-
Posts
133 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by JacobT11
-
Yeah ModuleManager 2.6.24. Do you want the craft file for it?
-
I didn't save the ship I was having issues with, so I rebuilt it, now I'm having an issue where even though there's antennas on the vehicle, it still tells me "No antenna" in the Kerbalism window.
-
Running KSP 1.1.2 and Kerbalism 0.9.9.4. I have a ship design with two antennas on a probe core, with solar panels, and then that covered in a Procedural Fairings fairing, and then two antennas on the side of the rocket outside the fairing. The flight goes fine until I jettison the stage with the external antennas, then Kerbalism says "No antenna" and I lose control of the ship, even though the two other antennas are out in the open, with the fairing jettisoned. Am I doing something wrong? Same behaviour when using a stock fairing.
-
Yep, every manned spacecraft in my career mode has some form of LES, sometimes the stock one, sometimes a custom one built with sepratrons, It's rare that I'll need to fire them, but it has happened a few times, more often in my early career.
-
[WIP] Improved Non-Atmospheric Landings v0.2 (2016/02/25)
JacobT11 replied to timchap's topic in KSP1 Mod Development
Liking it a lot so far, had some issues at first but that was solely error on my part. Activated the autopilot then timewarped closer to the ground, only after testing did I realize it timewarps automatically. Would definitely like a function to disable gimbals automatically, as I often forget to bind that to an action group. Even if displaying the landing point in the map proved to difficult, displaying coordinates would be great, especially when you're trying to set vehicles down in a super precise location.- 12 replies
-
- 1
-
- landing
- calculator
-
(and 1 more)
Tagged with:
-
People who joined back in 2011: are any of you still here?
JacobT11 replied to Panichio's topic in KSP1 Discussion
Been around the forums since late 2011, post pretty rarely but both lurk and play everyday. Got the game probably a month before I joined here. Edit. Just looked it up, version 0.9 was my first intro to the game. Despite the complaints and issues, I'm still overwhelmed by how far it's come in these past few years. -
For checking out maneuverability and burn times, I'll often do a full scale test on Kerbin. It's nowhere near accurate to the gravity or lack of atmosphere, but it definitely helps determine major issues with the craft before launching it.
-
Or, if you don't want to go to the hassle, here's the Kerbin one already processed. It may take a while for the overlay to load when opened in Google Earth as it's fetching a 91mb file from the server. http://meteori.tk/ksp/Kerbin.kmz
-
Nope, no known way of creating additional planets or tweaking planet parameters with Google Earth, all that data is hardcoded or pulled from Googles servers. They've got it all locked down tight. Maps Engine may be dead but you could always use the same old software that Kerbal Maps is running, http://leafletjs.com/, clearly it can be used to make custom scale maps, as a lot of different projects use it, and there's plugins for adding measurement capabilities (http://leafletjs.com/plugins.html#measurement). Perhaps the best bet would be to contact the creator of Kerbal Maps and ask if it'd be feasible to implement measurements in his version.
-
Google Earth is kind of my specialty, been working with it heavily since its launch. As Shpaget said, the big issue you'll run into will be scale. Kerbin is just so much smaller than Earth that you'll need to make your measurements then take the scaling down into account and adjust for that. Might even be able to script it if you're doing a lot of calculations. Now as for the imagery, Kerbal Maps imagery mightn't be so easy to extract, as it uses a slippy map style way of displaying the imagery, where the overall map is cut into lots of little tiles for multiple zoom levels and then displayed when the user zooms in on them, so it doesn't have to display the entire map at once which would be resource intensive for both server and client. So you could in theory try and download them, but they'll just be many, many tiles that you'd have to stitch into a single large image and then overlay. Next thought would be extracting the games map files and seeing if they're of a high enough resolution EDIT 2048x4096 is all you get out of the KerbinScaledSpace300.dds, so using the raw game files may not cut it. So perhaps contacting the creator of Kerbal Maps and asking politely if he might happen to have a full scale image of the highest zoom level available. I'll have a poke through the game files and see what I can figure.
-
Seems like a really excellent idea for a plugin, like the results of it so far, though it appears the gif functionality on the site is resulting in a 404 error, and a lot of the mission details seem to be pretty sparse, such as distance traveled, top speed, etc. Definitely be keeping my eyes on this though.
