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sal_vager

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Everything posted by sal_vager

  1. Khyron42, I apologize but I must retract my request for a flight slot for the community Mod base. Having installed NovaPunch my Mod install of KSP has become unusable, there are simply too many parts loaded into RAM, as it is my Stock install already suffers from an average frame rate of 4 to 5 on the launchpad or runway, with NovaPunch installed my frame rate was less than 1 every 2 seconds. If things improve in version 0.15.1 I will submit a new request.
  2. Even if the two ships are aligned, the player will still need to adjust for any lateral offset as they dock and close the gap to the target, so it may still be enough of a challenge as it won\'t be (and shouldn\'t be) automatic, as long as there is the option to keep full control of your ship while keeping the target steady then players who want the extra challenge can fly that way. Also I\'d still like to see mouse flight, the new keyboard trim is great but there are still limitations even when capslock is on, small manoeuvrable craft are still twitchy with the keyboard. Changing the cyan Lazor to a hight maintaining system sounds like a good idea, It probably won\'t be useful on orbiting craft but that\'s ok, cyan could just be aircraft specific features such as an altitude hold system (just as you are making) and maybe a Lidar altimeter for correct terrain height (maybe allowing for terrain following), and maybe even a variation of the target cam that can look straight down, like a ww2 bomber Edit: I have found a possible bug with placement of the Lazor crystals, if they are accidently rotated upside down before the emitter is attached, they attach to the craft with the crystal inside it, making them impossible to remove. This is not a fault with the crystals as such, as it could happen with any part, but as they are a uniform shape it is impossible to visually determine their top from their bottom, if in the next update you can make the top pointy then that should be enough to prevent this until it\'s time to make proper models for the Lazor system.
  3. Debris used to go all the way down to the ground, the problem is it\'s not yet possible to take drag into account for any 'on rails' object, so as a stopgap measure to prevent having stuff orbiting at 1km, on rails debris are autodeleted at about 22km. As vexx32 says, this will change, but it is very low on Squads 'to do' list.
  4. That is the fixed version, so whatever is causing this may be in CleverWalruses .dll instead, seeing as it is doing the same thing he may have run into the same problem Tosh had.
  5. Here you go, Antbin\'s SSTO Spaceplane to Minmus and back.
  6. That bug was caused by Tosh\'s old cart.dll, if you are not using the cart.dll or are already using the latest version then CleverWalrus may need to contact Tosh to find out what was causing it.
  7. I just saw this dragon capsule docking photo and realized your telescope feature would make an excellent docking camera. With the remote control mode holding the craft you intend to dock with steady with it\'s own SAS, and the telescope providing a ships point of view of the target, it\'d provide easy and realistic docking We\'ll be able to see if we are facing the target with ease, or if we are approaching from an angle, and we can see exactly how far away we are thanks to the Lazors range meter, just one thing though, the telescopes point of view is from your ship right? Not from the in game cameras position? Maybe the telescope should have crosshairs so when we get docking in game we can aim for the center of the docking node more accurately? Edit: If it\'s possible to do, can the telescope have a mode that turns on the crosshair and sets the telescope to look straight forwards from the command pod, so it is like a first person view from the ship? When docking is added it may be necessary to be able to set the telescope to look out from the docking node of choice, so hopefully it\'s possible to set the telescopes origin to parts other than the command pod, and set direction depending on the orientation of the docking node.
  8. I wouldn\'t mind putting something at the 2nd KSC, maybe something with wings, but I won\'t have much time over the next few days, so if it\'s ok can you place me in slot 3 on the flight list?
  9. i hope we can as I already submitted my craft with the new zo2 main tank, also if you are having trouble with planes just stick a mechjeb on it, the easier it is for Don to fly the better. As for boosters to the poles, I don\'t think my PC could have managed it in 0.14.4, and it definitely can\'t manage it now, 0.15 is far too slow for me.
  10. Just about any Mun capable craft is able to get to, and return from, Minmus, even today I saw a single stage plane land on Minmus and return, Minmus has it\'s axial tilt to deal with but the Mun needs more fuel.
  11. I just tested them to make sure, and they are working with the latest cart.dll, they are switched on and off with the 'P' key.
  12. Strange they were working fine for me, they need the cart plugin though, maybe you need to upgrade?
  13. Setting up is a pain and is a problem with the game and such small components. Here\'s how to do it, put the crystals and the emitter on top of the Lazor base first, then grab the bottom crystal and move it to where you want it, just remember to add a final emitter to the Lazor base before you launch.
  14. Sound\'s good Romfarer, especially the mouse control not needing flightsticks, there was a suggestion thread a while ago for mouse control but it didn\'t go anywhere, so if you can make mouse flight a reality I\'ll be very happy I like that you are going for a non weapon mode for the red Lazor as well, I know you said before there was no real need to make the Lazor a weapon, it would have been an easy choice for the red beam though. Will the red Lazor steering and the cyan Lazor stabilizer have too much overlap of ability though? It may be worth combining them but I don\'t know what else to use the read beam for yet if not this. I did have a thought about the cyan beam though, is it possible to make the stabilizer try to hold the altitude of the craft by changing pitch when activated rather than trying to track the gravity vector? I\'m thinking this way it\'d be better able to cope with sudden changes of throttle, I\'m not sure what it\'d do in orbit though, maybe it\'d have to automatically stay pointing prograde otherwise it might keep pitching up and down as the orbital height changed.
