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KSP2 Release Notes
Everything posted by h0yer
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SCANsat has a synthetic aperture radar, though it's application is rather simplified, you don't really have to pan it around its scan area like Lupe or any other SAR based system, or even point the antenna into the correct orientation, it just 'works'. Turning it on and off just for a second will result in one neat square portion of map, if in range.
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[1.1.3] NicheParts v1.4.2 - Real Engine Pack
h0yer replied to MockingBird's topic in KSP1 Mod Releases
Hmm, may I suggest/request the S5.98M from the russsian Briz-M/KM upper stage? (Wiki-stuff) -
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You can zoom in. The SAR resolution is basically the same, that the celestial object is saved in. The standard radar altimetry is insufficient for pinpoint ground-relative landing tasks, but it can give one a nice overwiew over peaks that reach into very low orbits/suborbitals intended for early not-so-on-the-spot-landings. Or just a neat truckload of science points You can as well skip mapping the entire surface and just do a fly-by, scanning only a narrow wad, but this needs somewhat precise maneuvering before coming into the soi of the target.
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What you want, is the SpaceEngine. Imagine having it as the 'bulk' of this game. No more weird PQS space oddities, no restrictions in reference framing and axial tilting, a fully fledged universe, everything celestial outside the known areas is procedurally generated and planet's surfaces can have details in their 'mesh' down to a meter. I think it would make more sense to recreate the local bubble, a small portion of our galaxy, filled with a manageable number of stars, that can be all visited by one player within his limited lifetime. Why generate so much data if it merely serves the purpose of filling a void, that never gets visited, only glanced upon and smirked at as background starfield. Now the question, what is more work-laden, manually 'writing' a whole galaxy (galaxies?), or porting this game over to the SpaceEngine. Just for the giggles: BTW, The guys that 'boldly go' never leave the milky way, only if funky superpowers are involved^^ One is named after one astonishing letter in our human alphabet. And the guys fom a 'galaxy far far away' don't leave their galaxy either, although they tend to leave the ecliptic quite often. I think the military guys meddling with olden Mesopotamian deities are the only ones, that hop around between galaxies, but that is not an actual propulsion method, it's cheating by wormholing through a bent sheet of paper, where Mr. Einstein and Mr. Rosen had scribbled on. Don't mention the guy with his hyperdimensional telephone booth that's bigger on the inside, he's really messed up. He's basically everywhere and always, all in the same time, in reverse and upside down, while moving into two opposite directions simultaneously^^ If he'd borrow himself one shell of one fine cyber-Exterminator, he'd be basically godlike^^ Hmm, and why not rename the stock sun into Kronos? Starts with a 'K' and faintly reminds of our own mythohystorical cosmogony.
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[1.1.3] NicheParts v1.4.2 - Real Engine Pack
h0yer replied to MockingBird's topic in KSP1 Mod Releases
Awesome! I noticed, that all your subfolders contain a lot of hidden MacOS files (Running Win7), probably backups from a text editor and preview/cache files^^ I personaly don't bother, but others might freak out, especially since all the redundant files are bigger than the actual config files and still end in .cfg. -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
h0yer replied to Whitecat106's topic in KSP1 Mod Releases
Yes, it does -
I once had similar issues, although mine came from not using the proper symmetry/angle-lock, which lead to the boosters beeing mounted slightly 'twisted' around their longitudinal axis, which gave the rockets a slight spin, during booster burn. Most likely unrelated, but I had very strange rocket bahaviour with odd circular mirrored engine clusters, like three nozzles in a circle/triangle. If you have RCS build aid installed, you can have a more precisely look where the momentum comes from, maybe their thrust transforms are somewhat off, hmm. I think there already is exactly what you're looking for, not sure how well it runs momentarily, but I used the last stable setup for quite a while, awesome mod, especially if you are more the flyboy type and less rocket man
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[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
h0yer replied to Whitecat106's topic in KSP1 Mod Releases
@SyzygyΣE Almost fully blown RealismOverhaul suite on my end, including RSS. -
Aye, as now stated in the OD thread, the game's "Orbital Drift Compensation" needs to be deactivated for OD to run properly, which I didn't. I just thought to put the info here as well, since I got help from the other thread and other interested peeps might find it helpful. Orbital Decay works perfectly as advertised Thanks, Whitecat (My Kraken turned into... a... beautiful butterfly^^)
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
h0yer replied to sarbian's topic in KSP1 Mod Releases
Awesome, now it's much clearer, so I want actually a :FINAL, which I strangely didn't even think of/try out^^ Yup, for the time beeing, they're intended for my sole funz/curiosity, but if I get a hang of MMing the stuff out of stuff, I might partake in much more than just writing configs for my own purposes (Maybe participating in writing MM stuff for RO/RP-0 future releases, helping out, stuff..) Thanks again, Maestro, much appreciated -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
h0yer replied to sarbian's topic in KSP1 Mod Releases
Ah, I see, so I could just use a ":FOR[RP-0] " instead of the double-thingy? (Or still a :AFTER ?) Will try it 'till it breaks Thanks for the reply (I might come here more often, hehe) -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
