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TiktaalikDreaming

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Everything posted by TiktaalikDreaming

  1. Thanks. It's pixelation because the lines in gimp are not along a nice angle where it behaves nicely. I can probably clean it up some. But, now that I look, the main difference in quality will be because Squad unwrapped their object much better than I did. The sloping sidewalls of the pod use a large proportion of the image, and mine are split up and shoved into corners. I'm mildly horrified by redoing the texture from scratch, but I'm rapidly accumulating reasons. After taking a closer look at the stock pod, what it needs is that inset. The stock pod extends well below where a cone with a base of 2.5m would stop. So my blind assumptions of where to fit my own extensions in can't just be covered up. The Mk1-2 pod needs to be lowered into mine. When I do that in the VAB (yay part clipping), there's only a small edge to cover up. Which would be easily adjusted for if I'm creating an inset anyway.
  2. The plan is to include plain adapters as well. The only sizes that won't match standard kerbal multiples of 1.25m will be ones to match the Nexus parts. And I'm not yet sure I'll even bother with those. :-) If you're checking that table on Spacedock, remember those are radiuses. The N value is basically the KSP "Size", aka mulitplier of 1.25m diameter. Decouplers are a good idea. I'll take another (closer) look at M.O.L.E.
  3. Can you take a screenshot and post it? The texture maps are exactly the same size as the stock pods. At first I though it might have been in the DDS conversion, but I just tested the version I uploaded and can't see it being overly pixelated. There is detail that comes out pixelated, like the writing and warning signs, but Squad's writing and warning signs is pixelated as well. There's just no way around that without absurd amounts of resolution. I considered that. I'm a bit nervy about doing it though. Because nothing in the stock parts do any insetting. Some join flush (eg same fuel tanks stacked), but not by way of some clever shape. That said, I'll look at a join part, that sits between and makes them flush, and if that significantly improves the look, I'll more seriously think of making the tops inset to fit the shape above.
  4. While messing around thinking of payloads suitable for a Nexus, I started working on a giant 70 foot (half scale) re-entry pod. That thing rapidly became a monster. A single part that's a small town with tanks and labs, and observation decks and it needed cargo space, etc etc. So, eventually my brain suggested the following ideas to me, way later than required to maintain sanity. If instead of making one giant preconfigured pod, I made a series of pod floors, that are interchangeable, then the whole thing becomes reconfigurable. Also, it solves a bunch of problems with large craft the moment there's even one floor. (assuming I'm not completely loony, I'll be starting at the smallest size) So, seeing as the 2.5m to 3.75m pod module is now mostly functional, I'm releasing this into the wild. At this first release, there's four parts. There's a crew quarters part, with a fairly early WIP interior. There's a science lab with a link to that same sketchy interior. This will change later as I furnish the interiors. There's a fairly early WIP fuel tank in two flavours, monoPropellant and dual fuel. Nothing has real fuel or realism overhaul configs yet. Please note: The fuel tanks are by no means complete. But, I'm calling the crewed pod variants "textured". BUT, it's my first attempt at a stock look. So if people have suggestions (apart from the dark-light contrast on the panel dirtiness being too strong, which I know about and am looking at fixing) please let me know. The top and bottom hatchy type image is outright stolen from Squad's large pod. Shamelessly. The rest is me messing about in layers in GIMP, mostly getting stuff on the right layers (but not always, which is why that shading is tricky to fix). Don't forget to look under the flag. :-) Anyway, pics or it didn't happen. (part album here http://imgur.com/a/c2GKt ) Download from SpaceDock http://kerbalspaceprogram.eu/mod/1017/ModularPods [ edit - I thought I'd already put this here, but I haven't.... derp ] Here's the plan, as of writing, of which parts I will be doing. I do stumble on extra things, like the combined heat shield and engine, as I go, so the plan is unlikely to survive exactly as it is to the end. I may also give up before getting to Mk16 parts, but I definitely want to get to at least a size 8 base, maybe more if I rescale my Nexus to 64% instead of 50%. Sizes Size 2 to Size 3 from 2.5m to 3.75m Size 3 to Size 4 from 3.75m to 5m Size 4 to Size 5 from 5m to 6.25m Size 5 to Size 6 from 6.25m to 7.5m Size 6 to Size 7 from 7.5m to 8.75m Size 7 to Size 8 from 8.75m to 10m Size 8 to Size 9 from 10m to 11.25m Size 9 to Size 10 from 11.25m to 12.5m Size 10 to Size 11 from 12.5m to 13.75m Size 11 to Size 12 from 13.75m to 15m Size 12 to Size 13 from 15m to 16.25m Size 13 to Size 14 from 16.25m to 17.5m Size 14 to Size 15 from 17.5m to 18.75m Size 15 to Size 16 from 18.75m to 20m Parts planned for each of the sizes above Service Module A combined fuel tank, battery pack, RCS, antenna unit (Done for Sz2-3) MonoPropellantTank A fuel tank for monopropellant (Done for Sz2-3) BiPropellantTank A fuel tank for liquid fuel and oxidizer (Done for Sz2-3 and Sz3-4) Crew Quarters and Control A control pod with some extra seating (Done for Sz2-3) ScienceLab A science lab with experiments and a science bay (Done for Sz2-3) Cargo Stores things behind doors (Done for Sz2-3) HeatShield Protects things from re-entry heat Battery - might not do this. If I do, I might modify the plan to just do a short cylindrical battery like the stock inline batteries for each size beyond stock - Reactor A reactor for electrical power XenonTank A fuel tank for Xenon gas OreTank A tank for storing crushed ore SimpleAdapter Hollow structural component for bridging part sizes ShieldAeroSpike Aerospike style engine using a heat shield as it's truncated spike (Done for Sz2-3 and Sz3-4)
  5. Yes and no. Typically, the zone hosting DNS service is separate from client forward lookup servers. That way, one can be purely internal facing and allow things like recursive lookups and caching. What were hit were zone hosting services. But, those zone hosting servers also had some root hints delegations, meaning all ISPs nearby would use them in the path for certain top level domain lookups. I'm not sure which root hints they had.
