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Everything posted by Xenro66
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Xenro66 replied to bac9's topic in KSP1 Mod Development
Nope. I'm using it in 1.0.4 and it's all good. Honestly, all that needs doing (for stock) is to tell the game that it's compatible for 1.0.4. I don't know what the requirements for FAR is, I haven't used it for ages. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Xenro66 replied to sirkut's topic in KSP1 Mod Releases
Well, I think it's time to learn how to code in kOS then haha. I definitely know variable pitch is possible, it's awesome being able to use it. Stacking rotatrons... Never thought of that! Unfortunately, I'd need 6 rotatrons on each prop, thing could get messy. I guess I'm going to have to resort to kOS. Thank you both for your help! -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Xenro66 replied to sirkut's topic in KSP1 Mod Releases
I have a quick question. I'm trying to build a collective pitch (variable blade pitch) quadcopter that doesn't use ridiculous amounts of SAS in order to steer, and want to use the way quadcopters actually change their motor speed (in this case, their pitch) to steer. I have a way I can do this, but as far as I'm aware, there's no way to actually implement it into KSP. I want to bind the WASDQE keys to groups in IR, like normal, but for example, I want W to increase the pitch on the back blades and decrease on the front so it leans forward, E to increase the pitch on 2 diagonal blades to rotate it (QE and AD keys are swapped for me haha), A to increase the pitch on the back right and front right blades, etc. At this moment, it's impossible to include an IR part in two groups for different keys, let alone have different settings for the way the part reacts, so I can't make a true mechanical quadcopter, I have to rely on highly unrealistic SAS force. In short: Is there any way to put IR parts into multiple groups, so different keys can activate the same part or sequence, without installing anything like kOS? I don't even know if kOS can handle it. Pretty unique problem and scenario, I know -
This is probably just a minor issue, but is anyone having issues scaling the Mk3 cockpit?
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[0.23.5] KerbCam v0.13 (camera pathing tool for videos)
Xenro66 replied to huin's topic in KSP1 Mod Releases
I want to use KerbCam too. I'm about to test v0.13 on 1.0.2, and v0.17. I'll edit my post in a while after testing to tell you if they work or not. Edit: Well, I've been using v0.13 for a while and it's working fine. -
Honestly, the only thing I see that's wrong with this at the moment is the CoM disappearing, which jrandom said can be fixed by closing RCSBA and re-opening it, and the TWR. The TWR seems to be quite off for planes, especially large ones; but honestly, everything is fine right now. I'm not sure this will work, but you might be able to 'restart' RCSBA via the code when the capsule is deleted, maybe that will be a very quick "patch" to the problem, for the mean time anyway?
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Yeah, I'm having the same issue here. I've only got the DCOM available after loading another craft.
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[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
Xenro66 replied to ensou04's topic in KSP1 Mod Releases
Oh right.. Well, if you can't get the compatibility, you might just have to leave RealFuels behind, as hard as that would to be -
[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
Xenro66 replied to ensou04's topic in KSP1 Mod Releases
Just thought I'd drop by to see how the development is going. Still going strong I see! You've almost inspired me to attempt to make a mod myself, but I have no idea where to start xD -
[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
Xenro66 replied to ensou04's topic in KSP1 Mod Releases
Mmmm, delicious new update is delicious! -
I'm also experiencing problems with direction changing. It only happens if I attach a docking port to the bottom of my craft and try to control it from there. All directions but pitch seem to switch direction when controlling from that docking port. If you need more information, just let me know
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[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
Xenro66 replied to ensou04's topic in KSP1 Mod Releases
I gotta hand it to you, ensouensou (well, that wasn't half-hard to spell,haha)... You're really going all out on this, and I just have to thank you for it. I've probably used IVA more in the past few days than I have ever used it since I got this game. This and KerbQuake just go hand in hand, noooo doubt about it. Just go IVA, re-enter the atmosphere with some epic music and Euphoria will be achieved. I'm even using it so much that I'll try to do most of my missions in IVA (if it doesn't require me to see my surroundings very well). It's a shame that the Mk2 cockpit is really hard to see out of, the Mk1 (inline) and the Mk3 have no interior and the standard capsule only has a tiny square window Edit: That's it, RasterPropMonitor is being added onto my expanding list of mods, just for more immersion haha. -
[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
Xenro66 replied to ensou04's topic in KSP1 Mod Releases
It sounds like "ssswwooososososohososhsshooooooclank...brvvvvvv"........... Best example ever If you set the alarm to go off at 5gs, you're gonna have to make it configurable. Nearly all of my craft (even my massive ones) can pull a 5g turn using FAR, so the alarm would be going insane at me, haha. -
[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
Xenro66 replied to ensou04's topic in KSP1 Mod Releases
Awesome! I look forward to it -
[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
Xenro66 replied to ensou04's topic in KSP1 Mod Releases
