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Everything posted by V8jester
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[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
V8jester replied to Diazo's topic in KSP1 Mod Releases
I completely see what you mean. And the numbers are very small like 1-2 m/s. The mod does a good job of keeping the craft in a stable position. It just seems to do so aggressively when you have a somewhat flexible craft. I'm willing to accept we just need to design stiffer crafts as well. I'll post a video of the osprey hovering with your mod this evening so I can show you exactly what I mean. With the amount of wobble it's producing it's totally reasonable considering all the hurtles you need to overcome to even make the mod work. So don't loose any sleep over it, your mod is golden man. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
V8jester replied to Albert VDS's topic in KSP1 Mod Releases
Paste the module in the code window below into the docking port you want the camera attached to. Then you will probably need to manipulate the below values to properly aim the camera. cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 I'm away from my computer at the moment. But when I get back I have a Squad docking port with this module already inserted as well as the proper coordinates assigned So I will revise this post unless I'm ninja'd MODULE { name = MuMechModuleHullCameraZoom cameraName = SciCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0.0, 0.1, 0.0 cameraFoVMax = 60 cameraFoVMin = 20 } MODULE { name = HullCamera cameraName = SciCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0.0, 0.1, 0.0 cameraFoVMax = 60 cameraFoVMin = 20 //This camera uses film resource to get science usesfilm = false specialExperimentName = photo- specialExperimentTitle = #Anon# Picture //you still have to set this to something or it throws an error when the part loads experimentID = hullcampicture experimentActionName = Snap Picture resetActionName = Delete Picture collectActionName = Take Photo useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.8 dataIsCollectable = True interactionRange = 1.2 rerunnable = True } RESOURCE { name = Resolution amount = 1 maxAmount = 15 } [SIZE=2][/SIZE] -
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
V8jester replied to Diazo's topic in KSP1 Mod Releases
I like the direction you are going in. I think the slower acceleration would drastically improve stability in hover. And I also see how it. Would hinder high speed deceleration. But here is a thought. Could you add some kind of check where it would only use the slower acceleration below a given speed? Say... Below 15 - 20 m/s? -
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
V8jester replied to Diazo's topic in KSP1 Mod Releases
Well maybe yes but possibly no. Diazo mentioned a slight delay already in the mod. Adding more of a delay actually will prove to be more detrimental. If you have too much delay, you can put a ship into a slow building oscillation that only becomes worse while you hover. If there was a way to maybe adjust the throttle curve for a hover auto adjustment.... That could possibly help. -
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
V8jester replied to Diazo's topic in KSP1 Mod Releases
No worries at all man. I understand it being a double edged sword. I remember seeing a real life demonstration of a drone rotor on the end of a fixed pendulum arm like a see saw. The design was to evaluate lag in a computer guidance system with physical hardware. Too much latency and it would react too late, causing a degrading oscillation up and down which would eventually cause the rotor to contact the ground. What they wound up doing was building in a certain amount of "pre-cognition" I guess is the best answer. The idea is that it would react ahead of the problem instead of in response to it. I understand this is a very difficult problem as you would need to know the mass, thrust and so on of the given vehicle. And I am speaking very out of my depth on this one so I don't mean to sound like a know it all by any means. Just bouncing ideas around. What I am un-sure of is if this is an over compensation or under compensation issue. If it overshoots, the craft goes too high and cuts too much throttle. And in reverse falls to fast..... you get the idea. My thought was a buffered range of acceptable height. (a shock absorber) Say a range of 5 meters? But then have your mod split the difference and attempt to stay right at 2.5 in the center of the 5 meters. The idea is allow it to move up as well as down and the oscillation would be less aggressive causing less flex of an airframe and less aggressive up and down compensation would be required. Please don't get me wrong this mod is just great! And I haven't spent enough time tuning a vehicle to work well with your mod. So far I have had great results though. Wiggling up and down compensation while hovering I can deal with, as the pros far outweigh the cons. -
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
V8jester replied to Diazo's topic in KSP1 Mod Releases
Diazo, This mod is a life saver! I built a V-22 osprey a while back with two different deployable century guns. with this and horizontal control I can now make it hold a stable position for an extended period of time while manipulating the guns. A question I have is (and please forgive me if this was already asked I didn't see it yet) is there a way to tune the sensitivity of the stability hold, to react a little slower? With my Osprey the craft supported between two powerful engines is very heavy. This causes flex at the engine nacelles IR Rotatrons. And in turn the whole craft will continually bounce up and down attempting to hold a stable altitude. I managed to drastically reduce this issue by adding quantum struts between the engines and the fuselage (tacky). But I figured it was worth asking. Thanks again for such a great addition to KSP. -
