Nittany Tiger
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Saturn V (Reincarnation). Release in last page
Nittany Tiger replied to DECQ's topic in KSP1 Mod Development
Terrible? I agree with @Zuppermati. It's the most realistic-looking Saturn V that I've seen, and I've been dying to use it alongside FASA, BDB, and SSTU. -
Yes, this project is on hiatus. Real life stuff getting in the way. Plus, I'm not sure if my laptop can do video recording and editing. It may, but not sure, and it would be at an atrocious frame rate with how I have KSP 1.2.2 + RSS/RO set up. Plus, trying to land on Eve for fun. I promise not to let this project die, but it's been hard to motivate myself to do it lately, which is not good since I really wanted to finish this.
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Awesome, @AlphaMensae. Good luck with it. Would love to use this in RSS with Real KSC (I think it's called) that gives you the real Kennedy Space Center. Real KSC has a MLP for Saturn rockets, but it's just a static KK object. Another thing with rockets like the Saturn VB is that there might be a need for extra flame holes for the SRBs. Maybe either small extensions for the SRBs or a larger hole in general. This is something that's not a necessity in KSP except for realism buffs.
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Ooooh. I'd love to make this fit with this beauty (though it's FASA, procedural parts, and RSS/RO).
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Most of the Ares vehicle is just repurposed Saturn V hardware. Not sure if it's that notable other than having a few upgrades. For me, the mission itself is a lot more notable. I could do the assembly missions though. I thought about it many times. Those aren't in the book, but there are plans for it done up by fans. I had an idea before to do videos on all of the notable missions of Voyage. That would include Apollo 11 (with Joe Muldoon replacing Buzz Aldrin), Skylab 1 and 2, Moonlab 1, Apollo N, Ares E' (Gershon's MEM test flight), the assembly flights, and then Ares proper (Ares F? I forget if it had a letter). Dunno if I'd include the ill-fated Ares A-2 flight since that would be a short video and an event that I don't think can be reproduced properly in KSP. I mean, I can reproduce some of the events and make a rocket explode, but not in the way the book details it. It would just be anticlimactic. Again, I'm thinking if I do Ares proper, I might do episodes instead of one long video. Episode 1 can be the assembly flights, episode 2 can be the crew launch, episode 3 rendezvous, episode 4 Venus flyby, episode 5 Mars intercept and Mars orbital insertion, Episode 6 the Mars landing, and Episode 7 would be the Mars surface ops, return, and trip home. These are just ideas. Still thinking of post-Ares missions as well like Ares II or a Titan visit.
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Status update on this project. So I haven't been active on this project for months due to personal issues, and unfortunately personal issues and life issues keep slowing this project down so that it's now been over a year since I started it. My end goal was just to make a video, but I feel I've taken so long on that now. I'm not sure how long it takes some users to make KSP videos, but I don't think it's a year and a half. However, I did start this without having played much RSS, and I did shoot for realism along with wanting to automate the launch, so that's taken time. Overall, though, having so many delays and taken so much time on this doesn't make me feel productive, and I fear people losing interest in this before I ever put out that video or anything else. There's also the issue of hardware limitations. I've been working off of a gaming laptop ever since I started this, and I cannot afford anything else then or at this time. I would love something more powerful so I can play my RSS install without a 20-minute burn taking an hour, but I can only work with what I have. I don't even know if my laptop can handle running KSP and recording footage as well. Point is, I was hoping to have a faster pace with this project because I wanted to move on to other projects after this. I have had some good ideas with Voyage videos, though, such as videos of the other missions down to an entire machinima of the book, but the latter would take a lot of time. Either way, I do want to finish this and make a video. I guess I'm just afraid of taking too long on this and thus putting out a video that no-one really cares about in the end. In the meantime, I've had an idea for an interim video that would be easier to produce. I was thinking of a video along the styles of 1980's Shuttle launch news broadcasts such as this: Wouldn't have the TV anchors, but it would have the graphics and feel of a TV broadcast from the 1980s. This could be my way of learning video editing and game recording for the main video. Also, not sure if I want to do a single Ares video or a series of videos. A series of videos could let me show more detail in the mission. They could also be in the news style, could be typical videos with music, or could have commentary. Whatever people like, I'll do.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Nittany Tiger replied to Galileo's topic in KSP1 Mod Releases
Not sure it's been mentioned here (I did a quick check), but just a warning for people. I think if you update EVE through CKAN, it will install the EVE configs, and thus you'll have your install running both SVE configs and EVE's configs. This can lead to performance problems and freezes as happened to me when I tried to land on Eve because EVE is running two volumetric cloud configs at the same time. If you have the rig to run EVE clouds and SVE clouds, go for it, but I feel most people are not going to want their game freezing during a mission. I don't know if CKAN installs EVE configs if you use it to install EVE. Might be best to install and update SVE manually just to prevent any issue later. I'm just going off of a recent experience with the game freezing as I passed through clouds on Eve, and it turned out that I had EVE configs and SVE configs installed together and didn't know it. Since I always update mods through CKAN when I'm able to, my leading hypothesis is that CKAN installed the EVE configs when it updated EVE. -
Yeah, I go off of the stock engines along with other engines in a parts pack with Ignitor configs when I think about what values to set for the configs I've written. I've never set EC required to anything more than 30, and that was for one of the Kerbal Atomics engines. Also thanks @linuxgurugamer for implementing my disabling ullage idea. Hopefully that makes some peeps happy. I might make configs for SXT since I don't see any configs for those. May also make configs for other packs upon request. I just happened to make ones for mods I was using but were missing configs.
