engine that gimbals the wrong direction and have to manually invert the behavior on every launch. Very annoying. Also, I'd like to see another pass at allowing more of the wheel settings to be incremented/decremented by action groups. The repulsors have height-change actions on them, but having that for adjusting the suspension on the wheels would be great, along with auto-updating the rest of their numbered group when using the action in that way. I don't really know why, but having to right click on a wheel, especially when the craft is moving and considering it's hard to click on the wheels themselves unless your camera is oriented just right, and all that just really annoys me. Sorta like when I learned how to control my computer from the command line. Now, I just can't do some things using the windows GUI without feeling ill. Oh, by the way, love that we're getting the stock configs up, and I continue to update a MM patch to apply all those settings to the originals. Are we likely to get a config for those ASET wheels?
  16. So, I forget what mod exactly added this, but I know there's this sort of docking port that i have which consists of two parts which are meant to fit together to create what looks like a truck connection to something like a boat hauler (I don't think I'm using the right names for these things.) It's like one side has a ball and the other side sorta snaps onto the ball to create a rather free-moving joint. I'm sure it's just taking advantage of the stock docking mounts' flexibility in their stock connection strength. Either way, I've been able to connect some trailers that way. Unfortunately, like normal docking parts, it also had the tendency to try and straighten out whenever possible, so the connection is far from free-moving. Otherwise you could connect a free-moving docking plate with an unpowered hinge to create a hitch that would be able to move around freely without trying to re-center itself. However, that would not create the prettiest of solutions unless you tried to combine those functions into a single set of docking ports. I've heard that putting docking ports on the ends of IR parts can have some weird effects, so I wouldn't go that route. You may just have to make one yourself from scratch. Wonder if you could hack up the wheel code to handle something like that? An omni-wheel type movement on a docking-port with the appearance of a truck hitch? hmm... Now, to get it to work with rear hatches like in the DSR pods, you'd need to develop an arm that extends to the side a bit and back to the center a ways back to give the vertical-opening door room to unfold... or have a way of extending a trailer-hitch boom outwards when opening the door.
  17. I guess it would depend on how the launched craft is being sent to these other bodies. To get outside of the Kerbin area you need to cross the major sphere of influence. If this is working in similar fashion to how Firespitter moves a craft from the default launch to the nearby water for the water launcher part, then it's easily being messed up somewhere along the route to the new launch pad. I suspect there's something a bit better being used in this mod, but I have not done any code diving yet to see what's really happening. For Mun or Minmus, you're simply crossing into a single sphere of influence and not being forced to leave Kerbin's overall sphere while moving into the Mun's sphere. This wouldn't cause as much havoc to be wreaked on the craft and its joints. Just a theory. I wonder if EPL has this kind of problem with launchpads on other worlds. Except, if I remember correctly, EPK starts their crafts off as being docked to the launchpad "craft" instead of treating like a static launching platform. That may increase the stability of the spawning system. Gonna have to think more about that one. Little update on my previously posted problem about the launch site selection GUI and the preview images. Recent tests show this to be a near-impossibility to recreate. I may just be an occasional fluke that I've been lucky enough to see too many times. Anyway, being unable to reproduce it effectively, I'm calling it an occasional fluke of the GUI and not going to bother with it much longer. I'd like to see some click-locking on that interface, however, as I've been accidentally screwing up my designs when choosing a launch site.
  18. And transmissions too? Eesh. Now all we need is a way to apply the intra-craft collisions only to certain parts so we don't destroy the rest of our vessels and turn our computers into green goo.
  19. Initial tests are good for the stock wheels, except for that first one you did. I still need to test it on its own, but I experienced it clipping half-way into the ground when suspension was tuned to 0%. I was testing all three wheels on a single craft though, so I'll test individually later. All together, however, still performed amazingly well. Not quite as nicely as your custom wheels however. Those still hand the stock wheels their rear ends.
  20. From what I can tell, OpenGL doesn't cause nearly the problems that DirectX does when dealing with memory and processor use. LOD might not even be necessary under it. I can't even launch in OpenGL on this system though.
  21. We could rig some sort of truss mount so you could carry the thing on the roof. Yeah, it'd be really top heavy and hard to use, but I'm sure you could find some way of making it work, right? After all, Kerbals do things the hard way because... well... Science! And physics... and all that crazy stuff. Just got those two new configs set up as patches. I realized that if you wanted to simply add new parts made out of stock models, you wouldn't need to use a patch to do it really. So, I'm focusing on replacement patches. Still haven't had a chance to do any personal testing of things since my major fail earlier. I guess that'll have to wait for tomorrow.
  22. I'll give that new code a test in a few minutes. I figure, at the very least, a way to get separate control groups to work together in steering properly would be great. Lets see... next up on my insane testing procedure (really just making it up as I go) will be to see how multiple types/sizes of wheels work together. Oh, one thing I did do a while back was add surface repulsors to a heavy craft to relieve the wheels from taking all of the weight, leaving them to handle the propulsion mostly. I ended up with a more stable craft in the forward/backward range. However, upon catching a little air the thing decided to flip over and explode. I have no idea what happened, but overall it was a success. No one will miss that intern anyway. Jeb looks a bit nervous to me in that picture. That's saying a lot considering Jeb will grin like an idiot when strapped with duct-tape to half a dozen boosters aimed at something hard like... the ground.
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