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Everything posted by Deimos Rast
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Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
Deimos Rast replied to BahamutoD's topic in KSP1 Mod Releases
literally the post right above your's is me rehosting it.... -
SA-43 HAMMERHEAD (Space Above and Beyond)
Deimos Rast replied to Flashblade's topic in KSP1 The Spacecraft Exchange
lol, nice mod, erm plane thingy. seriously though, it looks pretty cool. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Deimos Rast replied to DasPenguin85's topic in KSP1 Mod Releases
Completely forgot about that patch. I'll look it over again and see. As to the dropbox error, that makes sense, but I'm not sure a way around it, so I think I'll transition to github, which I had planned to do eventually. If you're desperate for it in the meantime (I'll post it in a few) it's included in the download in the Extras folder. -
Space 1999 Eagle **Version 1.2 - .16, hatch & Kerbonaut Ready!**
Deimos Rast replied to RedSpar's topic in KSP1 Mod Releases
@SpannerMonkey(smce) was kind enough to send me what he had and it's wonderfully in .mu format, and I'm loading it up now to see what works as is. There is a slight issue with the configs all bearing the trademarks of Wayland Corp. Loaded it up...and it's indeed the Wayland version. As you can see in the screenshot, the Pod on the left is the RedSpar version; the right is the Wayland. Currently everything in the Wayland version loads in game, but it requires some work. The nodes are all broken, some of the engines have no plumes or FX, and there is all the 1.0-1.2 stuff missing. Not too bad really, but the tool I normally use to fix nodes, NodeHelper, wasn't updated last I checked, so that puts a cramp on things. Does anyone have a link to the Wayland Eagle thread by chance? Something something "a bird in the hand is worth two in the bush." -
Space 1999 Eagle **Version 1.2 - .16, hatch & Kerbonaut Ready!**
Deimos Rast replied to RedSpar's topic in KSP1 Mod Releases
yeah, googling stuff now. Was just trying blender. Yup, .DAE, with meshes in .MSH and models in .MDL and some crazy tangents.v4 . It's kind of a mess. I only just installed blender, so my knowledge of these things is next to nothing. Off to download Unity next... Not sure I like the sound of "building out colliders". I'll also add that none of the engine or RCS configs come with transforms already mentioned, so that might be an issue. Sort of hoping it's the usual "thrustTransform" so I don't have to do, you know, work. -
Space 1999 Eagle **Version 1.2 - .16, hatch & Kerbonaut Ready!**
Deimos Rast replied to RedSpar's topic in KSP1 Mod Releases
@SpannerMonkey(smce) so I'm making new configs for this, simple enough, but I'm not sure how to convert the textures/meshes from the .DAE format to something modern KSP will recognize. The command module is already in .mbm format, and it loaded into the game fine with my new config, but the others sadly did not. Suggestions? -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Deimos Rast replied to DasPenguin85's topic in KSP1 Mod Releases
pffft, get out of here with that logic! My thinking is along similar lines, although Vorg already correctly pointed out that the science trays are significantly larger than their stock counterparts. I think a fair compromise is if we/I offer an optional patch that combines Pressure/Temp and Accel/Grav (goo/mat bay might be a bit of a stretch). I should point out DMagic does the same in his Universal Storage portion of his Orbital Science mod. The only downside to this is I'm not a 3D artist, so you won't be getting new models, just new configs - but considering they're likely to be in an enclosed box out of sight anyway, I don't think anyone will care too much. I'll sit on the matter for a day or two, so more people can chime in; mainly to recuperate and because I have Halloween candy to eat. I have not. Considering it hasn't been updated since 1.0.4 and has an "All Rights Reserved" license...I wouldn't get hopes up on this one making a graceful transition. As for me, for any curious, I'd only likely ever be a maintainer, lacking 3D skills. I don't mind doing patches, but I'm a little hesitant to say with certainty that I'll always and forever be able to keep them current, as that's a daunting prospect, and "tomorrow's not promised today" and all that. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Deimos Rast replied to DasPenguin85's topic in KSP1 Mod Releases
In the mean time, there is an Empty Module, which is just a tray. Should be able to cram a bunch of stuff in there. IIRC, I increased the price to $50 though. Pretty steep I know, but I was just reading about how inflation is on the rise. Also, there are two all in one parts in the 3Sat mod by CTN if you really want a premade solution. All 4 sensor modules for $25,500 in a size0 and a size1 packaged disc. Pretty slick. I'm unsure what the math works out to if you bought the components piecemeal though, but meh. -
RLA Stockalike v10 released 11th August
Deimos Rast replied to hoojiwana's topic in KSP1 Mod Development
This is the current thread below. I recently updated the mod to 1.2. This thread should probably be locked to avoid confusion, like above. -
BDArmory non-functional...