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Anyone ever suggested an option that enables and disables ullage requirements? Like it could be in the difficulty options. Not something I'd need, but maybe something others might like if they want a bit of flexibility with this mod. Also, I forgot that I had updated the configs for Bluedog Design Bureau. I figure newer engines were added after you took over, and with you managing a bazillion mods here, you don't have time for new configs. I want to note that the Agena A engine (Hadar in BDB) doesn't require ullage but the Agena D (Mafuni in BDB) does. The idea is to use the smaller "Nafuni" engines for ullage as was done with the real Agena D. The "Nafuni" engines don't have engine ignition limits or ullage requirements. I just hope this isn't too confusing for people using this mod since I don't know where it strikes a balance between realism and gameplay. Anyway, I'll push updates for BDB along with a config for the OPT pack's rockets.
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My bad. Sometimes, we make mistakes, and I forgot to check the RO thread for the correct version. No worries. The version I downloaded works for RO as far as I know. If it doesn't, I know how to write config files to make it work (or I'll do my best to try to make it work).
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Not sure if I missed this on the original post, but it would be nice if there was a direct link on the OP to the latest version that is compatible with 1.2.2 for us RSS/RO folks that want to use SSTU. Could keep doing this is as RSS/RO updates since it tends to lag a version behind KSP. I did find what I think is the best 1.2.2 version of SSTU on GitHub (0.5.34.134), but not totally sure it is.
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[WIP][1.3.1]KerbinSide 3.2x (looking for testers)
Nittany Tiger replied to eberkain's topic in KSP1 Mod Development
Been trying to make these configs work with 2.5x-scale Kerbol system with SVT. Some places seem to have disconnected buildings (Lodnie Isles) or buildings that clip into the ground (Ben Bay). Those still exist at 3.2x as well. Tried in vain to correct the issue with buildings being too low around the central office complex at Ben Bay. Talked to Sigma about it. We haven't been able to fix it either. I'm curious if you ever did try to make all of the buildings the same height or fit together or just abandon that yourself? -
Thanks. I made sure they worked before submitting the PR. If I see any balance issues myself, I'll just update the configs. I might end up having to make more configs for mods, so I might be able to contribute another config. Like I noticed SXT is lacking configs, so maybe I'll create those for the rocket engines. Might do it to kill time.
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I submitted configs for Kerbal Atomics and CA's Shuttle mods. I'm a newbie to Github, so I hope the pull request was submitted properly. Might want to test the configs for balance. I just threw them together last night because I installed Engine Iginitor in an install with Kerbal Atomics and the shuttle mods and noticed they were lacking configs for Engine Ignitor but the NERVA had them. I find it odd that the NERVA has no ullage requirement with Engine Ignitor. That doesn't seem logical to me.
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Nittany Tiger replied to EnzoMeertens's topic in KSP1 Mod Releases
@JeffreyCor I figured there was a MM syntax error related to an updated version of MM, but one user I think reported KKS not working even after fixing the syntax issues. I can give it a whirl myself in a clean install though I've never played with KKS before.- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Nittany Tiger replied to EnzoMeertens's topic in KSP1 Mod Releases
I check that file and it has FOR in place of NEEDS, so that might be the issue. However, haven't tested KKS in play with the fixes. Also, the FOR to NEEDS syntax fix needs to be applied to all of the configs that show up in Module Manager errors.- 735 replies
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