[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
You are correct my bad. It's not there like I thought it was here you go. Also be sure they are "not flagged as normal" http://forum.kerbalspaceprogram.com/threads/98672-WIN-KSP-to-DDS-texture-converter -
[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
Try converting the three textures under boulderco/clouds/particles to .dds. That's what I had to do, to get it to run under 32bit. The dds converter is linked in my thread below if you can't find it. -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
V8jester replied to FreddyPhantom's topic in KSP1 Mod Development
So I couldn't help but ask. Freddy, How are the IVA's coming? Anything new? Edit Also I have another suggestion for you. A Bell v-280 Valor Cockpit. It's a proposed tilt rotor. -
Works in win 7 x64 hack so far so good just the AVC checker warning but otherwise in working order.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
It's all about relative mass. The mass of the ring is far greater than the mass of the command pod (root part) at the rings hub. Now the mass needs to be considerably different as leverage is also at play here. In the VAB the ring rotates because of which side of the docking washer it is on. In space you aren't connected to anything. When the Canadarm 2 moves an item around on the ISS. The station is moving in the opposite direction as the payload on the arm. Push the item away you push the entire station away in the opposite direction. But the mass of the station as well as the cushioning of the canadarm's joints slowly changing speeds is such, it moves very slow / not at all, with a light payload at the end of the Canadarm 2. So in short make the hub / station heavier, the ring lighter. Adjust the acceleration curve of the docking washer, as well as add SAS to the stationary bits. No SAS on the ring and it should work. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
V8jester replied to bac9's topic in KSP1 Mod Releases
Blowfish just answered your question above ^^^- 4,460 replies
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Bummer. I really like this mod. I honestly haven't even given GCmonitor a chance since I like this one so much. So far it looks like it is toast as of 1.0.4. But it does still work in 1.0.2 for those still lurking.
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[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
Here are some tips I've already posted before, hopefully this helps. 64 Bit Help If you want to run massive amounts of part / visual mods, and you have at least 16GB of RAM and a 64bit system (majority are). 64 bit mode will allow you to surpass your 4GB memory limit imposed by a standard 32 bit install. Now when you convert to 64 bit, Do not inundate the mod Devs with bug reports from your 64 bit install. Keep a 32 bit install around to test mod issues before submitting a bug report. I have yet to truly find a bug that was not repeatable in 32 bit with a properly updated mod. There is a reason Squad held back a 64 bit release this time around, and that's because bug tracking was a nightmare. As far as stability, I can play for hours without any issues. But when you start building 250+ part ships and bouncing in and out of the VAB and flight. It will crash eventually, but so will 32 bit under the same circumstances. v1.0.2 x64 is far more stable than .90 x64 ever was. If you want a kitchen sink mentality with mods, as well as not compress your textures to the resolution of a postage stamp. This is by far the best option. Now that that's out of the way. Linked bellow is a walkthrough on how to convert to 64 bit. As well as a mod utility that will remove the 64 bit block from mods (warning I haven't used Unfixer as the mods I use don't require it - and Sarbian will hate you) 64bit Hack http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround 64bit Unfixer http://forum.kerbalspaceprogram.com/threads/113069-KSP-x64-Total-Unfixer Environmental Visual Enhancement 7-4 Help I've been getting a ton of questions about how to get EVE running. Plain and simple. In 32 bit I only converted the three images under Boulderco/Clouds/Particles to .dds And it ran just fine. Integrated graphics are having a really hard time running EVE. This is due to the fact that KSP is a CPU hog. And when you want your CPU doing double duty to run the game and better visuals. At some point it just can't keep up. So far from what I have seen, anything bellow intel HD 4400 won't cut it. Also if you are running a large amount of mods already you may be hitting the 4GB ceiling. Hence the 64 bit fix above. You can also try increasing the size of your page file to allot more virtual ram. First try installing some kind of memory monitor to see just how much RAM you are in fact using. If you are hovering around 3.5 - 3.7GB on a 32 bit install a crash is immanent. Memory Usage Monitor http://forum.kerbalspaceprogram.com/threads/99494-0-90-MemoryUsage-v1-20-2015-02-19 You can also try increasing the size of your page file Win 7 Page File Adjustment: http://windows.microsoft.com/en-us/windows/change-virtual-memory-size#1TC=windows-7 If you are bellow the memory limit and you have integrated graphics intel HD 4400 (preferably a dedicated graphics card) or better, and are still having issues. Then message me and