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Everything posted by Raptor22
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Laz? Are you busy, or are you dead? You haven't been here since May. A lot of people are starting to get antsy.
If the latter, then someone needs to give Jesus a call.
(geddit? Lazarus? Jesus? Bible?)
(IT'S A JOKE MODS FOR GOD'S SAKE STOP GIVING ME ALL OF THESE FORBIDDEN CONTENT 2._ STRIKES!)
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Yes, please post development pictures. I cannot stress enough that I love seeing the development of mods and games, seeing it start out as rough and buggy, and then the process of it being smoothed, sculpted, and evolved into the beautiful, final product.
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@xxhansonmaxx , I have a couple bugs to report and a couple quick questions. So there are some bugs in 1.1.3. As TheSpeedyWanderer34 said, the solar panels are black. Also, when you rotate the ring the crew tunnels going out rotate in relation to the actual hub, turning it from a + shape to almost a swastika, before snapping off. Also, time warp makes all of the connectors bend out of shape. I'm guessing because not all of the ports are docked, so it is trying to drift away. I think that's nothing a couple KAS pipes and struts can fix, but it is still annoying. I have tried bringing new sections up to replace ones that snap off, but I find that if I make any contact with the ship components (especially the ring) the screen starts shaking as if I am pulling extreme G's, yet the G-force gauge stays at zero. It also prevents me from time wraping and makes manuvering almost impossible. If I contact them on EVA, my kerbal goes flying off at a couple hundred meters per second, and I have to use almost half of my EVA pack to get back. I can't make any guesses as to what is causing it, but it may be something like what happened with the magic boulder. So it would be great if you could investigate and fix those bugs. Also, I saw you were making a MAV. How's the progress? It looks almost complete to me. There is a MAV by Phoenix Industries, but it only holds 3 kerbals. That means that it would take 2 MAVs to get them up to Hermes. So, in your next update, could you see about including a WIP MAV? That would be nice. Adding to that, would you be able to add life-support and KIS inventory support to IRIS? I was thinking of using them as the pre-supply probes. I plan to use wing parts to make a Hab. By the way, how is your progress so far? Are you actively updating the mod, or is this on hold, or what? Are you about to release, or weeks from it? Either way, I love the mod. I would love to see what's next. (Mods I have read the forbidden content section. I am not pressuring them to update or anything like that. For the love of god please stop giving me forbidden content strikes, since I am not pressuring them to update, but merely trying to get an idea of when it might be out, and what their status is. No pressure.)
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Alright. It is kind of dissapointing that the Copernicus project got canceled. I was looking forward to that. Perhaps later on you can bring it back.
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When do you plan to move on to the N.A.U.T.I.L.U.S.-X re-creation? The DSEV seems pretty good (for now) to me. Have you started anything for the NAUTILUS? Also, what happened to the Copernicus/Constellation project? It said "coming soon" for a while, then vanished. Did you just drop it? What did you get done for it? Sorry for the wall of questions! I'm just curious as to what is going on. (BTW mods I have read 2.1 and 2.2, and I am not pressuring them or anything, I am just curious. So please don't hit me with another forbidden content thing.)
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The KSO EWBCL is suprisingly versatile and manuverable. I was able to make a fighter jet with it once. Another time, I used hyperedit to put Gilly in an orbit skimming Kerbin's atmosphere. Sure, It would have been ripped apart because it was below its Roche limit, but who cares, it's KSP physics. I fitted it with R.A.P.I.E.R. engines and put a KAS grappling hook underneath it, seeing if I could fly to it and land on it in Kerbin's Atmosphere. I wasn't able to do it because the game glitched out and turned Gilly invisible when I got too close, but I certainly made a heck of an effort. Could I post a tumblr gallery here showing some neat stuff I've done with the KSO packs?
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Well I've been testing it a lot and it is completely fine. I just suggest using SAS.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Raptor22 replied to Galileo's topic in KSP1 Mod Releases
Gravity has nothing to do with it. Remember, Mars has a MUCH thinner atmosphere than earth. Even in KSP, the atmosphere is extremely thin. If it is so thin that parachute-only landings are nearly impossible, then it's too thin to tip it. While the actual air may be going 175 miles per hour, the actual force it exerts is much less. You would feel perhaps around the same force as a 50 mile per hour wind. If it were to harm the craft at all, it would blow it slightly off-course when landing. The reason why they had to have this in The Martian is just for plot. There's no other scenario where they would have to leave in a hurry, not able to see where Mark is. -
Hm. I haven't really had many problems with the Super 25. That's odd. I'll try it now. I haven't used it in a little bit, and there may have been a bit of a change in 1.1.3.
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Also, are you using the original KSO or the EWBCL (AKA Super 25)? They control slightly differently.
