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Everything posted by Wavechaser
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Wait, what about 0.15? When the plane parts were added?
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Stock aero, stock physics, stock-sized planets. Compare to my MER Replica Mission, this one has been built to be bigger, stronger, glitchier, laggier, and with more "Ka-boom!" for free!! For some reason my Procedural Parts glitched out and got the node where it shouldn't be, and added some wobbles to my ascend, but MechJeb was (mostly) able to correct it. Also, my Centaur second stage has pretty low TWR (if I use a bigger engine, it wouldn't be able to bear two engines, since there's a two-engine version of Centaur), thus I added two 70% sized Rockomax Mk-55s to add thrust and controllability since they mostly serve as verniers. But still, low-ish TWR causes longer burn time, and inaccuracy when executing nodes, as you might see. It is in series with my MER Replica mission of course, and it shall be followed by Mars (or Duna, in this case) Sample Return Mission and Constellation-Styled Duna mission, both may (or may not) be in NEAR or FAR, possibly DRE, but definitely not gonna be in RSS/6.4x Kerbin or RT2. And here's my MER Replica Mission video, much shorter. Yes, I do realize that it doesn't look very much alike the real one, because it's really hard to add lots of detail on a small thing like that, compare to my Curiosity replica with a functional robotic arm. (Forgive me for the bad intro there) List of mods: INFRASTRUCTURE: KW Rocketry* B9 Aerospace* Procedural Parts Procedural Fairings Blackheart's PF Extension Pack RealChute Oblivion Aerospace TweakScale Tweakable Everything USI Airbags (MER Only) Kerbal Attachment System MSI Infernal Robotics PLUGINS: Mechanical Jeb Map Resource Overlay Firespitter Plugin Trajectories TAC Fuel Balancer Crossfeed Enabler TimeControl Toolbar Plugin VISUALS: HotRockets! SmokeScreen Distant Object Visual Enhancements Texture Replacer NEBULA Decals MinAmbience *: KW Rocketry and B9 has some properties that were edited by me. For example, I edited KW's Vesta VR-1 to give it higher thrust (160kN) and higher Isp (410s, RL-10 on Centaur has ~450s) so that it acts more like RL-10. And also Maverick-V, I gave it higher thrust (1750kN), or else my Atlas-V just wouldn't fly or have enough fuel. On B9, I simply give the RCS ports more thrust, since you aren't really going to do anything with zero-point-something-kilonewton of thrust. And I only have partial install of B9, as everybody knows, it kills a significant amount of RAM, that I only have RCS ports, lights (surface lights and spotlights), invisible struts, and radial monoprop tanks. Since some parts has been customized, I may or may not share the .craft files. If I do, I'll release it with a MM Patch. OK, I think that's it. Happy launching, and crashing
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-----Reserved-----
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So yeah, it's a fairly short movie, only 8 minutes in length. It features one, and only one piece of background music, Interstellar Original Score Track 13 "Coward". Erm, it's relative easier to make, because, really, it's pretty easy to fill in 8 minutes. Now this part is copied down from my YouTube video description, feel free to read it, if you want to know more. It's actually pretty ironic that my background music is called "Coward", while my video is basically telling an exactly opposite story. Didn't feel like I did a very good job on matching the background music with the video part. Actually, must of the audio, including most of the engine AFX and all the explosions, are added after recordings. The track I used (Coward) was kind of hard to use as BGM, as it's too plain in the beginning, and there's too much stuff going on in the back. Oh well. I tried to used some other tracks, like "I Can Get It Back" (Ronin, Zack Hemsey), "The Way" (The Way, Zack Hemsey), S.T.A.Y. (Interstellar, Hans Zimmer), Imperfect Lock (Interstellar, Hans Zimmer), Terraforming (Man of Steel, Hans Zimmer), but surprisingly none of them worked out as well. Some are too short, or too long, or too plain for this. Well, since I filled the whole track with footages, I'll just assume Coward is the best piece for this, I guess. -----Music Used: ----- Interstellar Track 13 "Coward" -- Hans Zimmer Poster, if anybody is interested in. Higher resolution: http://i.imgur.com/bS5LmEH.png
