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KSP2 Release Notes
Everything posted by Nightside
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Thanks for the update @Shadowmage, regarding these changes: If i want to further alter tank mass (or fuel/mass fraction), in my own game where can find the settings?
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Glad to see you back, thanks for updating!
- 173 replies
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- reaction wheels
- rotation
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You might also be interested in using the Smokescreen mod. It has an ingame plume editor.
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Maybe make 2 identical experiments for each situation.
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TRANSMOGRIFIER - Real-size rockets - stockalike gameplay (ρ)
Nightside replied to Nightside's topic in KSP1 Mod Development
Made some progress here. Stock parts should work fine. If you see anything that doesn't let me know. Still balanced for stock sized system. CHANGES v0.0.2 "Bigger Kerbals, longer rockets" -Modular, if you don't want a particular resize feature you can disable or remove the cfg and the rest should work. Just keep Transmogrifier.cfg -Fixed internal resizing. I've also increased size of kerbals... (but only when inside parts)... Is this a good thing? -Made Stock fairings look right. Still WIP to get the autotruss feature looking good. https://github.com/Nightside101010/Transmogrifier/releases NEXT STEPS -Pictures! -Increase tank capacity to real-ish amount so it will work in larger scale systems, this will require increasing thrust as well to get reasonable TWR. Can SMURFF do it? -Test with mods (suggestions?) -What else? -
Hmm, thanks for the help. I made sure there was no empty line and cleaned up my messy comments but I'm still having problems. What are the rules for multiplying terms? Given: var = 2 and: definition = 1,1,1 ?????: What goes here? - I have tried @definition,* *=#$var$ but that doesn't seem to work Desired: definition = 2, 2, 2 ------------------------------------ I would like to use a variable to change the values but I have been getting errors and now I'm not sure if its because of something wrong with my variables (which work in other cases) or just my multiplication technique. _______________________ Getting a lot of this error: [LOG 08:55:21.117] [ModuleManager] Error - Failed to do a maths replacement: @INTERNAL[*]:HAS[~TransmogrifyExclude[*rue]]:FOR[zzz_TRANSMOGRIFIER] : original value="1, 1, 1" operator=* mod value="1.6" Trial and error and error and error and... finally got the syntax in the right order to multiply to all parts of the key
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Settlers - Colonisation Kerbals?
Nightside replied to MajorMushroom's topic in KSP1 Mods Discussions
here is the most recent version of Civ Pop. Not sure if it works in 1.3.1 -
KF is great. Have you used other mods? This is no different, download and unzip and drop the contents of the Game Data folder into KSP’s GameData folder. hope that helps!
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A mod that adds screams and/or laughter based on the reactions of Kerbals as they plummet.
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Hi all, I'm trying to generically patch fairings to a larger scale, but I keep getting errors with this config. This first config works the one that is commented out doesn't work. Is there a way to use variables here or do these values need to be set directly? @PART[*]:HAS[@MODULE[ModuleProceduralFairing]] //:FOR[zzz_TRANSMOGRIFIER] { @MODEL,0 { %scale = 1.6, 1, 1.6 //This works //%scale = #$@TRANSMOGRIFIER/transmogrifierScalar$, 1, #$@TRANSMOGRIFIER/transmogrifierScalar$ //this does not work - parts don't even show up in KSP log or in game. } } Any thoughts?
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B9 and LLL
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Settlers - Colonisation Kerbals?
Nightside replied to MajorMushroom's topic in KSP1 Mods Discussions
Good idea! I remember there is a mod called either Colonists or Kolonists that might get you started. -
Thanks for the new release @hraban! It looks great. What do you mean that this is the last release of Contares? What are your future plans?
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Experimenting with resizing the internals of cockpits to match realistic sized parts, and got some scary results! The cockpits grew but the kerbals didn't so they ended up with their seatbelts in their mouths. Anyways, I guess I'll just leave them like that til Halloween.
