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Everything posted by TiktaalikDreaming
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[WIP][1.3] Modular Pod Extensions
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
Size 4 heatshields and decouplers will be included. But, for the record, stock has size 3 versions of both. Or, by decoupler, did you mean "adapter/decoupler"? That'd be in my roadmap as "Simple adapter".- 150 replies
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Wheels, gear, legs etc have never behaved well with scaling in KSP. Tweakscale tries to compensate (I assume the devs know that wheels etc are an issue), but there's only so much they can do. And tweakscale vs a completely new module is likely to just not scale. So, core KSP values, like mass, will increase, but the power to the ground and energy use, and all sorts of wheel/track behaviour won't. TweakScale isn't actually magic, it's just lots of hard work, hidden away.
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I drove around a box on wheels using just the reconfiged stock wheels, and it's lovely. Now to start messin about with MM config to switch out the stock modules for the rover. And then it'll be time to look at tracks for the box on tracks. Considering beasts like the M-1 have serious gas turbines with 1000kW or more, you may have wanted to beef up the resourceAmount from 0.25 a wee bit as well. Not every tracked vehicle speeds along at 20+m/s, but those that do pay for that with power, same as a car does.
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[WIP][1.3] Modular Pod Extensions
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
I'll take a peek over at that topic collection of topics and threads going back years. Thanks- 150 replies
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[WIP][1.3] Modular Pod Extensions
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
I'll have a look when I get home. I stole various module definitions in relation to Science!, but I can't remember ever transmitting anything but crew reports when I was testing. (super thorough quality assurance framework!)- 150 replies
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[1.0.5 - 1.4] Burger Mod! 0.4 (2016-04-25)
TiktaalikDreaming replied to NecroBones's topic in KSP1 Mod Releases
I love that this continues to be updated instead of being made once and forgotten. Just noticed it's listed in CKAN's 1.2.1 compat mod list. -
[KSP 1.3.0->1.5.*] Mod Pods
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Still tweaking IVAs. The latest update has an updated laptop and some tidy ups on a few other props. I left off the circle around the Kell logo on the back of the laptop. I'm now working on filling out the Lab workstations. At the moment, that one kerbal seems to have all the kit, scanning electron microscope and glove box, and a laptop, while the other 3 are just along for the ride. So I'll be adding some work for them. I want to make one a telescope station, probably have the one closest to the mini ISRU have a collection of chemistry bits, and so on. Also, I added a rescaled Romboid engine for the 5m size so that one part doesn't look too lonely. And fixed up the title fields, and the textures on the romboids. -
I switched to DIRECT (I was emulating the "INTERNAL" that is on the Mk1-2Pod, but that doesn't seem capable of transmitting anything) and got rid of all the unknown values, optimumRange, packetFloor, and packetCeiling and now it seems to be behaving. I suspect that the INTERNAL type is a control/contact only circuit or something. It was showing as in range and 100% signal the whole time, but never allowed crew report transmissions.
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Yeah, it's on the launch pad that I've been testing. Plenty electrical juice, and pretty good line of sight to the space centre, 'cos I'm still in it. But I recently tested using just the Mk1-2Pod, and it's internal antenna can't function there either.
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[KSP 1.3.0->1.5.*] Mod Pods
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
<expletive> You're right. -
[KSP 1.3.0->1.5.*] Mod Pods
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
And as I just had a look at why those engine parts seem to be missing depth in the texture. Turns out I had the shading layer of my texture disabled when exporting. I *knew* I'd processed more texturing. :-/ So, there should be a minor update soon. -
[KSP 1.3.0->1.5.*] Mod Pods
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Well, the aim was to make it possible to build a pod that would fit on top of my Nexus stack as a single conical beast with interchangeable bits. But I'm constantly tempted to add in the parts I consider missing. I'm pretty tempted to add in a 3.75m circular mono tank as well, but it doesn't quite fit. I might start a mod that's just a collection of those parts that don't quite belong anywhere, but the game sorta needs. -
[KSP 1.3.0->1.5.*] Mod Pods
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Thanks. It's been my first mod that I've aimed at a stock look, and it's been a learning experience. :-) -
[WIP][1.3] Modular Pod Extensions
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
I've collected my current status and called it "release", aka 1.0 (hey, it works for major software vendors) There's a new release thread over at For anyone who has been following the progress, the changes this time are further work on IVAs (still not happy with them, but the crew pod is getting close to done) and adding a 3.75m to 5m fuel tank part. And I haven't done up a 5m heat shield, so I'm not sure it'll be awfully useful just yet.- 150 replies
