Deems19
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Everything posted by Deems19
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[0.90] LEDJeb - Flight Data Readout [0.25 Beta] [2015.01.23]
Deems19 replied to heaton84's topic in KSP1 Mod Releases
This is awesome. I've been using a custom python script to extract data from telemachus and display it in a similar fashion because I really like the aesthetic of the old DSKY style interfaces. But your mod looks to simplify my overly complicated and messy looking implementation. I hope to see this work expanded upon. -
The same for me too. The Colonial Transporter breaks up on the launch pad before I even have the chance to launch it. Putting extra launch clamps up higher on the vessel makes no difference, it is like the attachment nodes are loaded broken because the game acts like the first stage engines aren't attached right when the physics initialize. Then the vessel half wobbles and half implodes to death. Even the small radially attached parts fly off. I went as far as testing the Colonial Transporter on a fresh install with no other mods and it was the same story. For some odd reason Kerbal Joint Reinforcement makes the problem worse, but with or without the vessel is still unlaunchable.
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Kerbol Planet Pack for Kopernicus Version 1.0.2
Deems19 replied to Elowiny's topic in KSP1 Mod Releases
I'm always happy to see new planet packs but what the heck is up with your resolution/aspect ratio? Edit: By the way, could you package your mod in zip rather than rar. I don't know if I'm alone in feeling this way but I really dislike the rar format. Zip has much better support, it has better features, is easier to deal with and the kind of files you are distributing don't benefit from rar compression anyway. It is a small gripe, I know. But it takes two seconds to compress the file in zip and upload it and then you save everyone who downloads the mod in the future from the little extra hassle. -
Can someone please explain the newly added "optional manual fairing shape controls"? There hasn't been any discussions in this thread regarding the new feature and the limited documentation for ProcFairings is extremely outdated. I tried right clicking the fairings bases and the fairings themselves but found no option to manually adjust the fairing shape (excluding the interstage adjustment controls that have been a part of ProcFairings for a while now). I have manually installed Realism Overhaul with all dependencies and supported mods multiple times, so I don't doubt my installation ability. But I installed ProcFairings with a clean KSP install after trying everything else I could think of, but still, with no success. I feel like I'm either missing something extremely obvious or I'm completely misunderstanding what the new feature is supposed to enable us to do. Anyway, I would really appreciate someone clarifying things for me.
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Wow, these are some of my favorite textures released thus far. There is a pretty limited amount of custom Procedural Part textures out there and very few I really like. There is usually only one or two textures from each pack that I like and ever use but I like pretty much everything in this pack and use it almost exclusively now with the exception of 4 or 5 other textures spread across a couple other packs. Keep up the great work. If you manage to expand on the available textures a bit more so there is a tiny bit more variety I'd be happy with just this pack alone. Edit: By the way, random question. Do you use the "Paper by Fifty-Three" App for your sketches? The sketches you posted have the Paper look about them. I love that App and use it a lot for work and personal projects.
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I hope to see this mod updated to 0.90 soon. I find my time playing KSP without it to be a lot less enjoyable. There are a bunch of features in this mod that greatly improve my overall gameplay experience.
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If nothing else PLEASE at least make a separate mod that enables the mouse scrolling functionality. And not just the mouse scrolling between pages, but the shift+scroll functionality that allows you to scroll through the categories as well. The scrolling feature is my absolute favorite feature for workflow. I can literally build almost twice as fast with the scroll feature. It allows me to very quickly jump categories and pages to find the part I need with almost zero thought. With the 0.90 update I am constantly flicking my scroll wheel expecting to jump to the next page only to be deeply saddened by the lack of page turning. Having to manually click through the pages and categories is so utterly cumbersome after getting accustomed to the beauty that is PartCatalog's page scrolling feature. It would be a terrible tragedy to lose the feature forever.
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I don't want to live in a world without EditorExtensions! EE is the mod I install first on every single one of my KSP installs (Kerbal Joint Reinforcement is installed second). I am constantly fumbling with the controls in KSP 0.90 now and while the editor has been greatly improved I still find it lacking. My workflow has suffered immensely so I pray for a quick and speedy update/revision of Editor Extensions.