Deimos Rast replied to lococarl's topic in KSP1 Technical Support (PC, modded installs)
which KSP version you running? BDA is 1.1.3 while as of an hour ago KSP is 1.2.1. That's probably the issue. Without a log, can't really say. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Deimos Rast replied to DasPenguin85's topic in KSP1 Mod Releases
Alright, I'm done tooling around. Been trying to add a ModuleCargoBay to the frames but it doesn't like not having ModuleAnimateGeneric (an open/close mechanic). Anyway, here's the 1.2 update. Oh wait. It's 1.2.1 as of 1 hour ago. This changes changes everything! Better start over. Big thank you to @LeLeon for your input. I took a number of your suggestions. Too tired to write out anything lengthy. Read the changelog. I ended up balancing a fair bit, but nothing too severe - no change in functionality, mainly cost. A lot of the modules were way over priced, so now things are "generally" cheaper, but still in line with stock levels. Things now also have drag (not sure they ever didn't but they were missing values, which they now have). I also generally increased thermal thresholds (maxTemp and such) and crashTolerance (which were set to a lowly 3). You should now have a more well rounded, well adjusted, mild mannered prober overall. Everything tested and working. If you have issues, or more importantly, feedback on my balancing, please give out a loud yelping noise and leave a comment. Enjoy. Installation Extract into GameData directory. The folder is titled "BoxSatPatches". ModCompatability patches can be deleted if desired, as they are essentially identical to patches already within the mod (but rewritten to not conflict if run along side, with a couple of fixes/changes thrown in). See changelog for more info. Module Manager required for this update to work. Credit Credit for BoxSat belongs to @DasPenguin85 and @orcmaul. Credit for these patches and update belongs to @Deimos Rast (although the ModCompatability patches are essentially just cleaner rewrites of the originals), with input from @LeLeon. Much appreciated. Changelog here Download here -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Deimos Rast replied to DasPenguin85's topic in KSP1 Mod Releases
From the changelog...I did exactly that. Slight increase in cost, nothing major. Technodes however are still a bit up in the air (I don't like where barometer sits at advExploration for example), but I think that might require actually playing with the mod to come up with a better idea. EDIT: Or do you mean an "All-In-One" part? In the past I combined modules (barometor/temp & accel/grav) to cut down on the module requirements. The only issue with that is picking which part fits visually with the combined theme, as each module has a label on it. I could make up some configs to do that again if people want. //-------------------------Science------------------------------------// Accelerometer Module - Reduced entryCost from 20410 to 8500 (stock is 8200) - Added drag - Increased crashTolerance from 3 to 8 - Added tags - Increased experiment interactionRange from 1.2 to 1.5 - Added usageReqMask's Barometer Module - Reduced entryCost from 11932 to 2500 (stock is 2200) - Reduced cost from 3800 to 1000 (stock is 880) - Added drag - Increased crashTolerance from 3 to 8 - Added tags - Increased experiment interactionRange from 1.2 to 1.5 - Added usageReqMask's Gravimeter Module - Reduced entryCost from 29202 to 15000 (stock is 12200) - Added drag - Increased crashTolerance from 3 to 8 - Added tags - Increased experiment interactionRange from 1.2 to 1.5 - Added usageReqMask's Thermometer Module - Fixed typo in "Thermomometer" - Added drag - Increased crashTolerance from 3 to 8 - Added tags - Increased experiment interactionRange from 1.2 to 1.5 - Added usageReqMask's -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Deimos Rast replied to DasPenguin85's topic in KSP1 Mod Releases