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TRANSMOGRIFIER - Real-size rockets - stockalike gameplay (ρ)
Nightside replied to Nightside's topic in KSP1 Mod Development
I followed some breadcrumbs and was able to resize cockpit internals along with the other parts. However, the kerbals themselves don't resize, and end up with their seatbelt buckles in their mouths. I may be able to move them a bit, or just keep them this way through Halloween. -
From the first post: "This project is modeled at 75% real scale."
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TRANSMOGRIFIER - Real-size rockets - stockalike gameplay (ρ)
Nightside replied to Nightside's topic in KSP1 Mod Development
@CobaltWolf Yes, the primary purpose it to resize parts all parts in one fell swoop of Module Manager. At the moment it does not change tank capacity so will still function more or less the same. The secondary objective will be to allow the user scale tank volumes between stock capacity and real volume capacity, corresponding to solar system scale, similar to the way SMURFF changes part masses. Hopefully, when used alongside SMURFF and a 10x/RSS system it will provide a light-weight alternative to RO. Compared to Tweakscale, this does not require a .dll (except MM) and does not offer ingame part resizing. -
TRANSMOGRIFIER The transmogrifier is a magic box. Put something in, turn the dial and out comes... ... ...different sized parts! (And maybe unexpected results...) This mod is a Module Manager patch that will rescale all parts in your game from kerbal size (~5/8 scale) to roughly real-life sizes (default setting). So Mk.1 parts are now 2m in diameter just like the Mercury spacecraft, but other scales are possible. This is a work in progress do not use in an existing game (probably best to use a fresh install), as this will break all inflight vessels and .craft files as well. I am posting the mod in this early state in the hopes of getting some feedback and help on things I'm stuck on or have not noticed yet. WHAT IT DOES -The basic patch resizes rockets to realish proportions (default setting) but doesn't change fuel capicities. This should play well in stock-sized solar systems up to 3.2x resized systems. OPTIONAL EXTENSIONS -Resize Internals - (and kerbals too!) - This makes IVAs match external sizes. -Full Tanks - Full thrust - Allows for a ultra-light realish experience, if you want to play in RSS or 10x resized systems. This patch requires SMURFF. (Balacing is WIP.) ISSUES -Not tested with mods at all. Stockalike mods will probably be ok, mods that do anything fancy, such as Procedural Parts and SSTU probably won't work. -Stock Fairings work, but the truss structure is not resized. -Internals are resized, inside kerbals are resized, is this a good thing or an abomination!!??!? -Fuel capacity and thrust increased to realish volumes, but not fully sanity checked yet. -Some of the older stock parts don't resize because they use a legacy method of defining the model and scale. I've kludged this to work on some of the Squad parts, but there might be some other parts I haven't noticed yet. -ModuleLiftingSurface values are not scaled, because I don't know what they mean. -Mod compatibility is incomplete GOALS -Allow a easier "kerbal-alike" experience on a real-life scale, without all the hassle of maintaining a Realism Overhaul install. -Refine resource volume changes -Make sure masses are reasonable -Find any bugs or unintended features -Integration with SMURFF and/or Sigma Dimensions to provide a light-weight realism mode. FEATURES Define your own scale! - Currently set to change parts to a human scale size. -If you need to exclude a part from resizing you can use this Module Manager patch. @PART[MySpecialPart]:FIRST { TransmogrifyExclude = true } DOWNLOAD - For any version of KSP 1.1 or newer GITHUB DOWNLOAD Requires Module Manager (at least version 2.6.23 for KSP 1.1), not included. Optional features require SMURFF , not included. SOURCE LICENSE CHANGELOG
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Does anyone know how to rescale the internal of a crew part? I've changed the size of a part (rescaleFactor) and I would like the internal to match. I seem to recall seeing someone doing that but I can't remember where.
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When using rescaleFactor, the nodes should stay in their correct positions relative to the part. this was not the case with changing the scale values of the model itself.
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Is the lift factor proportional to area, or just a multiplyier for how “lifty” a particular part is? If I have wing with Area = x and a Lift = 1, and another, similar wing with Area = 2x, what should my lift be? What about Area = x^2?