  15. You definitely can have several separate meshes, it\'s exactly what I did with the Propane tanks I made for Tosh\'s tiny rover and I intersect meshes with no problems, you can only ever have one node_collider per complete part though and that collider cannot have concave surfaces. Edit: 0.15 allows multiple colliders? that\'s cool but I bet you have to use the .mu files and Unity3D to make that work, same with the normal maps, bump mapping and all the other fancy new stuff, no chance of any of that for me, I can\'t run Unity3D on Linux
  16. Surely the 'space' part of 'spaceplane' requires rocket engines, making all 4 rocket engines usable, just try using either jet engine at 70km+.
  17. Okay I\'ll try step by step (1) Download and unzip mod. (2) Copy 'babylonplatform' ' babylonStrut' and 'babylonTower' from 'Kerbylon\Parts' folder in to the 'KSP\parts' folder. (3) In the 'babylonplatform' folder and the 'babylonTower' folder, open the part.cgf in notepad. (4) Find and change this line 'maxTemp = 1' to this 'maxTemp = 1000' then save the file (5) In KSP build your rocket as normal, then attach a decoupler to the bottom, fit the Launchplatform to the decoupler, then fit the tower to the launchplatform. (6) Launch and enjoy
  18. Install it just as with any other mod, then you\'ll have to find it in your parts folder and edit the part.cfg for at least the tower and the platform, I think the struts were already set to 1000.
  19. Black Sun laboratories Kerbylon launch platform. It\'s got a bug though, it\'s maxtemp is 1 so it\'ll explode on the launchpad, you will need to edit the maxtemp of the tower and platform to 1000 or something.
  20. I\'m glad you like the plane, I called it the Spark Airfighter and It took some effort to get right Just a thought on the construction building check and the effect on the stabilizer modes, It is possible to launch a spaceplane from the launchpad and a rocket from an aircraft, so if only SPH built aircraft have a certain ability with the Lazor, VAB build aircraft would not have it. Actually, the option to have the stabilizer keep rockets horizontal while in orbit just as it can keep aircraft horizontal in the atmosphere would be very nice, maybe add a toggle button? This way you get around the problem of not knowing what kind of vehicle was launched. I can see how the stabilizer could be a landing aid, I still usually jettison my engines and land using a parachute When reentry heat is added to KSP, powered landings might not be possible any more. I wish I could get my flightstick to work on here but Wine does not read the joystick at all, it\'s having to use a rawinput patch just to get mouse the to work.
  21. When I tried H and V there seemed to be no effect and I could steer normally, it seemed to me the stabilizer was off, only G seemed to be effective, I may just have been using it wrong. For rockets it\'s probably enough to be able to set the stabilizer to point prograde or retrograde the same way Mechjeb does, but it would be best if the Lazor can maintain the angle that the rocket was at when the stabilizer is activated, so for example if I activated the stabilizer when facing due north, the lazor stabilizer would keep me at that heading. You mention using a flightstick, I and many players are using keyboards to fly and the stabilized craft is very hard to steer like this. I have attached the aircraft I tested, it seems fine until you change the throttle, lowering to below half throttle makes the plane dive but if you then raise the throttle back to full the plane will first climb only to dive again, and it will keep doing this, it seems the stabilizer can\'t remember where level is.
  22. Thanks for that boolybooly, I\'ll remember to post the important pics in future, I just didn\'t want to image spam the KSP forums Spoiler tags, gotta remember spoiler tags.
  23. Okay I\'m testing on a plane now, it wobbles a lot I seem to be having difficulty setting the craft where it will maintain altitude, maybe Kerbins gravity isn\'t uniform and it\'s having to adjust as it flies? Changing my throttle had an effect, I am nose down and heading for a crash and I didn\'t change the stabilizer, no wait I\'m nose up again, this is weird The Lazor does indeed seem to be keeping me in a cruise but the altitude changes from time to time, is it trying to keep at a set altitude like the altitude hold in a real planes autopilot? I can\'t figure out what the H and V buttons are doing, and when in space the stabilizer pointed my rocket straight up away from Kerbin which wasn\'t what I was trying to do. I have thought of how this stabilizer can be explained to the player though, you can say this is a form of Laser levelling with the laser beams providing info to the Lazor system. Also I can steer a bit with the rudder but aileron control is very hard with the stabilizer on, maybe it can check for aileron inputs so players can have a little more control when flying? The whole system seems to be working really well, I have been typing most of this with my plane quite happily flying along and I don\'t feel the need to keep an eye on it, I know it\'s safe Edit: Big throttle changes have big effects, and the stabilizer doesn\'t seem to be handling that very well, it needs to keep the nose down when throttling up I think. Edit2: I ran out of fuel and nosedived with the stabilizer on, I wasn\'t expecting that, luckily I saved my Kerbals from death though
  24. Hey boolybooly, how come I didn\'t get the advanced pilot precision award?
  25. Earlier with the blue Lazor, the SAS button allowed me to steady other craft, this ability is unchanged? I\'m trying to get into orbit right now for a test, but I agree, adding mouse control to the stabilizer beam would make things easy, perhaps leave that feature out for now
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