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Everything posted by fallout2077
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
fallout2077 replied to KillAshley's topic in KSP1 Mod Releases
Is it safe to assume that these planets are ScanSat compatible? -
Realistic Satellite/Probe/Lander Parts Mod
fallout2077 replied to fallout2077's topic in KSP1 Mod Development
Actually, I lied; I'm redoing the solar panels themselves and will (hopefully) also have a normal map baked onto them. -
Realistic Satellite/Probe/Lander Parts Mod
fallout2077 replied to fallout2077's topic in KSP1 Mod Development
Alrighty, as promised, here is a quick render of my process thus far. http://www.pasteall.org/pic/89730 Very sloppy texture work, as you can tell. All quick and dirty placeholder textures, placed so you all could view the progress I have made so far. As always, any feedback is appreciated! -
Realistic Satellite/Probe/Lander Parts Mod
fallout2077 replied to fallout2077's topic in KSP1 Mod Development
It has not been mentioned. By tethers, do you mean harpoons, such as those that failed to fire during the Philae landing? -
Realistic Satellite/Probe/Lander Parts Mod
fallout2077 replied to fallout2077's topic in KSP1 Mod Development
Wow, that's great, Nathan! It means a lot coming from you! - - - Updated - - - As I said, though, a lot of this is new to me... UV Unwrapping, Texturing, and the whole procedure to get the content into the game is unfamiliar to me. As of now, I have spent quite a while trying to unwrap the COROT solar panel. - - - Updated - - - I'm actually pretty surprised at the results from the poll; people would actually desire to see more propulsion systems for satellites and probes. Hah, imagine that! I'll have to do my research on satellite/probe propulsion. -
Realistic Satellite/Probe/Lander Parts Mod
fallout2077 replied to fallout2077's topic in KSP1 Mod Development
Hah, I wouldn't mind the anticipation; it might actually push me to get my tuckus in gear. I'm nearly finished with the model for the COROT solar panels; I just need to make a quick placeholder solar panel texture. Once I'm done with the quick model, I will upload it to see what you guys think. -
Realistic Satellite/Probe/Lander Parts Mod
fallout2077 replied to fallout2077's topic in KSP1 Mod Development
I can't say I have even seen triangular solar panels, Astrofox... I'll have to peruse the net for them. And regarding these panels on the CoRoT craft, I will certainly add it to the list of candidates. Thank you! - - - Updated - - - I have a question for you, folks. How would you like me to upload each part in its completed mod format once I complete them? My plan would be to release the first part, and then once I finish the second, package those together and release them, and so on and so forth. This way, nobody has to wait for the whole mod to be completed, and you can start playing around with the part(s) as soon as their complete. Would you all like me to do this, or would it be better to wait until they are all complete? -
Realistic Satellite/Probe/Lander Parts mod (temporary name, of course) Alright, folks, this is where I will be receiving your suggestions for content into this mod. Mod creation in Kerbal Space Program (heck, in video games) is new to me, so development of this mod might take some time; I promise you though, if and when I do actually complete the mod, it would have been worth the wait, as I have an oft-problematic attention to detail that borders on Obsessive Compulsive Disorder. Eventually, I will (hopefully) be posting Work-in-Progress images here, as your feedback certainly means a whole lot to me. I may even have questions regarding balancing issues and other game-related stuff that the more experienced players could answer for me. Anyway, now onto my goals for this mod. Goals: 1. Create Probe cores that reflect those that humanity uses. 2. Create Lander legs that also reflect their real-life counterparts (such as those that Philae uses... I love the design of those Landing legs) 3. Antennae and Dishes that resemble those found on some of our most famous spacecraft. 4. New realistic Solar Panels, such those on the ESA's ATVs. 5. Probe cores that contain a fair amount of resources (eg: Cores that contain the propellant, eliminating the need to attach a fuel tank onto your spacecraft) 6. Any other features that I can't think of at the moment. 7. Any features that the community would like to see. Heck, I would hope to enlist the assistance of more talented and experienced modders out there, seeing as how I am completely ignorant when it comes to KSP mod creation) My Ideas So Far: 1. The antennae from the Iridium satellites (both the larger antenna and those smaller ones on the front end of the satellite (the four smaller dishes - http://spacenews.com/wp-content/uploads/2014/12/IridiumSat_CliffFlickr.jpg) 2. The landing legs on the Philae spacecraft (not the best image, but here you go - http://nssdc.gsfc.nasa.gov/planetary/thumbnail/philae.gif) So, there you go! Wish me luck, as I am treading within uncharted territory.