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The dev for this is all over in the WIP forum topic Now, while this is still a work in progress, that's because the planned part list is large. Apart from some tidy up on IVAs, and some frustrating issues with a few things like antenna, these parts are done and ready for release. As a release version, I will also endeavour to not change any existing part in such a way as to break anyone's game or block loading craft that use the parts. Other than that, there's still a heap of work to do. So, what is it? It's basically a way of making larger pods. Not by providing any giant pods, but by providing a set of floors/stories to pods to add onto the existing pods. Mainly the Mk1-2pod (the same idea has already been embarked on in the M.O.L.E. mod for the Mk1 pod, to a large degree, and I don't intend to duplicate someone else's work). So, each module will be roughly as tall as the Mk1-2Pod, and go from a size N to Size N+1. So far, I've mostly just done size 2 to size 3. So there's now a use for that 3.75m heatshield.The only part that isn't like that so far isn't very usable, as I haven't added 5m heat shields. Somehow during dev, integrated heatshields and aeroplug engines snuck into the mix. These are inspired by the ROMBUS/PEGASUS/etc plans of Doulgas Aerospace. So far, there's three flavours. The simplest is a standard heat shield with an ablative surface, used as the base of an aeroplug (truncated aerospike) engine that forms the whole base of the craft. Then there's a monopropellant variant. And a more Romboid edition following the Douglas/Bono plan where liquid fuel (in RL was to have been liquid hydrogen) is circulated around the base and bled off so it acted to carry away the heat. The parts in the first release are basically a teaser for what I'm aiming at for a series of sizes. The eventual goal was to get to size 8 (10m), and hopefully I'll get there. Working from small to large means it'll be useful all along though. Release Versions (tested, etc) Download link (updated to 1.0.2) Work in Progress versions at https://github.com/TiktaalikDreaming/ModPods/releases Wildly beta, untested, sometimes me just syncing stuff from laptop to desktop or vice versa; https://github.com/TiktaalikDreaming/ModPods Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) KottabosGames did up a nice we preview; Now, I'm going to paste a pic for each of the parts, because album support in the forum is still cactus. Sorry, kaktus. KNOWN ISSUES: Antenna. Sometimes they work sometimes they don't. But I get the same with the internal antenna on the mk1-2pod so it might just be me not knowing how antennas work in 1.2. Antenna type changed to Direct rather than INTERNAL, and most issues seem to have gone away. I'm not 100% sure though, so if you have any data transmission issues with them, please let me know. Several IVA props are not yet textured. I know. I wish there was as much freely available image material for them all as for the fire extinguisher, but alas. I will get there. The two IVAs are not complete. The textures are incomplete on both, and the science lab is still quite sparse. AKA, it needs MOAR stuff! I get a bewildering weirdness with one of the ladders on the Science lab. It's bewildering as it doesn't affect the crew module, which has the same ladder. And it's not the ladder that passes over the science bay door. There's some issues with transmitting science stored in the science lab. Probably to do with the module ordering, or possibly a conflict between the many overlapping functions. I'm having some fun trying to nail down what might be causing that. NOTE: I've shifted the props out to their own mod for a couple of reasons. This permits me to re-use the props in the MEM mod, and having duplicates was annoying. And this allows anyone else doing IVAs access to the props as a separate package. See
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Did you ever get to the bottom of this? I'm trying to add some antenna to pods, and they only partly/sometimes work, and I'm lost as to what I'm missing.
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Where you go from mad cackling is all up to you. The future is yours once you get there. Maniacal laughter is certainly one of the favourite options, but evil sniggering is acceptable for successful execution of plans that are less grandiose as well. Awesome to see this is progressing to the point of KSP testing.
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SpaceDock.info (Mod Hosting Site)
TiktaalikDreaming replied to VITAS's topic in KSP1 Mods Discussions
I work in the local state government's in-house ISP's Security team. I'm fairly sure they're already watching me.- 2,176 replies
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[WIP][1.3] Modular Pod Extensions
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
And 0.9. Mostly just internal spaces, prepping for a 1.0 release. This includes the revised crew unit with crew facing upwards. Two seats are designated pilot seats and have an instrument panel that's not finished. The redesign has killed the UV unwrap of course. MOAR modules on the science Lab. ISRU and fuel cell modules plus some small storage tanks for ore and propellants.- 150 replies
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SpaceDock.info (Mod Hosting Site)
TiktaalikDreaming replied to VITAS's topic in KSP1 Mods Discussions
The listing is actually the /23, which is a bit enthusiastic (IMHO) for (probably a reference in) phish sourced malware (TeslaCrypt). Notification through an alienvault.com entry that no longer exists. Deleting... Deleted. My guess is someone decompiled some malware and picked out all the IPs, whether they were something the malware connected to or not. We've had plenty of that sort of thing before. A /23 is NOT a C&C host.- 2,176 replies
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SpaceDock.info (Mod Hosting Site)
TiktaalikDreaming replied to VITAS's topic in KSP1 Mods Discussions
I can unblock it myself. But I can also check from home, cos I'm too lazy/busy to check why the IP is blocked. Sometimes with hosting companies that host multiple sites on one IP, the other sites get caught in one site's bad behaviour. And it's an IP block, not A record, so it seems unlikely to have anything to do with the word hacker. Our lists are primarily malware related. No trouble getting there from home. And I have next week off, so happy. :-) Still, it is a valid work destination. I'll chase it down when I get back, if someone else hasn't unblocked it by then. But, I have zero chance of being there, sorry. It'd be multiple ponds and at least one continent for me.- 2,176 replies
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SpaceDock.info (Mod Hosting Site)
TiktaalikDreaming replied to VITAS's topic in KSP1 Mods Discussions
Good stuff. Slightly on the wrong side of the planet for me. Interestingly, my work's rpz blacklist has the IP of media.ccc.de listed as Baaad, Mkay. While it would actually seem to be (for me) work related. If only I administered the rpz blacklists... oh I do. :-)- 2,176 replies
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