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Everything posted by Akira_R
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KSP Interstellar Extended Continued Development Thread
Akira_R replied to FreeThinker's topic in KSP1 Mod Development
Where are the cfgs to change the NFT stuff? I see in the Resources folder there is a NFTEnginesFix cfg but it seams to only change the NFT engines to use Megajoules when NFT-E isn't installed and make a few changes to the KSP-I engines to use NFT engine effects. -
KSP Interstellar Extended Continued Development Thread
Akira_R replied to FreeThinker's topic in KSP1 Mod Development
So this provides integration between KSP-I and all NFT mods like your old KSPI-NFT Integration mod did? It still changes all the NFT reactors and stuff to function as KSP-I reactors/generators? -
[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
Akira_R replied to ensou04's topic in KSP1 Mod Releases
IDK that is the version I was using I'm pretty sure, I was using it with RealChutes, I have heard that that will throw NREs. It worked fine as far as manned missions and IVA flights, but the second I launched an unmanned probe the log would fill with NREs and a couple minutes after launching would crash, with the developer for KerbQuake MIA no one was able to help so I just got rid of it, I have been really missing it. BTW just downloaded this mod, looking forward to playing with it -
Is there a good place to put feedback for Imgur to see, I can't seem to find anything on Imgur itself, or will it get seen/passed along from here? anyways my feedback: -Albums much too small now, the ability for the album to autosize to the width of the actual forum post would be much appreciated -album size is restricting the ability to see all the text for the descriptions -Preview thumbnails need to be brought back, the ability to scroll through the thumbs and enlarge the ones you want to see is very beneficial especially on larger albums Those are my main gripes, the rest is highly opinionated -borders are to thick -to much space devoted to things other than the image itself -why do we need to know the number of views on an embeded album? -overall the design is atrocious, highly inelegant, clearly targeted at the mobile community, which is fine if it wasn't showing up on my desktop, and looks like it was designed by an amateur or some less reputable image hosting site If the added excess space is for the future addition of adds in embeded albums then I will definitely stop using Imgur
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The way IMGUR albums are displayed in the forums has changed for me, and quite frankly it looks like crap (in my opinion) Any one know anything about this?
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[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
Akira_R replied to ensou04's topic in KSP1 Mod Releases
So does this also handle iva cam shaking, or is KerbQuake still the only mod that does that? Last time I played with KerbQuake it was throwing all kinds of NREs when i was flying unmanned missions and would crash the game after like 5 minutes of flight. -
The newer versions of ATM are exclusion based instead of inclusion based, so you need to make a config to tell it not to touch RPM display stuff, some of which will be in the rpm folder, other stuff will be in the folder specifically for the ALCORE.
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Woo you took my "advice" and had it check for the science module itself instead of the part Thank you!! Regarding your desire to see the "part" it's nothing super exciting, I just use various mod parts to make a space station module and weld it into a single part. For example this is a module for the station I was building in my old .23.5 game Here are some shots of my station in my current game As I go I will have eva missions to remove un-used RCS blocks and engines (and probably some of the lights) maybe even removing some of the solar panels once I get a dedicated power truss up to it. I am role playing it in a sort of ISS style.
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Not sure if it has something to do with this mod or not, (I am heavily modded) but my landers keep disappearing. I have had two un manned landers on the Mun in my career save and both have vanished with out a trace, completely eradicated from the persistance file. The only thing that remains is the name of the second one showing up as the landing achieved entry for the Mun. The only thing I could think of is since this modifies the size of the planet that it is causing issues with the location of the lander at it is being deleted, because as I said the persistance file has no vessel entry for wither lander. I tried doing a quick landing in a sandbox game and then quit and reload to see if it would disappear but that lander seems to be fine, so it is either an issue with the career mode or it happens semi randomly If any one has any advice it is greatly appreciated EDIT: problem solved, nothing to do with this mod, it was the old AIES landing legs I was using, they were throwing NREs and I hadn't noticed. When unfocused I think the game didn't think they existed or something and the vessel crashed into the surface according to the log. Replacing the landing leg module with just a basic FS animation module solves the problem.
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I have decided to begin documenting my adventures in my current career save. It is heavily modified and and my play style tends to lean towards realism. A little background on the the space program so far. We launched our first test rocket 2 years ago. It was a successful mission on which we were able to test our first engine designs as well as some automated flight controls. We had a few failures with early guidance systems, we are proud to report none of these failures resulted in any loss of life or property damage; we had many more successful launches after that testing more of our technology and allowing us to develop newer and more advanced propulsion and guidance systems. Just 300 days after our first launch we were ready for our first manned mission. The plan was to launch our first Kerbanaut into low orbit, where they would complete two orbits of Kerbin before de-orbit and splash down off the eastern coast of the KSC. Jebediah Kerman was selected for this prestigious mission. Launch went smoothly and Jeb attained a circular 80Km orbit. The orbits were completed, de-orbit and reentry went off without a hitch, however due to a malfunction in the triggering system for the chutes they deployed early and were torn apart. Jebs capsule impacted the ocean at over 800m/s, instantly killing jeb and obliterating the capsule. While this was a terrible loss, we know that Jeb would have wanted us to continue pushing for the stars. We shall be naming our planned Kerbin space station the Jebediah Memorial Station in his honor. Moving on from this tragedy we successfully completed 3 manned flights to LKO along with many unmanned missions and we are now ready to expand our reach to Kerbins two moons, the Mun and Minmus. To this end we have begun creation of a communications network to facilitate communication with probes we plan to send to both bodies in order to identify suitable landing zones for manned missions. This brings us up to the beginning of this log 2 years and 56 days after the founding of the Kerbal Space Center. The first images I have for you is of the establishment of my comms network, a 3 satellite relay network positioned at a keosynchronous orbit. I shall continue to post updates, any questions are more than welcome.