-
This glitchy mess is supposed to pass for release?
JacobT11 replied to JG_Wentworth's topic in KSP1 Discussion
Have you created a topic on the support forums? If you share your log files, crash reports, all of that, you'll be well on your way to actually getting a solid result as to what the bug is, and a possible fix or workaround until it can be fully implemented by the devs. Whining about how bad the game is, and then getting aggressive with those that reply to you isn't going to help. If anything it makes you come off in a not so positive light. -
It's stuff like that above. A stable 1.0 version of a game shouldn't just consistently crash, the memory leaks and issues should have been ironed out during beta, where there's a feature freeze and the updates are solely focused on bug fixes and general improvement. But beta only lasted one version, and even then new features were implemented, and then at launch, more new features in the stable build. The way Squad has shoehorned things into the game without taking a lot of time to just run through the issues and make sure the quality is good is one of the reasons the community is so upset, understandably.
-
Big kick in the teeth for Elon on his 44th birthday.
-
Video of the failure.
-
So it went past max dynamic pressure, was supersonic, and wasn't doing any separations. Purely wild speculation at this point but what would even cause it to fail at such a stage?
-
Simpler Part Model Creation
JacobT11 replied to Avetho's topic in KSP1 Modelling and Texturing Discussion
Yeah I'd definitely be interested to see how you get along. -
Sentinel-2A launch atop Vega VV05 June 23rd
JacobT11 replied to Hcube's topic in Science & Spaceflight
Man, Vega's quick off the pad. Blinked and I almost missed it. -
Simpler Part Model Creation
JacobT11 replied to Avetho's topic in KSP1 Modelling and Texturing Discussion
What could also be done, if you wanted to get slightly more complex, and the workflow I do for some projects, is model in SketchUp, get your mesh looking all nice and fine, and then export to Blender, possibly via dae format, as was suggested. Then, in Blender, UV unwrap it, do all your texture work, and then off to Unity. There's a ton of tutorials for basic UV unwrapping and texturing in Blender, and it doesn't require you to mess around with the mesh too much. Plus that way you're able to do nice things like bake ambient occlusion and take advantage of Blender's renderer to assist in texture creation. -
Simpler Part Model Creation
JacobT11 replied to Avetho's topic in KSP1 Modelling and Texturing Discussion
I'd suggest SketchUp for your modeling, if Wings 3D or Blender's a bit daunting. It can be used to create concepts pretty quickly, and has a decently simple interface. Now, having never modded KSP, I've no idea what sort of process would be available for converting .skp files to something Unity. In a quick search I've found this approach, which does require Blender, but only for importing from one format and exporting to another. http://forum.unity3d.com/threads/how-to-import-a-sketchup-skp-model-into-unity-with-textures.99965/ Of course, SketchUp Pro would alleviate these issues allowing you to directly export to a format Unity can work with. Within the KSP community, I know bac9, creator of the wonderful B9 Aerospace parts either used to, or still does use SketchUp, so it's definitely viable. -
I'd really be surprised if this isn't fixed, or if the mod that currently exists to enable clamshells isn't implemented. http://forum.kerbalspaceprogram.com/threads/124796-Modding-Monday-Stock-Clamshell-Fairings That definitely should've been stock.
-
This is the solar power you need to mine ore at Vall
JacobT11 replied to RocketBlam's topic in KSP1 Discussion
This is why RTG's and fuel cells are now a viable and needed thing, now that solar power behaves realistically. -
I don't understand why people get upset about building weaponry in KSP. It's a sandbox, surely it's the players choice to do as they please, including building weaponry? Not to mention spaceflight and weapons research have always been somewhat linked in reality. NASA benefited greatly from the people involved in the Third Reich's weapons research.
-
What top 10 (or less) mods couldn't you do without?
JacobT11 replied to Mulbin's topic in KSP1 Mods Discussions
Tantares and LV Kerbal Engineer Redux Dang It! Procedural Fairings TweakScale Waypoint Manager Adjustable Landing Gear DMagic Orbital Science And not absolutely necessary but nice nonetheless. PlanetShine