SingABrightSong
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Everything posted by SingABrightSong
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[1.12.5] Restock - Revamping KSP's art (August 28)
SingABrightSong replied to Nertea's topic in KSP1 Mod Releases
Notepad++ has a similar capacity, and you're probably already using it anyway. Does lack the filetype mask though. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
SingABrightSong replied to Thomas P.'s topic in KSP1 Mod Releases
The thought occurs, as it were... is it possible for users to define new Breaking Ground surface features (e.g. the Baobab tree) for new or modified planets, or would that be out of scope? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
SingABrightSong replied to Thomas P.'s topic in KSP1 Mod Releases
KSP 1.9 just released, it appears. You have my sympathy, Kopernicus Team. Here's hoping the lack of a Unity upgrade makes things ever so slightly simpler for whenever you darn well feel like doing a new version. Good luck. -
[WIP] Nert's Dev Thread - Current: various updates
SingABrightSong replied to Nertea's topic in KSP1 Mod Development
It does look like the Kerbalism team has in fact improved compatibility recently, so I think I can work with that for now. Heat simulation in Kerbalism is the main roadblock and they do seem to be working on that, so if I were to ask for anything from Radioactivity it would be a Restock-styled Geiger counter instrument. But of course, only if you darn well feel like it. -
[WIP] Nert's Dev Thread - Current: various updates
SingABrightSong replied to Nertea's topic in KSP1 Mod Development
Found a seemingly abandoned project on your GitHub for "Radioactivity", which I imagine will remain abandoned for the near future (). Was looking at it mostly due to the limited compatibility between NFE/Kerbal Atomics and Kerbalism, but compatibility is third-party IIRC so I'm uncertain how to proceed. -
[1.12.x] Near Future Technologies (September 6)
SingABrightSong replied to Nertea's topic in KSP1 Mod Releases
As it happens I've started work on MAS configs for the NFT command pods, but I intend to publish it separately as an add-on to my stock part configs. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
SingABrightSong replied to Thomas P.'s topic in KSP1 Mod Releases
Checking the status on GitHub, work does appear to be ongoing, though I would like to ask confirmation as to whether the release is planned for 1.8.1, or if you're holding out for 1.8.2 -
[1.12.x] Probe Control Room Recontrolled
SingABrightSong replied to linuxgurugamer's topic in KSP1 Mod Releases
So I attempted to write a config for MAS support, but unfortunately, while all the props *technically* work, they only work when the flight scene is first loaded, and to update your MFDs or whatnot you have to leave the flight scene and return for any changes to take effect. I don't know if you're planning to support MAS with this plugin, but if you are I hope my testing saves you some effort. -
Biome overlay/boundaries when flying?
SingABrightSong replied to paul23's topic in KSP1 Mods Discussions
There's also a tickbox in the debug menu to show biomes -
Full illumination, for now, but I intend to add the light knob once I get more data on what other instruments people would like to see.
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- rasterpropmonitor
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Many thanks! I've gone ahead and added your suggested tweak, as well as pushed the now-finished IVA for the Mk3 Cockpit. Additionally, I've made an IVA for the Probe Control Room mod, but I'm uncertain that PCR will run properly without RasterPropMonitor being installed.
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Once upon a time, I started an IVA-only playthrough, which was strongly disrupted by the lack of interactive IVAs for the stock parts, and the lack of MAS IVAs in general. Having found none suitable, I recalled a certain maxim: "Be the change you wish to see in the world." Thusly, I set out to make my own. These may not be the prettiest or most well-planned cockpits imaginable, but they exist now, and that's good enough for me. Obligatory screenshots: Download from GitHub: https://github.com/SingABrightSong/SABS_IVA/releases Depends on MOARdV's Avionics System, for obvious reasons. Not included.
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Kopernicus is still pending an update, but when that releases or if you're playing on 1.7.3, this is accomplished by Sigma Dimensions. Sigma88 appears to have shuttered their forum account, but a 1.7.3 release of Dimensions has in fact been posted to Github https://github.com/Sigma88/Sigma-Dimensions
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[1.12.5] Restock - Revamping KSP's art (August 28)
SingABrightSong replied to Nertea's topic in KSP1 Mod Releases
I seem to recall that there was some manner of breaking change with this update that precludes use in earlier game versions. Unity 2019 did this to a lot of mods -
Impressive.
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https://store.steampowered.com/app/954850/Kerbal_Space_Program_2/ Those worried about timed exclusivity deals, rest at ease.
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There are images in the KerbalX pages, but I was running out of available effort and didn't bother embedding them in the forums. I'll make a note to go back and edit some images in.