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Advanced Aircraft, Building Techniques And Help
fallout2077 replied to V8jester's topic in KSP Fan Works
I actually use FAR, so 64 bit is a no-go for me.- 214 replies
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- craft ideas
- insiration
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
fallout2077 replied to bac9's topic in KSP1 Mod Releases
My apologies for allowing the discussion to get so out of hand, Vanamonde. I have long since stopped and will no longer ask nor post anything non-B9 related.- 4,460 replies
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Advanced Aircraft, Building Techniques And Help
fallout2077 replied to V8jester's topic in KSP Fan Works
Won't 64-bit KSP be a bit more unstable? Not only that, but several mods downright disable themselves if you are running in 64-bit mode.- 214 replies
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- craft ideas
- insiration
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(and 1 more)
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
fallout2077 replied to bac9's topic in KSP1 Mod Releases
I'm not quite sure if its psychological on my part, but I swear that the game, for the most part, looks far more visually appealing than when forcing OpenGL.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
fallout2077 replied to bac9's topic in KSP1 Mod Releases
I discovered quite a while ago (while trying to make Skyrim run better) that Acceleration works far better if you have it set to Single Display Performance Mode. But your second suggestion I have never tried (I heard that its a finnicky feature that can often make games that don't support actually run worse, such as SpaceEngine). I will have to enable Threaded Optimization for KSP, thank you!- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
fallout2077 replied to bac9's topic in KSP1 Mod Releases
I am using a Nvidia GTX 870M, which also has 2GB of VRAM.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
fallout2077 replied to bac9's topic in KSP1 Mod Releases
I tried forcing directx 11, and I was pleased with the results, though my big issue with forcing dx11 is it introduces strange, wavy font, borders in the context menus, and ugly black lines in the orbit path lines. If I could find a way to solve these glitches, dx11 would be my preferred rendering solution.- 4,460 replies
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Hello. I am using this mod with KSP Version 1.0.2, with other mods installed as well, and when forcing OpenGL, I get strange, ugly lines in the sky (example in posted screenshot). When I try to run this without forcing OpenGL, I receive a crash to desktop when loading a game. Is there perhaps a step I am missing, or perhaps a conflict with another mod? The mods that come to mind as possible culprits for a conflict are Active Texture Management or EVE. I can see the scattering effect, though those lines in the sky are rampant, and gets even worse when flying above the atmosphere (such as during descent from a sub-orbital flight). Another strange issue I am having (that I received with KSPRC, as well) is a purple/pink box where the loading icon is supposed to be in the bottom right hand corner (I will post a screenshot of that issue, as well). Thank you for reading, and I hope for a quick solution! Lines in Sky: http://www.pasteall.org/pic/88116 Pink Loading Box: http://www.pasteall.org/pic/88117
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Thank you, NathanKell, for the very useful information. I never realized just how complex the Real Fuels mod really is.
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One more question, Regex, and I promise I won't bother you anymore. Where are said formulas? The only indication of any formulas that I can find are in the Engines sheet is what appears to be code referring to the EngineOut sheet, which displays more code-like behavior. An example of the EngineOut entry referred to is: ="@PART["&D28$Engines.C25&"] //\:Final //"&$Engines.A25&" { "&IF(AND($Engines.D25<>0,$EngineConsts.$A$18)," @title = "&$Engines.D25&" ","")&IF(NOT(ISBLANK($Engines.E25))," @description = "&$Engines.E25&" ","")&" @mass = "&($Engines.F25+$Engines.G25)&" @maxTemp = "&B25&" "&$Engines.V25&" "&D25&F25&G25&M25&" !MODULE[ModuleEngineIgnitor] {} %category = Propulsion "&N25&T25&" }" Is this the correct display, or is LibreOffice screwing up the formula? Once again, thank you for taking your time to help me out.
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Okay, then. Thank you.
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So I was on the right track. What I don't understand is when I try to calculate the mass of, say, the "LV-T30" engine, which is of type "L", I obtain the product .399. In-game, the actual mass at Tech Level 2 is equal to .392. Apparently I am not reading the spreadsheet correctly, or something else is amiss. I am using the values for the "L"-type engines at Tech Level 1 (seeing as how the LV-T30 starts at Tech Level 1), which is a weight multiple of .95. Please elaborate on my errors, as I must discover how to calculate the proper numbers correctly! Once again, thank you very much for your time.
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Well, I've been going through that spreadsheet trying to find the multipliers that seemed applicable, though to no avail. If you or somebody else could point me in the direction within that spreadsheet, it would be great! I'm assuming that it has something to do with the "Wgt Mult" entry in the "Isps" page. Am I wrong in this assumption? I would love to hear all the gory details! Thank you, and good day!
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Holy cow, how did I miss that? Thank you very, very much!
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I've been trying to find a way to calculate the change in thrust and mass as the Tech Level in increased, but I am stumped. I was hoping if anybody more familiar with the mod can help me with this problem, as it would help in designing craft away from KSP. Thank you, and good night!