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OK, MOARdV, after some analyzing, which is basically excluding anything I installed after RPM, and all part mods (like KW) and some plugins that are known to not conflicting with RPM (like MJ, TAC Fuel Balancer, Trajectories, etc.), and these are the suspicious ones: Procedural Parts Karbonite that uses Regolith ISRU plugin, which, Regolith is kind of suspicious Some other not very likely to conflict with RPM but I'm not really sure about: Texture Replacer, TweakScale, Tweakable Everything, Community Resource Pack
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HotRockets! Particle FX Replacement + Tutorial
Wavechaser replied to Nazari1382's topic in KSP1 Mod Development
So actually, when are we going to have FX for the bigass NASA SRB? I'm adding its name under the MM patch for one of the KW SRBs, but it isn't very successful. And, secondly, the FX for KW Vesta VR-1 isn't very great in space (or vacuum, either way), but due to its high Isp, there's many I know of who use it in space. -
Seriously, this is awful, and frustrating. The parts glitches out and...looked like this. When I remove them, the nodes are clearly not where they should be, nor facing the right way. Not sure what triggers this problem, they just seemed to occur randomly. But it was mostly found and noticed (by me) after loading some crafts or entering VAB/SPH after you exit (exit to KSC) where it sometimes reloads the craft after you leave it. Here's a larger picture: http://i.imgur.com/FRyY2Jj.png
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[1.8.x] CraftHistory - 2.2.1 - 18.10.2019
Wavechaser replied to SpaceTiger's topic in KSP1 Mod Releases
Cool. May as well try that. Good work. -
The Soyuz rocket does not look really real-ish to me, but other than that, it's great.
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- totm march 2020
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UPDATE: Actually, my RPM works in vanilla though... ... Not sure what mod is preventing it from functioning. This is how many mods I have, and I'm not really going to check each single one of them one by one, obviously. Since you're the co-developer, I guess you might be able to take a quick look of those. http://i.imgur.com/YcaBVfv.png
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I tried every single one that I know there should be: Mk-1 Pod, lander can, Mk 1-2, and Mk1 cockpit. - - - Updated - - - Yes, that's the problem. But the resource gauges, at least some of them, doesn't seem to display the right value though, and the navballs are acting weirdly. I'm not totally sure if there's any conflicts between mods. The only mod I have that has something to do with texture is TR, which the problem exist before I even install it. I'll go back and check see if I can find anything that would be helpful.
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I disabled mipmap generations.
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Thanks shaw, it works. Here's some awesome pics.
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[1.2?] Alchemy Technologies products... v1.2 beta
Wavechaser replied to kyklop's topic in KSP1 Mod Releases
Come on, what I can see is just some combination of models and retexturing, plus some config file editing. Really, I can make these in four of five days with UbioZur Welder mod, and an image processor like PS. -
Erm, not exactly sure what happened, but there's definitely something not right about my install. I do have the 0.90 capability patch, but it just turned out look like this: (nomatter which pod I'm doing IVA in) And actually, RPM for 0.25.0 works on my 0.25.0 System specification: MacBook Pro, OS X Maverick, 4GB RAM, Intel Core i5
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Awesome! Now my spaceplanes get to be really reused!
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OK, sounds great, I'll try that. The same thing happens on a vanilla KSP with only TR, while my computer is able to run with full B9 and twenty other mods.
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Erm, when I have this mod, my KSP just stops, or freezes, at the loading screen when the bar says it's loading TR. Any suggestions?
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Erm, it may be possible, but it's extremely hard to achieve a stable orbit around Kerbin only using the smallest monoprop tanks and some monoprop engines. Seriously, 2 may be too hard.