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If you wanted to do the Valkyrie from Avatar this mod has a very Valkyrie-esq cockpit
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My main game is a hardmode career that is heavily modded, I use KCT and always run simulations of my rockets before actually building and launching them. I'm a little over two years in and have only had a handful of failed missions, mostly probes loosing contact before the chutes were armed, that was before i had my comms network set up, and a couple of probe "guidance programs"(me piloting them) failed during launch causing the rockets to flip out and crash into the ocean. I had one catastrophic lose of life. It was the first manned flight to LKO, Jeb was piloting, upon return the chute deployed to early and was torn off, Jebs pod hit the ocean east of the KSC at a little over 800m/s, he was killed instantly. I plan on naming the first kerbin space station Jebediah Memorial Station in his honor. So all in all probably 1% or less
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This is awesome! Question regarding the Tier 2 missions, specifically the science module, does it need the actual stock part or does it just need to have the mobile processing lab part MODULE in it? The reason I ask is I usually make my own custom welded parts for space station modules and add the various resources and part MODULEs so they fulfill the intended role. For instance I'll make a lab module that has the stock mobile processing lab, and also functions as a station science lab and a MKS/OKS lab for recycling spent nuclear fuel. If it requires the part itself that's fine I can always just "cheat" and complete the contract through the debug menu once the module is docked, but I figured I would ask.
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Sounds like you aren't attaching by the correct nodes, this is the reason node toggle was added. Try the new dll linked in this post to see if it solves the node toggle issues, I haven't had the chance to check yet, otherwise you just have to be very very careful and make sure you attach via the correct node.
- 625 replies
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The vtol engines look awesome! Really looking forward to getting to play with those!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Akira_R replied to ferram4's topic in KSP1 Mod Releases
Using Jet engines as boosters for your rocket. Since they are far more efficient in the lower atmo you can get to orbit using very small rockets. A standard chemical rocket launch is going to take around 3.5-3.9 Km/s of Dv to get to orbit.- 14,073 replies
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Hey So I have been experiencing the same issue that others have mentioned with the Cryogenic Interstage Shroud, specifically once launched the decouple "smoke" is playing on loop, the staging button for it has no icon (just a grey box) and at about 5,000 meters the whole rocket disintegrates. There were no obvious NREs in the log on launch but in the editor it was getting repeat "[ERROR] input is null" lines. It appears the issue is either the node toggle module itself or something conflicting with the node toggle module, as after I removed it from the cfg the problem went away and the interstage behaved properly, decoupled properly and my payload made it to orbit. I have not used any other parts that use the node toggle module so I don't know if this is some strange interaction with this part specifically or if all parts with node toggle have problems. I am not using CKAN, everything is a manual install, and I am heavily modded, here is my AVC output (this is a couple weeks old now) and there are many other mods that aren't checked by AVC: KSP: 0.90 (Win32) - Unity: 4.5.5f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Filter Extensions - 1.17 USI Tools - 0.3.2 B9 Aerospace - 5.2.6 B9 Aerospace Procedural Parts - 0.34 Chatterer - 0.8.1.86 Community Resource Pack - 0.3.3 Contract Configurator - 0.6.6 CC-CP-SCANSat - 0.5 Contract Pack: RemoteTech - 1.0.2 Contracts Window Plus - 1.0.3.4 DMagic Orbital Science - 0.9.1.1 Editor Extensions - 2.5 Ferram Aerospace Research - 0.14.6 Firespitter - 7.0 RasterPropMonitor - 0.19 K2 - 0.0.90.2 Kerbal Construction Time - 1.1.2 Kerbal Engineer Redux 1.0 - 1.0.15.2 Kerbal Joint Reinforcement - 3.1 HyperEdit - 1.3 KineTechAnimation - 1.1.1 KSP-AVC Plugin - 1.1.5 Docking Port Alignment Indicator - 5.1 Part Angle Display - 0.3 Pilot Assistant - 1.3 PlanetShine - 0.2.2.1 RCS Build Aid - 0.6 RealChute - 1.2.6.3 Regolith - 0.1.7 RemoteTech - 1.6.3 ResGen - 0.28.2 SCANsat - 1.1 Soundtrack Editor - 2.1.1 StageRecovery - 1.5.3 TAC Fuel Balancer - 2.4.1.1008 TextureReplacer - 2.1.2 TAC Life Support - 0.10.2.15 Trajectories - 1.1.3 Kerbal Alarm Clock - 3.2.3 Alternate Resource Panel - 2.6.3 USI Exploration Pack - 0.3.1 Freight Transport Tech - 0.3 Karbonite - 0.5.5 MKS - 0.22.8 USI Survivability Pack - 0.2.2 Universal Storage - 1.0.90.2 What plugin adds the node toggle module and where can I download it? Could it be that is out of date? A google search for ksp node toggle got me nowhere.
- 625 replies
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Well that's unfortunate, really breaks the continuity in career mode Guess i wont be using it after all
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One more minor request/suggestion. I don't know if you are planning on redoing the service module stuff for the Orion, but in regards to the NASA logo on the side of the fairing for the Service module, could you make that just the standard flag decal thing so it shows the flag for your space program/mission flag?