I will try and help you out as well as further revise this help file. Astronomers Visual Pack Interstellar v2 Help AVP takes a little (but not a ton) of tweaking. The core mod works with EVE 7-4 I converted the three images under Boulderco/Clouds/Particles to .dds as well as the aurora .pngs to .dds and it loaded in 32 bit. To get the lens flares working in 1.0.2 you will need to extract the sun_flare.tex files one at a time from there old .25 asset files and place them in the new 1.0.2 asset files in the KSP_Data folder using Unity asset explorer. Back up your asset file first! Unity Asset Explorer http://www.nexusmods.com/pillarsofeternity/mods/27/? Using Unity asset explorer 1.3 or newer First open "sharedassets10.assets" from the astronomers visual "jj abrams" Lens flare. Right click "sun_flare.tex" click "extract" this is the file you will need. Rename Folder created by unity asset explorer from "sharedassets10" to "sharedassets9" (folder will be automatically created in the same directory as the asset explorer .exe) Now back up and open "sharedassets9.assets" from your ksp_data Directory. Right click "Sun_flare.tex" and click 'Import" (It will Import from the folder you already created and renamed) Save the changes and, boom the asset9 file in your ksp_data folder has now been modified with the new lens flare. The same process can be used for the AVP main menu logo from interstellar V1. Repeat the above process with "sharredasset2.assets" and I believe the file is "logoFullRed_alt.tex" The lightning does not work in 1.0.2 without cfg editing. Here is an updated file, just replace everything in the lightning cfg with this. Using notepad++ or equivalent. Notepad++ https://notepad-plus-plus.org/download/v6.7.8.2.html CLOUDS_SETTINGS{ GUI_KEYCODE = N } CLOUD_LAYER_PACK { CLOUD_LAYER { SAVED { body = Kerbin altitude = 7500 volume = False color { r = 20 g = 20 b = 25 a = 10 } main_texture { file = BoulderCo/Clouds/Textures/lightning scale = 1 offset { x = 0.3052678 y = 0 } speed { x = -2.5E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/lightning scale = 0.1 offset { x = 0.3052678 y = 0 } speed { x = 0.0133333 y = 0.1 } } scaled_shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 1 } shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Duna altitude = 10000 volume = False color { r = 20 g = 20 b = 25 a = 10 } main_texture { file = BoulderCo/Clouds/Textures/lightning scale = 1 offset { x = 0.3052678 y = 0 } speed { x = -2.5E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/lightning scale = 0.1 offset { x = 0.3052678 y = 0 } speed { x = 0.0133333 y = 0.1 } } scaled_shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 1 } shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Laythe altitude = 6250 volume = False color { r = 20 g = 20 b = 25 a = 10 } main_texture { file = BoulderCo/Clouds/Textures/lightning scale = 1 offset { x = 0.3052678 y = 0 } speed { x = -2.5E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/lightning scale = 0.1 offset { x = 0.3052678 y = 0 } speed { x = 0.0133333 y = 0.1 } } scaled_shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 1 } shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Eve altitude = 7750 volume = False color { r = 20 g = 20 b = 25 a = 10 } main_texture { file = BoulderCo/Clouds/Textures/lightning scale = 1 offset { x = 0.3052678 y = 0 } speed { x = -2.5E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/lightning scale = 0.1 offset { x = 0.3052678 y = 0 } speed { x = 0.0133333 y = 0.1 } } scaled_shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 1 } shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 0.0001 } } } } -
Ok, so I reinstalled scatterer AVP and EVE and a lens flare in the asset9 file in 1.0.4. One at a time, as well as did not convert any of the EVE / AVP textures to dds. And it all ran just fine (in win 7 x64) So I really don't think Scatterer had anything to do with the sun flare disappearing after all. Looks like it may be an issue with one of the textures and the way I converted it for 1.0.2. Sorry for not looking close enough before posting.
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That's looking very nice proot!
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
V8jester replied to bac9's topic in KSP1 Mod Development
So you can attach one wing to the structure of a plane but you then cannot attach an additional wing to the first wing? Now you need to make your adjustments to the first wing first then leave it alone after placin a wing (or anything) onto it. As attached parts will not react to the changes of the first wing until you grab an replace those parts. Let me know if I'm missing something here. I built an f-117 80% out of P-wings so. I know you can attach them to one another. Also a good trick to stiffen without the visual toll. Is B9 invisible struts. Install the B9 WIP update and the struts will be there. I used them to stabilize the wings on my osprey, as the engines with fuel were very heavy at the ends of the wings. 3 struts a piece and it was solid as a rock. -
You must hold "G" While you are holding the "Left Mouse Button"
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
Are you guys using ATM? I wonder if deleting the ATM cfg in boulderco would fix it? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
I have never blogged? Not sure what post you mean as I really don't know anything about unity 5. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
I wasn't sure what you were asking, now I get it. Yeah I am not a Mod Dev. Just someone that loves the game as much as the next guy, and I'm willing to help out. But adding features is beyond my abilities.