Darkway
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The parts should be visible under stock R&D nodes. The experimental rocketry node was deleted for some reason, and 5m parts were added to veryHeavyRocketry. If you wish to have the experimental rocketry node back, well you need to hack your way to get it. To get the node back, you need a .cfg file with this in it: @TechTree { RDNode { id = experimentalRocketry title = Experimental Rocketry description = The closer the top of your rocket is to the stars on the launchpad, the easier it is to reach them. Well, that's the theory. cost = 1000 hideEmpty = False nodeName = node8_experimentalRocketry anyToUnlock = False icon = RDicon_rocketry-veryHeavy pos = -952,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } } } Name of the file is not important, put it into KWRocketrys folder. The only important thing is that it has to be " something.cfg ". You need modulemanager for it to work. Well then comes the tricky part. Find all parts that you want to put under this node, and modify the row TechRequired = advRocketry in the selected parts .cfg file to TechRequired = experimentalRocketry 5m engines can be found in KWRocketry\Parts\Engines\5mEngines\GC.cfg and TV.cfg 5m tanks f.e. are KWRocketry\Parts\Fuel\KW_Universal_Tanks\5mL0_5.cfg , 5mL1_5.cfg and 5mL3_5.cfg If you think it worth it, you can do this, or you can just live with the mod as it is . If you mess things up, i wont take responsibility
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If texture sizes is what bothers you the most about this mod, use ATM like everyone else. http://forum.kerbalspaceprogram.com/threads/59005-0-23-5-Release-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs! It's more of a shame that fairings are not working (no problem with nuFAR, and base game fairings are rather nice anyways), heat management valuess should be added, ground effects are not working, attachement nodes are twisted, and the engines are way overpowered since base game engine values got overhauled. There may be other problems too, but these were the ones that caught my eye at first glance. A good chunk of the problems can be fixed with manual wizardry, but you need to dig yourself into modding if you want to fix the other half (and other random bugs).
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Hello everyone! First of all, Im very very happy that I see some progress here, I was afraid that the mod got abandoned for good. Well, because of that, I created my own version of the mod to use a week or two ago. As Im totally unexperienced at modding (this the first time I do anything like this), it's not using module manager updates (except for the techtree modification). Modifications: - Parts snap nicely to each other. - Rebalanced heat generation on engines, and added heat emission values. - Rebalanced ISP, especially on lower-end engines to mach the values on stock engines. - Added launch smoke and surface effects to the engines. - Added the Experimental Rocketry node to the tech tree. - Removed fairings all together. - Changes to descriptions to make them more humorous... well I made it for my own use... You can use it if you like, but remember, this is not an official patch, or version of the mod, so if you encounter any bugs, well, I wont fix them EDIT: This has not been tested for every engine, so surprises can happen. EDIT2: I'm not using DeadlyReentry, so this version isn't comaptible with it. (Unless you mod it further ) EDIT3: There is a bug that causes engine parts to randomly appear smaller, as they were rescaled to about 90% of the original size. It happens totally randomly, after switching back from map mode, or reversing a flight to launch. It must be a bug somewhere in the original configs, and I dont know how to get rid of it. Link to file: https://www.dropbox.com/s/i438c5w06dr29po/KW_Rocketry_1.02.zip?dl=0
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Well its more than likely that they will spend quite some time with the physics upgrade to make everything nice and bug-free, and I hope they will upgrade graphics with atmo effects, and clouds at least (my wishlist is endless tho, it would be so great if we didnt need any graphical mods for the game to look decent) . Given the last one is pure developement, I expect it to take at least a month, more likely 2, even if they dont encounter any serious issues with the port. If we are lucky. I cant wait to see what they can do with all the new possibilities . Im patient tho, Its finals month, so I dont have time to play anyways
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Well, Squad is not a big company, and they need to concentrate their efforts on feautres that are relatively easy to implement, easy to debug, and add the most to the gameplay. Until now, they been working on features that are basically essential for the game to work, and aesthetics were on the lower end of their priority list (except for the building and part models). Now that most of the main features are in the game, there's a chance that they start working on the graphics, but, TBH, I think the gameplay is still a bit rough around the edges (carreer mode fine tuning and expanding, more sights to see on planets, more scientific activities etc.). Also, i believe huge graphical advancements like this one can be really tedious to implement reliably, given the numerous configurations people use (settings and hardwarevise too). This mod is EXTREMELY BEAUTIFUL, so we can still hope for the best (Squads attention) anyways.
