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KSP2 Release Notes
Everything posted by TiktaalikDreaming
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Adding support for wheel sounds iff the module is installed is just a matter of a NEEDS in the module manager cfg. It's pretty easy to do, even I managed it. And it's easy to use either their sounds or your own. Or a mixhttps://github.com/TiktaalikDreaming/KerbinRover/blob/master/SoundTest.cfg
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[WIP] KerbinRover Off-road vehicles
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
It would also help with the inevitable rollovers. Something I'd like to see added to rovers in general is a tweakable steering limiter and perhaps a speed governor/cruise control. It'd make keyboard steering easier. I have a feeling there is a cruise control in one of the mods like mechjeb, but I don't know for sure. And yes, it would certainly lesson the load on that middle finger tendon that runs up the back of my forearm. I'll check the CoM. I think I did that once before, and it may have ended up overwritten at some point. -
[KSP 1.3.0->1.5.*] Mod Pods
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
The original motivator was to have a giant pod type thing to put on top of my second stage nexus. So yes. But the eventually is still a long way off -
A replacement craft file for stock Duna landings, is available here; https://github.com/TiktaalikDreaming/NAR_MEM/blob/master/ExampleCraft/Duna Excursion Module.craft There's some slow but ongoing progress towards a functional mission module. Parts together; After spending some time inventing greeble for the habitation section, I noticed the diagrams called out the outside skin as radiator for the environment control systems. So I added radiators as well. The top end houses the Kerbin Entry Vehicle, and power systems, plus a bunch of (not yet done) science thingies. The lower section that has the MEM docking has a telescope, RCS, and antennas etc. Anyway, not done yet, but it's progressing nicely IMHO;
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Quick update on 1.4 compatibility. It's *mostly* compatible. From what I can tell, the FX on any use of the old RCS module results in the FX going the wrong way, and this is affecting some of the RCSish vents from wing pieces (there's no genuine RCS, but there are hints of directed venting of exhaust out A-10 wings, and I implemented that as RCS. Other parts seem to work fine, but I'd wait for KJR before embarking on any A-12 flights.
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[WIP] RCS size variants and new options
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
Testing suggests that this works fine in 1.4. So I've marked it as such, and CKAN etc should pick up on that. At some stage I'm going to need to revisit the FX for the mono engines though. -
[WIP] RCS size variants and new options
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
It will, I just haven't got to it yet. RCS is one of those things that maybe kills old mods. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
TiktaalikDreaming replied to RoverDude's topic in KSP1 Mod Releases
That's not really an issue with this mod. But space opera should pretty much work in 1.4. It just hasn't been confirmed to be working. The main issue for purely parts mods is fx from the old style rcs module. And space opera uses the newer rcs fx version. The only module is this this mod. -
https://github.com/TiktaalikDreaming/Nexus/releases/tag/1.3.1 I fixed the pricing up (I think). It's a bit of a mess as there is stock config that doesn't have the included tankage for UF4 and W. And then the resources are added with MM code IFF community resource pack is installed, and there was no cost change associated with that. There is now. That's the 3 regeneratively cooled GCRs and the Helium cooled one. (I really want to do a multimode engine and drop the variants, coming soon, geologically)
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[KSP 1.3.0->1.5.*] Mod Pods
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
I suspect the old pod will stay until at least 1.5. The dev version (github version) has a quick fix that I'll roll out and mark as 1.4 compatible. I'm a bit slow at the moment due to lack of time. But in the long run, it makes sense to either provide my own pod in that size bracket, or adapt to the new stock. -
[KSP 1.3.0->1.5.*] Mod Pods
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
I've started working on a 1.4 update for this. Clearly with all the fussing, the first thing I needed to do was update the side of the Mk2-3 pod to reflect Take 2 changes. Not super happy with how the warranty text adjustment to hardware worked, so may end up picking a different section of the EULA. (also, that's at twice the resolution I'd be dumping into the game, don't want to kill people's RAM use). This is basically just a silly post to let people know I'm not dead or anything. The existing mod seems to work fine in the updated game. (Oh, and updated the download links with the github locations for anyone wanting development versions) -
Just posting to let people know I'm not dead, and am still (slowly) working on things. I have most of the MissionModule section A, logical vehicle tunnel thing done, including the deployable telescope and so on. I have the main mission module done up as per the documentation, and have started on the upper interstage (which also houses about ten experiments, the power supply and probably a partridge in a pear tree). My quandary at the moment is the actual mission module section is kinda boring looking. Everything else has all this complexity. and the MM is basically a capsule shape with just a central cylinder showing when put together. So, I'm going to greeble the snot out of it, using other craft as inspiration. There's not really any good excuse for this. Those outer walls are shielding and probably would be fairly boring looking. But, meh. It looks too plain. Also, can't leave teasers about animations without leaving a pic (sorry about the flickering, it's a "feature" of how the gif converting stuff works);
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[1.3] Orion Drive TD Edition
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
There's a few reasons to look at rewriting how the modules interact already, like that it not being a part module means it can't adjust mass. I need to write up some basic ways for things to interact then grab the existing code and make that into the new frame work. The code does compile. It just doesn't do anything. . I should look at why. When I have time. -
[KSP 1.3.0->1.5.*] Mod Pods
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
That's the one. If I hadn't been on mobile I would have sent you there. But, I get lazy on mobile. And yeah, it is definitely one of those searches you need to tell Google "no I do not mean this other unrelated thing, stop showing me those dammit". -
[KSP 1.3.0->1.5.*] Mod Pods
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
And not my idea. Google ROMBUS for more of the original plan -
[KSP 1.3.0->1.5.*] Mod Pods
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
It should mostly work, but not so nicely with the mk1-3 pod as with the mk1-2. Grumble. I haven't had time for a proper testing of all the bits, so I haven't marked it as 1.4 yet -
The method varies depending on the mod and how it's hosted, but generally it's a ckan/netkan function to update the ckan indexed version. The netkan files for both KSPWheel and Kerbal foundries point correctly at GitHub, but I'm not sure how the version indexing works from there. There's a ref to the AVC thing, so maybe it piggy backs off that for this mod. "$vref": "#/ckan/ksp-avc", But that's not a lot to go on. But, if ckan is waiting for something else to update after the main update, then I'd expect some delays. Or, one delay for avc and a second one for ckan.
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Having spent a good 15 min in KSP since 1.4.1 dropped, I can't say I'll be getting to checking mod compatibility real soon. I do know the Orion modules need work, as they needed attention in 1.4.0. Hell, they could have done with rewriting some time ago. Most of the part things should function OK, but I haven't checked. I do know plumes etc changed, so there may be some silliness there.
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Ha, guess who tests these things mostly in sandpit. I'm mostly busy with real life crap. This mod is probably next in line for a revamp after I get the Mars stuff fixed up. But things that I used to be able to do in a week are taking me months because I just don't have the spare time at the moment. I blame (rolls dice, consults chart) the Commonwealth games.