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Greetings, kerbonauts! I've accumulated a sufficient amount of designs that I believe it is prudent to put them all in one place. Henceforth, I present to you Brightsong Development, where I shall consolidate information on my current craft and also post future developments. Before I start, I would like to give a very special thanks to @Rune, whose SSTO and Surface Base designs were in large part the inspiration for my own craft. If I mention that something is designed to fit into a cargo bay, chances are it was made with his SSTO fleet as the first consideration. And without further delay... Modular Mobility The initial offering for the modular mobility section is the Kentipede, a rugged mobile base. I have personally driven it off the edge of the Dres canyon and ridden it out completely intact. No word on the Mohole yet; It seems that my launch vehicle can no longer survive physics initialization, interrupting plans to test it there. Nonetheless, should you be able to haul it to orbit, each module possesses provision for landing, with aerospike engines, parachutes, and a fuel reserve. Kentipede modules are built out of Mark3 cargo bays, so they will not fit into them for obvious reasons. KerbalX Next up is the Katerpillar. While just as capable in terms of onboard facilities as the Kentipede, the Katerpillar is designed to fit into a Mk3 cargo bay, so it lacks the sheer ruggedness and the ability to self-deploy. It resembles earlier prototypes of the Kentipede, but boasts a much lower part count, as well as regular module length. so extant deployment solutions are much more feasible to use. The wheels were, of course, an issue, but I discovered that they still work even if attached at an angle. If you have an open-ended cargo bay, say, one with a ramp at the end, it can even drive itself out after decoupling. Quite satisfying to pull off. KerbalX After designing a base to fit in a Mk3 bay, the obvious next step was to design one for Mk2. Thus was born the Krawler. No driving out for this one, I fear, but it is rocket-powered, due to the necessity of using landing gear instead of motorized wheels. Thus, if your Mk2 spaceplane has to deploy it before landing, it is theoretically possible to land under its own power on, say, Gilly, though it is recommended that you just flip the cargo bay in the SPH. It lacks the power, of course, of its older siblings, but is still capable of research and ISRU operations. KerbalX And of course, the logical extreme of the preceding process is to make something that fits into a Mk1 cargo bay. Enter the Kreeper. There is not actually a Mk1 cargo bay in stock KSP, however, and the 1.25 Service Bay is too small and fragile to be much use in this scenario, so instead I used the Structural Fuselage as my design guide. There are very few 0.625m modules in stock KSP, therefore making an actual *base* was out of the question, but if you staff it with an Engineer kerbonaut it should be capable of gathering science indefinitely in any rocky environment, provided it doesn't explode on the way there. KerbalX That concludes the initial offering for Modular Mobility, but I have several concepts I wish to explore. Modular seabases? Modular aircraft? I'd look into modular orbital bases but I think that's already kind of standard. Landers, however... Miscellaneous Inspired by the "experimental aerospike" from the comic book series Atomic Robo, from which it draws its name, the Tesladyne is a "light chemical SSTO", that, while not of much utility, has proven quite fun to fly. It's design is not, in fact, based off its inspiration, but was instead an attempt to see how tiny and tidy I could make a Mk2 SSTO. I deemed it a success after making it to orbit and back intact, but I am not a very good SSTO pilot so chances are the veterans around here can do better. Any similarity to designs by a certain dropship dealership is purely coincidental KerbalX And that's it, for now, but I do expect that I shall continue to experiment, and at least some of those experiments will likely end up here. Brightsong Development: Did somebody order a bright idea?
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Rune's Slightly Used Vehicles
SingABrightSong replied to Rune's topic in KSP1 The Spacecraft Exchange
Ah, I've been waiting a long time for an update from this thread. And it was not a disappointment. The Centaur is of particular interest to me; could it be deployed on an interplanetary mission? Say, to deploy your Base-In-A-Box to Tylo? As for payloads, there are of course the usual suspects. Comms satellites, station components, and fuel tanks. I do believe, however, that I could come up with some more exotic payloads... Ah, there's one. Crew transfers are a payload not often considered, but one of certain importance. Carry a crew cabin to orbit, then transfer the cabin, crew and all, to a deep space transport. Brake at the destination, and transfer the crew to a dedicated lander, to man a remotely-assembled surface base. Another payload type I might like to see is for surface missions. A standard design of manned or unmanned rover to be deployed in your standard cargo bay. And while I currently have the market cornered on modular mobile bases, my own Kentipede MkV serves best in a more ruggedized niche(how rugged? I drove the thing off of the edge of the Dres canyon and landed it intact at the bottom! It's not rated for the Mohole, but that's more because the newly-included expendable launch and transfer stages can only get it as far as Laythe), I think you would be able to come up with something that would fit into your existing design standards(including an actual usable part count). Definitely planning to try these all out, at least as soon as my attempt at a 10x/SMURFF career crashes and burns(pun not intended). -
Ah, Take 2? They may be known for Rockstar Games, but I know them for Firaxis. Shows what my niche is, I suppose, but if people are concerned about mod support or DRM, I say they have nothing to fear. *ponders about a KSP/SMAC crossover*
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Rune's Slightly Used Vehicles
SingABrightSong replied to Rune's topic in KSP1 The Spacecraft Exchange
Upon further inspection, it seems that the Magdalena's drive pods not working was my fault. I had attached them in the VAB, but they were node-snapped to the rear end of the docking ports rather than, you know, the docking end. Actually attaching them properly yields no problem. I had to scrap putting the HL-20 into a cargo bay, as they don't quite fit in most orientations. Instead, I've gone for a modular girder construct. I think it's a fitting aesthetic for an emergency evac. In other news, you may have seen my Kentipede mobile base. I've designed a transport for it, but it includes a modified version of your Cupola Tug as a means of assembling the payload for landing. Should I end up publishing it, would I be able to redistribute your work, or should I direct users to obtain it from you?