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[WIP][1.4.5] VST (Vectura Space Technologies)
Deems19 replied to Vectura's topic in KSP1 Mod Development
I like the general design choices. With some extra work on the models (adding tiny details and such) and some texture work I can see these parts (the engine in particular) looking pretty awesome. My only bit of advice would be to distinguish the engine a bit more from the stock Rapier engine in terms of performance. Maybe narrow the ISP range between atmo and vacuum so the engine has worse efficiency than the Rapier in atmo but higher efficiency in vacuum of space. It wouldn't be entirely realistic but it would give the engine some specific scenarios/tasks that it beats the Rapier in, instead of how it is right now between your engine and the Rapier, which is more of a stylistic choice more than anything. -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
Deems19 replied to xytovl's topic in KSP1 Mod Releases
The new features sound very promising, I frankly can't think of anything I would like to see added. I really like the simplicity of Smartstage and I wouldn't want to see it bloated with unnecessary features. Smartstage, as it exists right now, is extremely helpful and solves a major gameplay problem that still exists in stock KSP (ie: the staging process). Staging is probably my least favorite part of the vessel design process (and KSP as a whole) because I can usually figure out my staging in a matter of seconds but Stock KSP's lack of efficient editing tools and it's generally bad UI design/visual cues (ie: bad part highlighting which makes tracking down the part associated with a specific staging icon a truly maddening process(The "Part Highlighter" mod makes this problem much more bearable)) makes the staging process an extremely boring and repetitive task that takes an absurd amount of time to complete and test. Smartstage has made the whole process much less frustrating and allows me to spend more time doing the things I actually enjoy in KSP. Smartstage has been an essential mod for me for a while. I consider it as important as mods like Editor Extensions, Part Highlighter, NavHud, FAR, Kerbal Joint Reinforcement, etc. So I hope to see its continued development and support. I remain mystified by the lack of responses on this thread considering the quality of the mod. But maybe it just works so well that almost no one needs to post on this thread to ask questions or seek assistance -
[PYTHON][ALL OS] basaGC - Apollo Guidance Computer for KSP
Deems19 replied to ttb's topic in KSP1 Tools and Applications
It is great to see this application being continually updated. I wish this project got some wider recognition cause it is extremely well designed and I love using it. -
This is awesome! I've wanted the ability to lock resources and toggle crossfeeding with action groups for ages. This mod is going to vastly improve my flight experience with some of my more complicated designs. Needing to quickly unlock resources on 4, 8, 16, etc Monoprop tanks mid flight is no fun. Action Groups Extended has already been an essential mod for me for a while. I'm pretty sure this mod is going to be another must have mod for all of my different KSP installs.
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This mod makes seeing the selected part a million times easier. And unlike the stock game the highlighting will show through parts that may be blocking whatever part you are looking for. With complicated designs it is almost inevitable that you'll have parts buried under a bunch of other parts which makes the stock highlighting (which is next to impossible to see to begin with) completely useless.
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I don't understand why such a small number of people respond on this thread. This mod is one of the essential mods I have installed with every single KSP install on my system. It should frankly be part of the stock game because it completely fixes a very fundamental and irritating problem. I really hope to see this mod updated and properly maintained like it should be.
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I just tried installing a fresh Realism Overhaul game (with a fresh install of KSP) using the "--with-suggests" command but I noticed that none of the procedural mods and I think a couple other suggested mods weren't included in the list of mods to be installed. Is there a problem with the Realism Overhaul metadata? Or has it simply not been updated yet to account for recently added mods? To make sure it wasn't just stupid user error on my part here is the command I used to install RO with suggested mods: "ckan install RSSTextures2048 RealismOverhaul --with-suggests". Thanks in advance.
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CKAN isn't crashing. The unstable/experimental release is the only version that has a GUI currently. The stable release is command line only right now. You need to open your command prompt (hit your windows key and then type "command", you will see the program called "Command Prompt" in the list, select it) and then call up whatever directory the ckan.exe file is located within. Once you are in the correct directory (the shortcut of shift+right clicking within the white space of the appropriate folder and then selecting "open command window here" is an easy alternative to manually calling up the directory ckan.exe is located in) you can use any of the available commands from above (i.e. "update", "install", "scan", etc) by prefixing those commands with "ckan.exe". So it would be something like: "ckan.exe update". If you want to do something more complex like install Realism Overhaul with all dependencies and suggested mods at once you would do: "ckan.exe install RSSTextures2048 RealismOverhaul --with-suggests". Hope that helps get you started. I'd be happy to answer any other questions you may have.