Oooohhh, yes! An alarm sound would be amazing. Sometimes when I'm re-entering kerbin's atmosphere from the Mun, my G-Force is like 15+, maybe an alarm should sound at 15Gs, or possibly make it configurable? Would be amazing. Edit: Is there any chance of releasing your own version of KerbQuake? I can't find any version of it that is 0.90 compatible, so I have to use the one for .25 -
[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
Xenro66 replied to ensou04's topic in KSP1 Mod Releases
From judging on what I read so far, this looks like a great mod! I have a suggestion too, but I don't know if it's actually doable: Let's say you're ascending into the atmosphere in a rocket, and you pass the sound battier, in reality you wouldn't be able to hear the jet noise, but in IVA, you would hear the rumbling still. In the stock game, this doesn't happen . There's a mod that does this already, but it's freaking ancient and probably doesn't work. Again, in reality, if you're ascending then the air will get thinner and high frequency sounds are muffled and then muted, so you just get the bassy rumble of the rocket. Is this possible to do? Same for if you're in space and there's an explosion; you're obviously not gonna hear it unless you're connected to it. I know it's a massive handful to ask for, but this mod, added with planetshine, chatterer, a few other mods and these suggestions will make the game soooooo much more immersive -
So, I just viewed my first solar eclipse from Kerbin (I never noticed them before), and they look amazing.. Only issue I have with it is that the ambient stays the same, so your craft is still illuminated, so is the ground and the atmosphere. I would love to see a mod where the ambient light changes for solar eclipses, it would be beautiful. This is why I never notice solar eclipses; the ambient light doesn't change to signal what's happening :/ As far as I'm aware, mods like ambient light adjustment doesn't do this? I know it let's you actually adjust the ambient light manually, but I don't think it does it automatically when a body covers Kerbol. Personally, I think it would be a really nice little mod!
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Hmm, seems like a useful mod, I'll give it a try. Lucky I have a nice clean install to test it on! xD
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Xenro66 replied to bac9's topic in KSP1 Mod Development
Another bug that crashes the game.. Actually, I have no idea what this dialogue box is even doing, or what it means. Can anyone tell me? Ram was at 2.9GB, then when I started messing around with the options for the wing, it spiked very fast to 3.7, then displayed this dialogue. I think this mod was the cause of it. I can source the output_log if needed or anything else required, but anyway, any help will be appreciated, like always -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Xenro66 replied to bac9's topic in KSP1 Mod Development
Yeahhhh, this keeps happening to me. It seems to happen on any of the 3 parts, and when it does happen, it sticks with that part. It doesn't matter if I delete it and try again, it still squashes the menu like this. Any quick fixes? Edit: found my quick fix... I have to press J on the other side when using symmetry :/ -
Oh, so it's actually a problem with 0.90, and not my computer being sub-par? Phew! You had me worried there xD Memory leak you say... So a part or something in the game is allocating memory to do something, but not clearing it afterwards. To me, it just sounds like the game is unoptimised and still has bugs, which is what I'd expect... But it's so annoying D:< I can't go back to 0.25 though.. The gizmos are too valuable!!! Haha.
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Yeah, I'm using the aggressive version. Thanks for the suggestion, but I cannot do this. I need the textures to look decent enough to record a video on, even having it on 2 is a stretch for me.. Using low resolution textures are awful for gameplay and cinematics. Come to think of it, besides my processor, there is literally nothing I can upgrade to make KSP run better (or crash less) because x64 is unstable :/
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Yay! It's actually working!.. Well... Kinda.. Not really... At least, not enough. Too much RAM is still being used in the SPH Sure, it takes the RAM usage from around 3.5GB down to 2.7GB, but the project I'm working on seems to be a bit too demanding on RAM (giant helicarrier). Within a 5 minute gap, the RAM steadily increases from 2.7 back to ~3.5, after which, it spikes to 3.7 and it crashes... The only way I can get the RAM usage low enough to avoid these spikes crashing the game is to use -force-d3d11, which as you probably know, forces DirectX. This would be fine, except that half the textures in the SPH are missing (mostly the line paintings on the ground turn black), and the some of the menus look weird and slightly out of place, so DirectX isn't an option. I can't do -force-opengl either because my graphics card seems to reject it and gives me weird pink areas for transparent objects. Most notably of that is when I use the position gizmo, the circle in the middle is pink. Same with manoeuvre nodes. Is there any way to prevent the RAM from spiking? I'm already sacrificing good looking textures, I don't want to sacrifice much more Here is the output file if you want to have a look (DropBox) http://bit.ly/1Kqk5px It's of a crash due to firespitter being weird, while forcing DirectX. If you need the file under different conditions, let me know. System specs and whatnot are as follows, because you'd probably need them: KSP Version: 0.90.0 OS: Windows 7 Ultimate (SP1) x64 CPU: AMD FX-6350 (OC to 4.6Ghz) RAM: 8GB GPU: Nvidia GTX 750Ti I don't know if the output file shows the mods I'm using, but there's a fair chunk of small mods, and only 2 larger mods, those being B9 and Firespitter (updated DLL). I hope you can give me a hand or something. I'll check back on this thread as much as needed. Thanks in advance, everyone.
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I really can't wait for this mod to be updated.. I hate the camera limits in the SPH, and they're simply unbearable in the VAB xD