Myslius
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Everything posted by Myslius
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The v1.2 Hype Train Thread - Prerelease is Out
Myslius replied to Whirligig Girl's topic in KSP1 Discussion
Big thanks to Squad for this awesome update! ------------------------------------------------------------------- The Communication & Many Quality of Life stuff Update - KSP 1.2 Changes: Community Patchnotes Collaboration by: Myslius, TheDigitalChan and others? * KerbNet - remote control and communication for probes, multiple tracking stations (ground based) on Kerbin, new antennas, Satellite probes can bounce signals if possible/needed, Antenna range is calculated with this formula; Sqrt(antenna1 *antenna2) Upgrading the Antenna-Building on Kerbin improves the range & strength Bodies can occlude signals e.g. Kerbin, Mün, Duna, Kerbol. (Asteroids can't occlude signals yet) * Waypoint management, Surface map with biomes, terrain, coordinates and lots of colour options * Hibernation-mode for probes to use less electricity.(Probe still has basic functions in hibernation-mode, you can still stage, probes can't do fine-controls in this mode) * Asteroids might have Magic boulder texture (and contain bigger ore concenteration?) * Autostrut - ability to make invisible strut while in VAB or in flight with a button click, (Struts are shown in the VAB/SPH) (Strut options are; "On heaviest part" or "On root part"), (Stuts update during the launch), (You can see the struts if you have the option on in the Cheat-Window; under Physics, during the flight.) * SAS no longer overshoots and no longer fights with itself * Better patch conics - Maneuver nodes no longer disapear or flicker, closest approach markers are more reliable * RCS sounds (More arcade-like version of reallife RCS thrusters) * RCS Colour; Normal-Control = White puffs, Fine-Controls = Blue-ish? * RCS effects reworked (RCS is more Puffy now) * New model for Puff engine * Point camera to the center of any part from context menu * Cheats window reworked - Set orbit functionality added, hack gravity with the ability to set gravity from 0.01G to 10Gs, Whack-A-Kerbal is still there, renamed to object thrower (lame ). Create custom kerbals (name, choose gender, stupidity, courage, B@dAss, experience) * Game difficulty option "Kerbals level up immediately" * Science storage part with the ability to collect all experiments with single click, also some probes have this ability too * Changes in Aerodynamics - pointy parts are less dragy and blunt parts are more dragy * Aerodynamic stuff on wings are now calculated from the center of the part instead of the end of the part(Thus better calculations for planes) * Fairings - model changes and multiple attachment points. * "Tons of parts" physics calculation improved * Settings - ability not to autohide navball while switching to the map view, custom tweakables * Kerbals die in EVA at 9Gs * Kerbal EVA control system overhauled; WITH SAS: movement is like previous versions, WITHOUT SAS: Kerbals don't follow the direction of the camera/With the mouse you can control the kerbal more. * Added more Kerbal names? ->cuz more devs * UI Overhaul; fancier font, more UI options/tweakables * BUGFIX:Kerbals on ladder don't "shift" * More cockpits have lights and doors that shine in the dark * (Rover)Wheels are more stable, (possibly landing gears are still iffy) * Fuel System Overhaul - with added "fuel tank priority tweakable", visual fuel flow (including EC) * Carreer settings are more detailed, again more tweakables, more sliders and more multipliers * More Career missions? * Reduced loadingscreen times, addition loading screens e.g. Boping Bob * Ablators are no longer simulating blackhole effects * Water physics are made better, crafts are more stable in the water * You can no longer gain "Flying above X" eva-science while on ladders * Hovering on parts gives a more distinct highlight of the part * Un-added parts in the VAB and SPH are now highlighted red. (Possibly a feature in the options) * "Communitron 16" antenna can now break off if enough force is applied * You can now save & load in flight. (different from quicksave) * Parachutes have the ability to "deploy instantly", "when safe" or "when risky" (With Advanced Tweakables) * You can now disable Engine Gimbal seperatly(Roll, Pitch, Yaw) (With Advanced Tweakables) * Rocket Landing gears no longer have a collision with kerbals(Thus fixing a bug) NOTE: If you want the advanced tweakables, you need to turn it on in the options. Somehow it is not default Rocket Parts overhaul has been delayed, possibly to 1.3- 1,592 replies
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Myslius replied to cybutek's topic in KSP1 Mod Releases
Feature request: KER for docking! roll, pitch, yaw, x,y,z relative speeds and x,y,z displacements with autohiding feature (only shown when the target is set, similar to relative speed right now). Basically i want to setup a panel which will appear when i set the target, it should display all the stats needed for docking and will dissapear automatically when i finish the dock (because there is no target set anymore). Also... the stats should be visible only if you are in physics range (you don't want to see that before intercept). Roll stat isn't nesessary for docking two ships, but is sure usefull when you are building the station and want to attach that node at the 90 degree angles exactly. Thanks, and i hope to see it soon. -
True, only rockets. TUBM knows what PE, AP, KER, MJ, KAS, KIS, EVA, IVA, CoM, AoA is.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Myslius replied to sirkut's topic in KSP1 Mod Releases
VTOL Rotor Mk1 is too flexible. Is there a way to remove or decrease the flexibility? I've tried to use this rotor with nukes, nukes have really long burn time (40 mins on my rocket) so i need to use phys time-warp to decrease that travel time, when i do that... the rotor bends a lot (30-40 degree angle). -
It's the guide part that is causing problems. Removing the guide part solves the issue. Thanks for hints
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i'm having some problems: latest KIS version + latest KSP version + Linux 64-bit = crash on launch. latest KAS version + latest KSP version + Linux 64-bit = 5 minutes to load KAS textures. Other 20 mods that i use do load fine, but not the KIS and KAS
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the thicker cowlings are B9 procedural parts
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Thanks for awesome mod, can't wait to see it in 1.0.* version just because i want to port this one down http://forum.kerbalspaceprogram.com/threads/124256-S-w-o-r-d I hope there will be backward compatibility.