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[0.90] Tweakable Parameters ( V4.1 Released 25 Dec 2014 )
Deems19 replied to HoneyFox's topic in KSP1 Mod Releases
Is this mod still being developed? I'd love to see it updated for 0.25. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Deems19 replied to Kartoffelkuchen's topic in KSP1 Mod Releases
The Kerbal Stuff download isn't working. The mod page is still there but the download fails and says the mod can't be found or was deleted. Does anyone have a working link or a backup of the most recent version? -
I second this. Being able to search by part modules would be amazing.
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Good to hear. One feature I would love to see implemented some day is a simple command stepper that controls the throttle. Just a simple GUI that lets you enter timed steps of various throttle levels. Here is a simplistic example of how it would work. The GUI would have a couple rows to start, with each row being an individual step (or command), and you'd have a little plus button to add further steps. For each step you'd have a couple basic parameters. The first being the step length which you could enter as either milliseconds or seconds (maybe even minutes for extremely low thrust/high efficiency engines) and you'd have the option to change the timing scale for each individual step. Then you would just need a place to enter the desired throttle level for each given step. So you'd have something like: Step1: Step Length[5.50seconds] w/[35%]Throttle Step2: Step Length[225miliseconds] w/[65%]Throttle Step3: Step Length[1.20minutes] w/[95%]Throttle Etc Etc. Then you could start implementing things like step transitions that allow you to accurately adjust the throttle at a consistent rate from, say 50% to 100%, over a specified length of time. So the throttle would move at a constant rate between two steps. Eventually You could even go as far as dynamically adjusting the throttle by using your current flight conditions (i.e. your current acceleration, your altitude, etc) along side some basic operators and functions. By using the basic stepper system, having certain flight variables available and getting some basic operators and functions implemented you could make things like automated ascent profiles and automatic suicide burns when you are about to pass the survivable threshold. Basically a simplified graphical version of kOS. Think supercollider vs Max/MSP (where supercollider is kOS and Max/MSP is what I was talking about). Anyway, that was just where my mind went when thinking of how a mod like this would naturally progress with its features. This all probably falls under stuff I just need to do myself, lol.
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Even after viewing the mod's Kerbal Stuff page and reading this whole thread I still have zero clue what this mod actually does, besides giving a flat rate of funds for captured asteroids. When you offer a product/service/etc, even when its free, there is still a certain level of effort people expect you to put into the process of "selling" your product. It isn't unreasonable for people to expect a clear description of how your product works and for you to include a photo or two so people can have a better understanding on how your product works and what it's design looks like. You are expecting people to accept a certain level of risk by downloading something online that could be potentially harmful to their computer. When you put zero effort into the presentation of your mod, you will deter a large number of people from downloading your mod and they probably wont give your mod a second thought from that point on. Cause even if the mod is perfectly safe and virus free, people will think the poor presentation is indicative of the mod's overall quality and functionality. I'm not trying to be mean and I'm sorry if my comment comes off as rude. I just wanted to kind of explain where people are coming from when they say things like "no pics, no clicks" and what that whole mindset entails. Some people just don't place as much value on presentation, so they have a hard time seeing why it would be worth their time to put a nice presentation together.
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I saw this mod on Curse and it is actually really handy for some specific tasks. Nice to see a forum post for it now. Hopefully this mod can be developed further in the future.
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Does anyone have a copy of this mod saved or backed up somewhere? The DL link has been dead for a long time now and I've wanted to get a copy of this mod for a while to see if it's worth reviving/updating. I'm assuming the author is no longer maintaining this project and some of the part ideas presented with this mod seem interesting enough to consider remodeling and updating them. Maybe even developing them a bit further. But I haven't even seen this mod in action before, I discovered it long after the download link had died, so I don't even know if the mod functioned well (or at all).
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Deems19 replied to TriggerAu's topic in KSP1 Mod Releases
Awesome. I have been wanting an in-game version of the launch window planner for a while now. Glad to see it finally happened.