Thoughts? The engine on the left is the MonoPropellant; right is the LFO. Plumes are the stock Puff for MonoProp and the...RAPIER... closed cycle for the LFO. This RAPIER FX is the blue one, but the air breathing mode apparently has a redder one I might try (I'm trying to match the plume to the paint job on the engine, which is red/blue). The trick is to find a stock plume that supports 4 thrust transforms - you can see it better on the right, but each nozzle now has it's own plume. Pretty happy with how the two turned out, for the most part, although to be fair I forget what the old plumes looked like. I'll admit, the MonoProp plume in comparison seems a tad beefy in the image. By itself, it's not too bad though. I have the Engine Lighting mod installed, so that might affect things in the picture (highlighting the MonoProp plume). In short, I converted the engines over from the old ModuleEngines to the newer ModuleEnginesFX and added entirely new engine effects. For science. Oh, and the configs are done, and I tested everything successfully. Writing the changelog now. The only problem I had was when I attempted to convert ModuleAnimateGeneric to ModuleDeployableAntenna on the antennas. As such, it still uses the old way, and thus they are impervious to wind forces at present. The upside is it should help with RemoteTech if you use it. Expect good things soon. -
a ha! Probably. My understanding of how the new ModuleRCSFX works is that the FX magnitude is tied to thruster power/strength. As an experiment, try cranking up the thruster value in the config. The alternative is the it uses something different than the "RCSThruster" transform (iirc) that all the other ones use, and I didn't change it, and so it's not working right. directed at LeLeon
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Define "invincible"? I didn't change the thrust values on the RCS at all. They were already high to begin with. I think it's the helper drone that defaults to a thruster setting of 5% because of that, and you're supposed to crank it up when you attach to something heavy. If you do so before, it goes craaaaaazy. nl2iwork talked about it awhile back. You should also be getting soundFX from the RCS, but they are extremely quiet, and only really heard at max thrust, full throttle, with music off. For all intents and purposes though, they're silent. I could try cranking on the pitch settings in the EFFECTS node, but I don't have much experience with that area. But yes, all the RCS worked 100% for me, at expected levels, just not necessarily at desired levels. Let me know on the Antenna, as I like your idea here.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Deimos Rast replied to DasPenguin85's topic in KSP1 Mod Releases
I'm working on this now. Currently finished all of the BoxSatAlpha parts, except the Communications Dishes. Do you (or anyone) have any opinions about those? Otherwise I'm going to load it up into the game, look at the part models vis-a-vis stock comm dishes, squint at them and say "yeah that looks like that" and call it done. (And naturally rebalance it when someone more informed comes along to set me straight.) I should admit I'm not the cleverest of kerbs when it comes to the technical sorts of things - I just have a lot of free time on my hands. Regarding your changes: I have most of those. I like the RX weight change, might increase it some more even! I'm currently thinking Payload category for Payload frames, and similar things. Another thing: this mod currently comes with two probe cores, but one is disabled by default (with an optional patch to enable it). I'm reenabling it, but giving it more functionality (before it just got a 1>3 SAS increase). Now it's akin to the OKTO1 > OKTO2 changes with KerbNet, plus bigger batteries, more energy efficient Reaction Wheels, better Hibernation and more energy efficient Command module, plus the SAS increase. Costs more though (1400 vs 900 iirc, probably still cheap). Thoughts? -
bulkheadprofiles, as I understand it, are mainly for sorting in the editor advanced tabs. I have yet to use it in some thousands of hours, but some people really insist on having them. More of a completeness thing. Most of your's I'd base of the node size of 1, and just say bulkheadProfile = size1 and call it a day. I could be wrong about this, but I think a long time back KSP converted the temp scale from Celsius to Kelvin. I just know Probe cores and science parts clock in around 1200 universally and that's on the low scale for stock. Only reason I would increase it is so stock probes don't make fun of your station parts. The KeepFitPartModule, as the name suggests is the module added by the KeepFit mod. It's a great mod that models Gravity's degrading effects on the Kerbal physique over long term missions. I agree, I switched