h0yer replied to sarbian's topic in KSP1 Mod Releases
Hi! I was trying my very first attempt to make some MM patches, but since I was trying something rather complex, I failed. Not horribly, nothing broke But the outcome was quite different^^ What I planned: Add SCANsat functionality to the HGA-7 and the Communotron 88, as versions from Ven's stock revamp, as part of a full blown RO suite^^ Basically using the small round dish for RAD scans and the larger one for SAR scans. (I'm as well planning do give Raidernick's probes appropriate science/scanner/antennae patches so they reflect the full plethera of gadgets, they were launched with.) But instead adding SCANsat-modules to the both antennae, I 'modified' accidentaly the actual SCANsat parts, which had two sets of SCAN options (in the VAB). Here my code: (I Frankenstein'd it together from existing configs and a few parts of the MM wiki, I guess the names of the parts are 'vague including some borked syntax?'^^) @PART[mediumFixedAntenna]:NEEDS[RealismOverhaul&RealSolarSystem&VenStockRevamp&RP-0&SCANsat]:AFTER[RealismOverhaul&RP-0] { +module { name = SCANsat sensorType = 1 //2^0 fov = 5 min_alt = 1000 max_alt = 1000000 best_alt = 500000 scanName = RADAR Scan power = 0.25 } @description ^=:$: (Integrated SCANsat RADAR altimetry) } @PART[largeFixedAntenna]:NEEDS[RealismOverhaul&RealSolarSystem&VenStockRevamp&RP-0&SCANsat]:AFTER[RealismOverhaul&RP-0] { +module { name = SCANsat sensorType = 2 //2^1 fov = 2 min_alt = 5000 max_alt = 8000000 best_alt = 7500000 power = 0.85 scanName = SAR Scan } @description ^=:$: (Integrated SCANsat SAR scanner) } -
[old thread] Trajectories : atmospheric predictions
h0yer replied to Youen's topic in KSP1 Mod Releases
The first issue with changing trajectories after decoupling your CM from the SM probably comes from the changed mass, something that TJ cannot model (yet, calculating mass and drag of a to-be-staged stage) The second issue might come from not angling the capsule properly during reentry, sounds strongly like a ballistic reentry. And changed stock-aerodynamics. Although that's mostly a guess^^ About the accuracy: It's so damn accurate, I managed to do a prograde Venusian aerocapture in one pass, ending with an Ap of 550km and needing to puff just a few dozen m/s to get the Pe out of the atmosphere. (I may quote TaylorRaiz: "Oh geez, the ablator is deminishing at prodigious rates") First time tried, first time succeeded, thanks to Youen's super bombad Trajectories mod (I'm still amazed) And always check the 'prograde/retrograde' setting in the TJ window, when having the map open. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
h0yer replied to pingopete's topic in KSP1 Mod Development
Hmm, just a thought: Merge your two versions? I bet one of either has the stuff the other one misses Pingopete did A LOT of awesome work (most of it?) especially gathering all the neat textures and basic data. And you might just have the missing 'up-to-date-' configs... Not sure... Just a thought. BTW, looks friggin awesome on 4k -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
h0yer replied to Whitecat106's topic in KSP1 Mod Releases
Unh, now I feel stupid Never knew of this setting, will give it another try, thanks for pointing out EDIT: OMG it works! Thanks for the hint -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
h0yer replied to Whitecat106's topic in KSP1 Mod Releases
Minimal, if you don't let accumulate too much debris in your LEO/LKO, all of it (fairings / uppers tages @ orbital velocities) should decay nicely without taking too much CPU. And if it is decayed, no more calculations OK, I actually wanted to just thank the author of this great mod, for this great mod And I wanted to report a few 'quirks' I noticed while extensively enjoying this mod, before it just stopped decaying stuff^^ It happened all of a sudden, decay calculations are still going, even station keeping fuel is calculated, no errors, no mascon stuff, things just stay where they were put, no decay, as if it was deactivated, while I had the decay difficulty at 0.8 the last time. Resources are not consumed as well. Beforehand, I manually deleted a few debris parts (save editor) which have been decayed into negative altitudes by the last version (fixed in the current) The next thing I did, rendezvouz of two identical manned vehicles, both had their station keeping enabled, and as soon as both docked, ghost forces were applying, AP value was 'locked' and the orbit became more and more 'funky'. (Never reached AP, passed below AP, orbit became suborbital, then normal again, vertical velocity seemed to be 'frozen' as well. Weird stuff^^) I reverted the flight and continued doing 'the other things' and noticed that OD somehow stopped decaying stuff. Then I removed it temporarily, waiting until 'something' happens. If you need logs, I'll upload them after work... Have fun -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
h0yer replied to pingopete's topic in KSP1 Mod Development
Hmm, never noticed^^ Will give Phineas' version a try as well, after work... My current config combo does work neatly (atfer the above mentioned fixes), but it can never hurt to see the same stuff from a slightly different perspective ;) -
I might have put that a bit unfortunate, OrbitalDecay should right now work perfectly in a good RSS/RO Install. I merely lost the 'Slap The Kraken' game on my end, by trying too much funky stuff
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I had the exact same issues. While OrbitalDecay might have been fixed in the meantime, those ghost-parts can be deleted manually, either by opening the persistence file and deleting the entire 'vessel' or using a save editor^^ I totally like OD, but it stopped decaying stuff all of a sudden, so out it went^^ PersistentRotation works like a charm, although RO/RP0 avionics system counterplays it's ability to hold attitude relative to the orbiting body in time acceleration mode, since (some) avionics get turned off and PR is dependant on an actively working SAS. MechJeb could use some integration on that part as well.