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This is my latest mega build, inspired by Helicarrier from Avengers movie The elevator to the lower deck in the middle: Lower deck for planes Took 2 days to build this one, 1 more day for final tweaking is needed tho, but it works Have managed to land the jet on it. ---- twitch.tv/myslius
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[1.3.0] Ambient Light Adjustment 2.6.3.8 [09/06/2017] continued)
Myslius replied to timmers_uk's topic in KSP1 Mod Releases
Love this mod, i use it every time i stream, i have one suggestion for this mod: auto-balancing the brightness. Not quite sure how to do it technically, maybe to grab some pixels from the screen, determine the average brightness and gradually change to the desired brightness, this way the brightness always stays the same and we won't need to fine tune the brightness manually each time. Thanks for the mod. -
Problem solved: There are 3 KSPAPIExtensions dlls in my GameData directory: Infernal robotics, EPL, and tweakscale. All 3 mods are working properly, but Procedural parts refused to work. Infernal robotics had different file size compared to other mods so i updated it to the latest version, seems to be working now. thanks for the help.
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1.1.1: doesn't work, right clicking on any tanks doesn't show texture or shape options. and gives the error: [Error]: ItemPrefab for control type 'UI_ChooseOption' not found. For srbs it gives the error and shows no menu at all: [Exception]: FormatException: The specified format 'S3' is invalid 1.1.0: same problems 1.0.2: can't even attach any parts: [Exception]: MissingMethodException: Method not found: 'ConfigNode.SetValue'. Can't use this mod atm.
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Freefalling at South Pole. http://www.twitch.tv/myslius/v/4909691
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Myslius replied to bac9's topic in KSP1 Mod Development
Current version doesn't work with 1.0.2. I second to update this mod. Awesome mod, best mod out of all 35 others that i've used in 0.90 Thanks for the great work. I hope to use it again. -
The bones (main structure, not visible) are made from 100 welded beams. The shell is made from B9 procedural wings. 8 hellfire missiles on the back (scaled). Customised engine and custom exhaust from HotRockets. Sunbeam laser in front. 5m SAS from USI, Infernal robotics for hinges, 250 parts.
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View from front View from back, cargo bay is open, a shuttle fits inside cargo bay easily.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Myslius replied to cybutek's topic in KSP1 Mod Releases
How do i change Kerbal Engineer stats update timing? I want to change update interval to 2 secs while orbiting, and to 5 seconds in VAB. There is update interval in VAB, which is buggy: you can't drag it go more than 999ms, because it jumps back weirdly, that setting isn't saved and you need to fix it manually each time. Also "Sim delay slider" while orbiting does nothing, (not sure it's saved either) The reason why ask this is because KER kills fps greatly, fps is around 2 times lower on part heavy ships. I've spent a lot of time for configuring this mod: making custom windows, tuning stats i need to see, editing config files manually, Ker kill more fps than all of my other mods combined. I think it is one of the best mods for KSP, but until lag disappears i'm forced to remove it from my modlist. -
I was playing KSP and this weirdness (bug?) happened, so I made a video. Have fun watching it!
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dumb = 0.8, too high? Productivity is -4E08, first level
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Orbital Rocket Workshop bug #1: In VAB it allows you to assign 6 kerbals to work in this workshop, once you do that and launch a rocket, you can't EVA 4 kerbals anymore, and they get stuck in the workshop forever. Might be related to the warning: InternalModel error: Part Crew capacity is 6, but 2 seats are defined in internal error. Orbital Rocket Workshop bug #2: Productivity sometimes becomes negative, and you can't build rockets in space anymore. Yes, i have an engineer and rocket parts and electricity, but the productivity is negative. This happened for me when i was fulfilling a contract with experimental Orbital Rocket Workshop for the first time. Orbital Rocket Workshop bug #3: in VAB add a pod, add a Orbital Rocket Workshop, alt+f2 game shows error "[ERR 13:50:24.465] Input is null" every time when i try to move ship around. Using: Extraplanetary_Launchpads_v5.1.0.zip Karbonite-EPL-Converstion30.zip
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I consider that the start of the game.
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What's FAA? No. The person below me has been abducted by aliens but doesn't know that.
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Base construction, tips/suggestions needed
Myslius replied to Myslius's topic in KSP1 Gameplay Questions and Tutorials
I will keep in mind the possibility to launch it as a single piece. The thing that worries me about this approach is that the center of mass isn't at the center. Some really precise calculations and testing should be made to balance the trust. Oh and the whole thing at the moment weights 36 tons. I have lifted similar mass to the orbit before. So mass isn't the problem here.