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Well ironhawx thank the KSP devs for changing the aerodynamics systems and wheel/landing leg systems. Now rovers tip easily and old creations are immobile because it thinks that the wheels are blocked somehow even though they are not. Just use SAS. If that doesn't work, try a lower throttle or turn on different engines at a time. I was able to get it to go straight by turning on the top center SSM and both OMS engines. If that doesn't work, remember that you can always add a crap-ton of reaction wheels. Sure, it's cheating, but it works.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Raptor22 replied to Galileo's topic in KSP1 Mod Releases
There is now an independent mod that adds in the same plasma trial. I'm not sure if it is from you or someone else. They said they used textures that were in the KSP directory but not used. Also, I have to agree that mach 2 is a bit slow for a plasma trail. You'd have to be reentering really harshly in order to have a plasma trail. How about 2.5 - 3+ km/s? Yes I know that it's not that strong. A 175 mile per hour wind would only be equivalent to a strong wind on earth, but nowhere near close enough to tip a spacecraft like the MAV. But I'm not aiming towards realism. I'm trying to re-create the martian for a video. And besides, they need some reason to leave in a hurry and think that mark's dead! It's called suspension of disbelief. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Raptor22 replied to Galileo's topic in KSP1 Mod Releases
Yeah I guess. But I do remember the old sandstorms thing from the old days of EVE. Those storms were visible from space, and cut down light severely. These dust storms are more like just the sort of ambient dust blowing around in the breeze. They're not like the big wall that you saw with the other one. It would be a bit nicer if you just added one, that moves slowly around the planet so that you don't encounter it that often, but is very thick and dark. Also, you could see if you could be allowed to use chatterer and make it so that when the big storms come by the wind sounds kick up. Perhaps hear the sound of sand blasting against the side of the craft. I'm not trying to be a pain, but I'm trying to make a video of a re-creation of The Martian. Those light dust clouds don't really give off the "OH GOD THE MAV'S GOING TO TIP!" vibe. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Raptor22 replied to Galileo's topic in KSP1 Mod Releases
Could you add some low-level clouds for Duna to simulate sandstorms? I've been trying to re-create The Martian, and I have everything set up. All I need now is a sandstorm that'll impale Watney and make the crew leave without him. -
So what's the current status? The MAV is looking great, and the IVA's are looking good too. Is this currently on hold, or are you about to release? If you are not about to release, would you be willing to put up some WIP development downloads for people to test out and report bugs for the new MAV and IVAs and other new features? Also, since you are turning this into more of a "the martian" mod, will you be making a Hab as well? Are you going for the single-dome inflatable design of the book or the multi-module rigid design of the movie? (I'm a purist myself) Who knows. Maybe you can have airlock 1 with a strong decoupler built in, so that we can blow up the hab like in the movie.
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Evileye.x, you say that you are running on KSP 1.0.5. It's been updated to 1.1.3 since then. There have been more bug fixes. Also, why use adjustable landing gear? The shuttle has landing gear perfectly tailored for it, so that it blends right into the body. Also, they are right that the real shuttle has that many people or more. This is just a kerbalized space shuttle. So it is not really overpowered. That just means that you can swap out the crew in your station with less launches. For example, using the current system of NASA, ESA, and other agency's astronauts hitching a ride along one of Russia's Soyuz spacecraft, it takes two launches to swap out the crew. Back when we had the space shuttle, we could swap out the entire crew with only one launch, plus bring up cargo along the way. So, it's more efficient. And efficiency is something that KSP players like. More delta-v means there is more room for error, as well as an extended range. If you don't like the system, you could always cut down on the fuel in the tank and only load 3 kerbals in. You could also change the reentry heat settings or go into the config files and change the max heat tolerances yourself. Easy as pie! There's lots of ways you could make it more comfortable for yourself without having the devs redo the entire mod.
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So, since you are talking about reentry and max temps, I have a question to contribute to the conversation: Is it possible (either stock or making a plugin) to make a sort of temperature map? The bottom, shielded side can take a beating, while th me top side cannot. Unfortunately, doing it that way means that Jeb can't reenter the atmosphere upside-down and doing stunts, but it would be realistic. I'm not requesting that you do this; I'm just wondering if it's even possible, or if the game will just spit it back in your face with a big fat NOPE.
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[WIP] DEM Duna Excursion Module / Stabilotron etc.
Raptor22 replied to Thorenn's topic in KSP1 Mod Development
Actually never mind. I'm on the wrong DEM thread. Although this does look pretty cool. you should update it. -
[WIP] DEM Duna Excursion Module / Stabilotron etc.
Raptor22 replied to Thorenn's topic in KSP1 Mod Development
The craft file download link is broken. The copy on spacedock is also missing the craft file. -
Oh cool! I guess it's just because I have an old version of coolrockets
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
Raptor22 replied to sarbian's topic in KSP1 Mod Development
I believe in the shuttle engines mod they have a sparkler. You put it right on the launch clamp -
Will you add support for CoolRockets? It'd be pretty neat to see the condensation plumes coming from the rocket engines as it sits on the launchpad.
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BobCat Ind. - Colonization, exploring and research vehicle
Raptor22 replied to BobCat's topic in KSP1 Mod Development
Hey everyone. I made the updated versions of the mark 4 and 5 quite a while ago, and I'm starting to close the threads. I don't have enough time to learn how to mod properly. All I did to update it the first time is just adding a wrapper to the config files. Since Bobcat hasn't updated his cleverbobcat plugin - which the rovers rely on to move - the mods are currently dead in the water. If you can also get permission from Bobcat, you guys can download my files and try updating them yourself. All I currently know is how to tweak the configs a bit, but not much. I would like to thank MeCripp, Starwaster, and NathanKell, among many other people, for helping me along the way. But for now I'm hanging up the uniform and leaving those threads. You can still private message me and I will still post on the forums, but I won't be updating those mods until I can find some time to learn how to mod properly. -
Hey, it's the internet. There's always going to be that one hypersensitive guy that will complain about it, and I don't feel like putting up with that.
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I've not had enough time to learn how to do this code properly. Even though it is summer, I still have some summer classes I have to take (I would drop a class to make room, but it's a little late now) and summer band practice. I'm not going to be able to do much. Feel free to download the files and use them yourself. I got permission to update this, but now I'm handing it over to whoever is willing to take over. If you are unsure about this, contact Bobcat himself. I will be closing this thread to further replies. If you want to discuss this with me, please private message me. Could I have a moderator close this thread?