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Hmm, I thought giving the Soyuz a 'revamp', so I made this funny little guy, mostly from procedural parts... Doesn't look very pleasing, since the paint would have decreased efficiency by adding weight, just for the eyes. Hurls about 1kt into 'some' LEO... Powered by RD-270. A lot of them. (not the M version, I'm not insane^^) To be exact, 9 per Blok BWGD+, 17 in the core stage Blok A+, and another 9 in the third stage Blok I+, you WILL have fun, launching this with TestFlight Have fun and thank you all for this awesome suite!
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[1.1.3] NicheParts v1.4.2 - Real Engine Pack
h0yer replied to MockingBird's topic in KSP1 Mod Releases
Weee, the 'Generic 1kN thruster' now finally can be put to rest, thanks to your superneat engines The thruster might still be more efficient and smaller, but its 'genericity' was quite dull Here, the 'Bells'n'Bubbles Lunar Sample Return Lander', I fiddled together just to repurpose those neat engines a bit, about 4.5 tons, now has exaggerated dV surplus due to optimizations on the reentry stage and a too hefty upper/transfer stage^^ The lander stage is powered by four MLEs, the ascend stage is powered by 4 890N 'rockets' and the return stage is powered by four 400N 'rockets' I cheated a bit by giving it a 'Zond ASAS' for circumventing the odd probe core weight restrictions, but I usually do use them uncheaty. Reconfiguring the tank textures could turn it into a neat high tech cristmas tree with integrated autonomous autorelocation functionality Awesome engine pack -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
h0yer replied to pingopete's topic in KSP1 Mod Development
Eureka! It worked, thanks mate Although, I didn't FULLY follow the instructions, I just deleted the old Earth/Mars folders in the scatterer config folder and replaced them with the Kerbin/Duna folders from a freshly loaded scatterer package and manualy changed the XAS to 0.8 in the file without using the scatterer UI. Again, thanks for your priceless help, I would just wait and bleed from my eyes until either KSP goes 1.2 or RVE goes 1.1.3 -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
h0yer replied to pingopete's topic in KSP1 Mod Development
Thanks for the reply A'ight, will redo the scatterer install from scratch and change values accordingly. I will inform about the outcome... -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
h0yer replied to pingopete's topic in KSP1 Mod Development
I'm having the exact same issues, everything works perfectly, just the ocean renderer doesn't seem do render anything. From within the atmosphere, it looks like the oceans have dried out^^ There is not even the stock ocean layer visible, only after reaching some altitude. Atmosphere looks great Happened a week days ago after updating scatterer on my end. I already fixed the TransformName back to Earth, but no changes. I even fiddled around with a few settings in the scatterer UI, but the only thing that seemed to do something visible is shifting around the 'oceanRenderQueue'. The base value 2001 changed to 2000 makes the stock ocean visible again, but one gets really funky graphics glitches while ascending. BTW, what is that value for? It's name seems intuitive, but in the same time not^^ I even just updated my graphics drivers but again no change^^ Full RO-suite, manually kept up to date, lacking RT and manually pruned parts. KSP 1.1.3 x64 - Win7 x64 - 16G - GTX950 Starting the game in forced oGL mode doesn't change anything and starting it with forced D3D11 just crashes on start. I manually veryfied each and every value from Pingopete's GH-repository (Linux64Branch) and did some checks on other config files flying around on the webs, even SSRSS, but nothing helped :-/ Would anyone with a working set of configuration files like to share them? If logs are necessary, I'll extract and upload them on demand. I's actually not a that great deal, I can live with graphical glitches, but the things that happen during ascend, this ocean/land/citylights/clouds/smokeparticles z-fighting clustercopulation or whatever it is (I don't even have a name for it) freaks me out^^