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Known issues (or features not implemented yet): Especially with OpenGL mode: Textures turn magenta on the loading screens Black lines across the sky, especially if anisotropic filtering is on, or render quaility in the graphical settings is not set to "Fastest" Both OpenGL, and Direct3D: Memory issues (theres a memory leak in the current release, blackrack is working on it) - can cause crashes Sun, and planets are obscured by the effect, especially visible while emerging from the atmo Moire patterns appear in med/high Kerbin orbit, the effect also flickers at certain camera angles Mod settings are not saved on exit The mod only works for Kerbin, but can be tweaked for other planets temporarily thru the UI The mod is not yet compatible with any other atmo mod (EVE clouds compatibility is under development) Black disk around the sun, and various other artifacts can happen sometimes
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I could not resist, and installed 1.0 KSP today at last (some entertainment is needed sometimes, isnt it? ). Ofc, the first thing I did was to test this fantastic mod! Quickly stitched together a few aerodynamic parts, and set sail into the sunset! http://imgur.com/a/zLQ6m#0 Extremely nice, and promising! Thank you for your time and work, blackrack! EDIT: The install is totally free of graphical mods, KSP is run with all graphical settings at max, changed nothing else (not opengl mode, changed nothing in the nvidia control panel). I have ATM. EDIT2: Added some description to the images. EDIT3: Wouldn't it be technically more feasible to just draw 1-2 layers of blue spheres around Kerbin, like other atmo mods do? Like, one to represent the lower, and one to represent the higher atmosphere. When the camera passes a certain height (be4 the Moire patterns start to kick in), the scatterer effect could fade out, while the blue sphere(s) simultaneously fade in. That way, theres no need to fight with the depth buffer, or anything else, and Moire patterns could be eliminated. Just an idea, I'm not familiar with the toolset Unity provides at all. - - - Updated - -
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Darkway replied to ferram4's topic in KSP1 Mod Releases
My understanding is that the yellow line is the (second derivative?) of the green line, indicating how rapidly the cross section changes (and whether the rate of the change is "accelerating" or "decelerating"). If the green was straight, yellow would be zero all along, right on the gray line. http://en.wikipedia.org/wiki/Area_rule The cross section area should change as smoothly as possible.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Darkway replied to ferram4's topic in KSP1 Mod Releases
Oh god, have some mercy on those studying for finals. Seeing this, I want play so badly!- 14,073 replies
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This one seems to be the same effect you get when you look at the sun. It's not even that much of a problem tho... If you have a look at RL photos of Earth, stars are normally not visible because the amount of light reflected from the surface (the dynamic range of cameras is normally not enough to record the faint stars and the surface together). e.g. http://www.nasa.gov/sites/default/files/images/124284main_image_feature_379_ys_full.jpg Well not sure how more visible the stars are for the bare eye tho, we have a much higher dynamic range than cameras .
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Darkway replied to ferram4's topic in KSP1 Mod Releases
Okay... Wow 2x... I didn't know about that feature. I'm still a noob it seems Thanks.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Darkway replied to ferram4's topic in KSP1 Mod Releases
Wow! Nice one. Ill give it a try when i have some time to play. (Fortunately Im familiar with PID control ) Thanks.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Darkway replied to ferram4's topic in KSP1 Mod Releases
The problem is really simple (with FAR, 0.9 game version). You should know that I'm playing with arrow keys. So... I have a nice little craft for Kerbin missions, capable of vertical takeoff/landing, and can go well above 1000m/s at about 17-20km height. When I get up to cruising speed and altitude, I have to turn input damping off, because pitch input is needed to keep the crafts nose above level AoA. However, when i used the keys, the plane pitches up too much. Then I let the control go, the nose falls too low, and I have to correct it again by pitching up, and the cycle starts again. If i hit the button quickly enough, and at the right rate (effectively PWM-ing the pich input), I can, ofc keep the plane in level flight, but this needs continous input, and it gets very very irritating on a 10-20min flight, not to mention longer ones. Sometimes magic happens, and SAS somehow catches my idea, and keeps the plane in level flight, but you need a full Mun, and Kerbin to be in perfect line with Duna and Eve for that.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Darkway replied to ferram4's topic in KSP1 Mod Releases
Thank you for the reply. Well I understand your point on 4... What about some kind of a warning then? Problem is, one can totally close the FAR window, and forget about FA. Maybe it's just me, but it took a good 2-3 minutes , until I realised what was happening. The FAR window popping up (if closed), with a little yellow warning sign could do the trick, for example.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Darkway replied to ferram4's topic in KSP1 Mod Releases
I've been lurking around on these forums since I started playing the game about 6 months ago, but as Im a huge fan of FAR, i decided to register cuz - as NuFAR is coming - I'd like to give a few suggestions. Sorry in advance if my english is not that proper, Ive not been using it for quite a long time now (I'm hungarian btw ). I always used FAR, as stock aero was so unintuitive, I could not even build anything that could properly lift off. There are just a few things that bugged me all along while using FAR. Sorry if any of these ideas appeared somewhere above (or are added to NuFAR already ). While building the plane, is it possible to draw a graph that shows the maximum speed the craft can achieve with level flight, at different altitudes? It could even have some switches, to count air breathing engines and/or rocket engines during calculation or not. It could really be a hard-to-implement feature, maybe impossible, but it would be nice if FAR could show somehow what the maximum stable climb rate is at different speeds/altitudes. Is it possible to add a "Level flight" button to the flight assistance? I dunno if it was my horrible design, or a problem of SAS, but I always had to fight to keep a plane in level flight, especially at higher speeds / altitudes. My idea is something like this: If you activate level flight, control surfaces orientate themselves so that they try to achieve level flight (keep level flight AoA), while hitting controls will change the orientation of the surfaces relative to the configuration the FA sets. This way, the plane stays controllable, and input damping can also be utilized without losing altitude. It would be extremely nice if the flight assistance options disabled themselves when the aerodynamic forces become negligible... Somehow, one time I've almost torn a spacestation apart with FlightAssistance after docking my SSTO to it. Thank you all for your work, I can't wait to finish my finals and try 1.0 (and maybe NuFAR too ).- 14,073 replies
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