  6. That DDoS attack is aimed at a DNS hosting provider, so if SpaceDock doesn't use that (spoiler: It doesn't), it's not affected. There's a fairly good chance external referenced page components (aka images on imgur etc) can be affected. They'll be affected for all users, it's dependent on where the content('s DNS) is hosted. But the basic page should load if the only issue was the DDoS.
  7. From where? Rough geographical location and ISP. The site is distributed, so VITAS needs to have some idea which server.
  8. I gave the (first) dev build a quick go. I was going to wait for a "proper" release, but then I noticed my A-12 rocket just disassembles itself due to it's own weight while sitting on the launch pad doing nothing. So far, it looks good. No issues. It doesn't fix SAS going nuts with gimbals, but I really wouldn't expect it to. So, it's successful at taking a large rocket (sits well over the size of the launchpad) from self disassembly to being able to launch and fly fine.
  9. I'll bite. RO or stock? Real fuels or not? How many engines on the first stage?
  10. Damn. :-/ I see the error though. The engine configs for RO are via a spreadsheet by NathanKell for RO engine configs. I used that, modified the output a bit and (for all but the Nexus 2 Plug engine) changed it to "NEEDS[RealismOverhaul]" so it doesn't apply unless RO is installed. Cleverly, I didn't change that for the larger of the two plug engines. Options: Option 1: Edit GameData/Nexus/Parts/RealismConfigs.cfg line 433 to read @PART[Nexus63EnginePlug]:NEEDS[RealismOverhaul] (This is the fix I'm applying, should fix the incorrect application of RO config on non-RO installs) Option 2: Delete GameData/Nexus/Parts/RealismConfigs.cfg This file has the ModuleManager config for Realism Overhaul, and it's not finished and doesn't include all parts. And last I checked, RO isn't updated for 1.2 yet as it is a bundle of mods so is as slow as the slowest of those. PS: That's the full scale beast. The stock edition of the Nexus is half scale.
  11. Finally got around to checking this out. The issue is gimbal. Any craft with a large gimbal seems to get into an escalating over-correction cycle. For some reason, gimbal doesn't seem to have been as cleverly adjusted as other SAS controls for 1.2. I'll be dropping the gimbal on the next release. I've been working on emissives for the engine heat as well, so there is an update coming.
  12. Yeah. I've been a bit suspicious of the aero on the A-4 for a while actually. When I check out the various centres (mass, lift, etc) it's all OK, and the numbers seem to line up. But occasionally it'll do some pretty weird stuff. Like falling cheeks end first while spinning madly.
  13. I can quite clearly state that large craft still wobble, and still do the bad SAS wobble thing.
  14. Ah. It could still be interaction with the new aero. I'll check out the MJ thread.
  15. I'll have a look. I've mostly been looking at the RO edition recently, and there's nothing that stands out as particularly changed for 1.2, but the aero has changed. And maybe it's finding problems that the old aero skipped over.
  16. I've updated the mod to 1.2. Realism Overhaul config is a WIP, but included for anyone who wants to break their stuff.
  17. Yes. The mod dates back to "OMG RAM" days of 32-bit KSP. Where you had a whole CPU, but maxed out a bit under 4GB of allocation. Where it was better to save a normal map RAM use, but having more polygons. But that's not so true anymore. And I've noticed KSP has been hammering my poor old CPU recently. So, strongly considering. After everything else is updated to 1.2 and a bunch of other crap I have to do.... But it's on the cards
  18. Judicious autostrutting can reduce the need for KJR, but by no means covers all the things KJR does. It sounds like some of the causes requiring the physics easing after timewarp etc have maybe been fixed, but probably not all. And Squad's intent is the rockets are wobbly and kinda funny/cartoon/slapstick. KJR will always be needed for heading towards something vaguely realistic. KSP has never pogoed as far as I know though. It'd be interesting to see that on kerbal wobble scales.
  19. The 1.2 Kompatible version is now on Spacedock. It should cascade through to CKAN fairly quickly. I've also marked the mod as 1.0 instead of 0.X, as there doesn't seem to be much left suggesting it needs to remain as a beta/wip. That doesn't mean I'm not open to improvements/additions.
  20. Wow, and incremental too. If you were up to date with the pre-release, there's a brief moment of 5.1M of update.
  21. Well, yes. Just saying it should be stated, cos we're not all in Mexico.
  22. As I'm writing this it's 10am Tuesday for me, so MY question is, whose 11th October? What time, what timezone? I'm also already at work, finished up my morning wave of BS emails, and won't be home near a KSP capable computer for about 11hours, so I'm not going to do the "soon! soon! now!" thing. I just felt an International community could do with release dates that include some idea of timezone. That said, I'm guessing "when it's ready, some time during Tuesday in Mexico, hopefully." The recent few patches for the pre-release are mostly fine-tuning things. Fixing text fields, balancing parts a bit, that sort of thing. So, I'd say it's releasable without being scary. Azimech should be fine. My only remaining question is which day I should come down with a mysterious one day virus. ;-)
  23. I've been tweaking towards a RSS+RO edition. Here's a first flight of the Nexus 1 booster; The control rockets' RCS wasn't working, so I'll need to mess more with that. Plus I want to add in some MM config so that if throttle controlled avionics is installed, the control rockets are just rockets with throttling capability.
  24. For some reason, that's what caught my eye too.
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