the labs to NEUTRAL, since that's the lowest you can go without persistent decay. At COMFY everyone is gaining G-Fitness in space, IIRC, albeit slowly. TweakScale on crew/command parts used to bug out for me, but I'm pretty sure that got fixed awhile back. I kind of view it as cheaty, as you used to be able to shrink a Hitchhiker to size0 with no loss of crew capacity. Not sure it works that way anymore, but I'm still biased. Patch is technically fine, though. ExplosionPotential has been around awhile actually. Believe it or not, it's on all the wings (at 0.1) and Probes (at 0). I made your labs explosive ('cuz Science!). Even when I've cranked on that number, I've never really seen it make too big of a difference, but I've never really sat down and tested it either. Seems cool though. One other change to maybe consider: on your crew modules (labs, sleep habs, etc) you have the attachment rule that allows you to surface attach them, but you don't have node_attach's (last I checked). I believe the node_attach governs both the placement of the surface attachment, but also its strength (determined by node size), so current attachments might be weaker than they should be. Not 100% on this. Eitherway, I didn't like it, so I changed the attachment rules to just stack. If you're dead set on surface attachment for the modules, maybe add the node_attach?
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@LeLeon Interesting making the antennas relays. I had envisions the Tug as a "drone boat" of sorts, which is why I gave it the probe control point (assuming that does what I think it does), so a relay would fit that. Does it otherwise affect functionality in anyway? That cost seems reasonable, as do the weights. Actually everything does. I'll probably fold them in to save people an extra download, if you don't mind, with credit of course. Although, a thought: it might not be bad for the drone to have a little weight when pushing heavy things around. Assuming I increased it (I can't remember), that might be my rational. Thanks for the help.
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Deimos Rast replied to AndyMt's topic in KSP1 Mod Releases
yeah, I thought of that, but it's not quite as elegant as I was hoping for. And I demand elegance! It shall suffice. I suppose. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Deimos Rast replied to DasPenguin85's topic in KSP1 Mod Releases
As always, I'm open to suggestions. Right now, I'm thinking more of a "just an essentials" upgrade than a balance.pass, but I will of course have stock parts open to compare things to. IIRC there is also a KIS patch that might need a rewrite too. -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
Deimos Rast replied to steedcrugeon's topic in KSP1 Mod Releases
I strongly vote in favor of a DeepFreezer. @JPLRepo is an exceedingly helpful individual. I also customized his freezers to make drop pod variants a while back, which were cool, but if you built one specifically designed for that purpose, even better! Have you played with DeepFreeze at all? You can set alarms (and tie into KAC) for waking up Kerbals. He can tell you more about the IVA, but I believe it requires the Advanced Transparent Pods mod, which he also stewards. Other ideas would be a water landing themed thing with airbags. There are a few options for that, but it's plugin territory. Yes. There is a line in the ModuleGenerator "alwaysActive = true" set it to false, then the player will have to hand crank the RTG to get it going -
I tried to take into account you'll be using x2, if not x4 of the engines. It's close to thrust (50 vs 60) of the NERV plus it has an alternative mode and thrust reversal. That said, while I tested it to make sure it worked, I really didn't play with it, so if you find it really binds, and can come up with a reasonable number alternative, I'm all ears. I believe there is also a patch is KerbalAtomics for this engine, which will probably override a number of changes (I need to check on that). There might be one for a Near Future fission reactor too, but I don't think so. I think Nertea reserved those patches for his own engines. I suppose I could make one, if people really want (mainly just to see how it's done). This is assuming the generator was supposed to be some type of reactor (a la the KANDL) as opposed to an Alternator, like the stock NERV.