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Everything posted by TiktaalikDreaming
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Kerbal Space Program 1.4.4 and Making History 1.3 launching today!
TiktaalikDreaming replied to UomoCapra's topic in 2018
(resisting the urge to quote "Holden" from Jay and Silent Bob Strikes back) RedShell is an analytics tool that sends banal info on the fact the someone ran KSP on a system with some basic specs. Because it didn't have an opt-in or out, and used a unique identifier (it wasn't sending usernames or anything, just a coded ID), it's essentially in breach of the new EU privacy rules that spawned all those social media "we're updating our privacy rules" emails a month ago. RedShell is in a bunch of games, and there's been a general outcry against it in the communities for various games. Seeing RedShell aren't fixing their stuff to be compliant, then Squad/T2 kinda had to remove it. Or would have been forced to if anyone made complaints. Not sure how the enforcement would be with something like that, but it's the sane thing to do to remove it. Compared to what Microsoft/Facebook/Google/Twitter etc are collecting on us, it's of trivial interest. But it's another point of "yay, less spyware". -
[1.5] KOOSE mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
I'm thinking of a surface attachable decoupler that the pod can attach to. But, I'm going to leave the pod side of the connection if a docking node. Docking nodes work connected to stack nodes, decouplers and docking nodes. Without staging, which keeps the part count down. -
[1.5] KOOSE mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
It (github) does that. The github releases are meant as dev things anyway. Especially as it suffixes the version on what should be the mod folder name. The actual release versions are on spacedock, https://spacedock.info/mod/1885/KOOSE Which have a controlled folder structure and makes CKAN happy with it. -
[1.5] KOOSE mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Yeah, I'm keeping the DDS format for the primary texture map. DDS speeds up loading and a bunch of things because it's basically already gone through a lot of the processing the same engine will do. But 9k to 1360k was just a bit much. -
[KSP 1.3.0->1.5.*] Mod Pods
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Ah, I went through and marked all my mods 1.4 kompatible when 1.4.2 came out. Just need to revisit now that 1.4.3 is here. Somehow I missed that. -
[WIP] mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
Some of it is and some of it isn't tagged "no attach". There's actually 18 collider objects for the docking station. Most of which are unity 3d objects to keep the CPU load down(ish). I also updated the colliders on the pod itself, which started as a simple truncated cone. And that's now also a mix of normal and no-attach now. No connecting extra RCS to the mono tanks for instance -
[1.5] KOOSE mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
No kerbals were hurt in the filming And, I wouldn't normally link to the unGIFed version, but random song selection and random selection of exactly when in a song things happen sometimes work out... -
[1.5] KOOSE mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
There is no undocking force. The noise is a docking port, not a decoupler node. Decouplers are staged, so, if it was one, triggering it would also trigger the SRBs. To get a decoupler force, you'd need to use a decoupler then the kooses pod. I will investigate having the kooses docking cradle provide a decoupling effect, but it's possible that will require all pods to eject at once. And, I do want to put lights on this. I just haven't decided exactly where and what sort. So that's a future thing for now. -
[1.5] KOOSE mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
The original intent was to just have the RCS for deorbiting. Which is (well, that plus pod shapes) why it mostly all faces forward. There's probably about the same delta V in the RCS as the SRBs. Glad Jeb made it. For the record, warranty is void after the first use. KOOSEs should be returned to the manufacturer for refit before reuse. PS: If you have a station higher up, it might be worth adding more solid fuel to the SRB array. Or, making crazy service modules; -
[1.5] KOOSE mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Well, it's more inspired by the moose, than based on it, but definitely based on the same brief. Minimal reentry capability. In this case limited by ksp and me not really knowing if I could get a KIS based system to work. From 1.1 onwards, there's a new part for transpiring your kooses. The texture work isn't finished. -
Wait, Angel has a MEM thing??? Why did I not know about this? Found it. It's DSEV, Deep Space Exploration VVessels, which will be why it was hard to find. Here it is,
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[KSP 1.3.0->1.5.*] Mod Pods
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
As far as I know, there shouldn't be any issues. -
[WIP] mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
A fair bit happier with the side walls now; I want to add some more internal structure, rather than just some deformed cubes. But generally, much happier with how the unwrap now allows nice straight stringers/corrugations. -
[WIP] mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
Yeah, I'm still inclined to leave it without doors. But people (including myself) do like a nice animation. With more polygons, but without redoing the texture (so the corrugations are all wonky); I also spotted an issue with the colliders due to not fully thinking through "convex". And I'm updating colliders on the Koose itself, as they were just a single truncated cone. -
[1.5] KOOSE mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Jeebus. Does the guy ever rest? No, I hadn't seen it. Thanks for the heads up. -
[WIP] mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
It does occur to me the curve is formed by shifting heights of the outside curve of 24 vertices, to match a 24 vertex circle on one sixth of the diameter. I may need more subdivision. I'm thinking, I should redo that bit before deciding on doors. -
[WIP] mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
So, I'm thinking of ditching the scolloped semi shroud thing in favour of some sort of door system. Thoughts? The curves don't seem quite right to me -
[WIP] mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
...and, minor tweaks, and all six nodes are working, and the escape pods can escape from the cradle now. Just have to do that texturing stuff. -
[WIP] mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
Well, quick testing suggests any old stack node will do. And that I need to make it a teeny bit easier to exit the cradle. Got myself stuck. But, it all basically works. -
[WIP] mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
Similar ideas had started circulating in my head. Knowing it works (and what mod it works in) helps heaps. Thanks It's possible the shroud thing will work with those nodes as just stack nodes as well. Assuming a docking node will disconnect from a connected stack node. -
[WIP] mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
Well, they're docking nodes because decouplers are a stage, and one stage per part. -
[WIP] mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
The colliders are going to be fun; -
[WIP] mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
I've started looking at a six way docking station that will fit a 2.5m profile; Working on the main structure before adding aero shells etc. The inner diameter is less than 1.25, but still fits 6 kooses around it. The heatshields will be just at the outsides of the 2.5m cylinder. I've had to use a trimmed down docking node as they interfered with each other, but it does occur to me that the KOOSE can't actually dock. Without some extra RCS or balls of steel anyway. It can't translate forward. So the docking nodes will be pretty much disconnect with no reconnect. -
[1.5] KOOSE mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Yeah. I want it to be cheap and small, pretty much, less pod for less dollars. And make it balanced by making it less useful. I'm still not convinced it should have reaction wheels, but every stock thingy in KSP has reaction wheels. And control with RCS in game is tricky at best. -
[1.5] KOOSE mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Also, the game doesn't care.