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Everything posted by BureauJaeger
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"So Bill called an airlift for a boat they've bought. Apparently 'a glorious little piece of work'." "We're gonna need a bigger helo."
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[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
BureauJaeger replied to Eskandare's topic in KSP1 Mod Releases
Certainly! And functionally everything works beautifully, I haven't run into any issues beyond the balancing stuff.- 264 replies
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[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
BureauJaeger replied to Eskandare's topic in KSP1 Mod Releases
Yep. Well, the helicopter engines in the game need a lot of thrust just to lift the craft let alone move it forward, so I guess compared to planes they tend to get the short end of the stick when it comes to fuel economy. Luckily the Kerbin-Side bases help a lot, so you don't need to fly halfway across the globe from ksc chasing obscure biomes and survey sites.- 264 replies
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[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
BureauJaeger replied to Eskandare's topic in KSP1 Mod Releases
Thanks! I've been staring at pictures of Sea King and Seahawk for reference.- 264 replies
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Yes, that would be good size, perfect for a small business jet type of plane I think. Oh and good to know about the tank, I had a capacity override for that in my game, I can remove that now.
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I wouldn't mind if it was basically just a door. Come to think of it, the simplest solution might be to make it so that it doesn't block the hatch access on the mk1 crew cabin for example. Slap on some ladders and walk the kerbals through the door to the hatch. Could it work like that?
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@blackheart612 Here's another part idea: the cargo bay got me thinking, an inline cabin door with the same kind of animation could be nice. Essentially a short version of the bay but with hatches on the inside that visually lead to adjoining fuselage parts.
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[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
BureauJaeger replied to Eskandare's topic in KSP1 Mod Releases
@Eskandare Is there a way to tweak the fuel efficiency of the engines? Or is this maybe a balancing issue that could/should be looked at in a future update? I've been putting together this amphibious helo I was planning to use for rescue and survey missions and Kerbin Side GAP among others. It has the Sparrow as main rotor plus two Juno jets for added forward thrust. The various tanks hold around 1,000 fuel and the total wet mass is already 9,800 kg which is just shy of the max takeoff weight the Sparrow can lift. I tested the range and got about 200 km away from ksc before the fuel ran out, which, to me, didn't seem too great, given that the missions often require a lot longer flights. So I'm wondering if there's something I could do to make this thing a bit more useful. This is in stock aero by the way.- 264 replies
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Oo, plutonium! Well, kerbals are already green so I doubt anyone notices if they start glowing too. Tweakable would be fancy. I'd imagine there's a module for that somewhere. But if it's not easily achievable maybe something like a bunch of stackable coins you could hide between parts would work too.
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Go ahead! Yeah, I think the jerrycans are Firespitter. Edit, missed the edit: I did come across some dedicated weight mods and there's for example some counterweights in Infernal Robotics I think (I don't have that installed atm), but something really small and inconspicuous with the density of a neutron star would be very useful, especially for building realistic looking planes.
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Cool beans! Yeah, that's what I thought too. Here's something I've been tinkering with. Now 75% more orange! As an aside, I wish there was some easily hideable lead weights, getting the CoM and CoT to match in a thing like this made me lose some hair.
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Procedural parts have a different kind of texture switch going on which makes different bumps, shininess and speculars possible for every texture, but I'm not familiar with the history and restrictions of that module.
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Yeah, the fake chrome would have to be quite monochromatic to look reasonable, something like the colour of a kitchen faucet in a brochure. But of course a proper material would look infinitely better, the metallic look is hard to fake when the lighting changes. I'll fire up photoshop tomorrow (past 1 a.m. here right now) and try some ideas for the solids at least. I'll send the good ones your way, see if you can use some of them as is. The root piece looks good too! RLA Stockalike also has a couple of construction frames like that but more variety never hurts.
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A chrome look with a sort of faux reflection would be nice, but it really only works if the texture wraps around the cylinder the same way in all the pieces, I think. Similarly a copper pipe could be useful for fuel lines and such. Perhaps a couple of solid colours with a bit of sheen for sporty rovers; a snazzy racing red and a hi-vis kerbal green.
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That's great! By the way, do you need any additional textures? I was thinking I might create some new ones for my own use, seeing as they're simple pngs, and if I come up with something presentable and useful I'd be happy to distribute them as a submod or a part of the pack.
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Yes! Everything seems to be working beautifully! Fuel crossfeed is going to make things interesting, it opens up all kinds of possibilities. (Now, where could I find a fitting cockpit for a Bell 47.) If I may throw out another suggestion, a short and stubby straight piece would be useful for fine-tuning lenghts. I'm thinking perhaps a quarter of a metre?... Because, as they say, it's not the size of your structural tubing that matters, it's how you use it.
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
BureauJaeger replied to nightingale's topic in KSP1 Mod Releases
@nightingale Will do, I haven't used GitHub yet but I'll figure it out. I'll do it tomorrow. And yeah, it really is quite overpowered since missions themselves typically give only a few reputation points, and I think it gives access to high level strategies too soon. The bus mission especially is so easy to repeat while grinding ksc science. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
BureauJaeger replied to nightingale's topic in KSP1 Mod Releases
@nightingale I forgot to report this in a timely manner but I began a new career with Strategia 1.4.0 a while back and started grinding the GAP bus mission for some cash but realised it was giving over 150 reputation each time. Custom Barn Kit has the definition "reputationKerbalRecovery = 25" in the default.cfg and with my limited math skills I figured this gets applied to the six tourists at recovery. So for a quick fix in my own game I just dropped the number to one so I won't drown in stars. I just noticed the same thing was reported for an earlier version and was supposedly fixed at one point according to git#30. Full disclosure, I also upped the limit of active strategies by one (which, to me, feels actually nicely balanced; I can really boost the local science early on but later have to diversify. I use CTT and have the science rewards at 60% though) but I don't think that has any effect on the reputation thing, does it? Anyway, loving the mod so far! It really adds a new layer of progression to the career and a good counterbalance to a long list of contracts from different packs. -
Sounds like you're missing Firespitter plugin, the propeller animations and sounds use it.
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Awesome, good to know! Thanks!
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These kind of basic parts are incredibly useful for all kinds of stuff! I hope we see more, maybe some curved versions of the angles for example? So far I've been using the tubes as simple bumpers on my rovers to hopefully make them a bit less explodey but I was thinking about building some kind of ultralight plane next. A small bug report. The texture switch doesn't seem to work on some parts (other than the H that is). Firstly, I only had the first two camos and the solid green on some parts and some were the default dark grey. I tried to troubleshoot this yesterday and there seems to be unneeded semicolons: //The line now, line breaks for clarity textureNames = DKSalvage/Parts/FStextureSwitch2Textures/Camo1; DKSalvage/Parts/FStextureSwitch2Textures/Camo2; DKSalvage/Parts/FStextureSwitch2Textures/green1; DKSalvage/Parts/FStextureSwitch2Textures/;Hot1; DKSalvage/Parts/FStextureSwitch2Textures/;Texture //should be like this? textureNames = DKSalvage/Parts/FStextureSwitch2Textures/Camo1; DKSalvage/Parts/FStextureSwitch2Textures/Camo2; DKSalvage/Parts/FStextureSwitch2Textures/green1; DKSalvage/Parts/FStextureSwitch2Textures/Hot1; DKSalvage/Parts/FStextureSwitch2Textures/Texture But the odd thing is, I edited this on my install and had the missing textures appear on some parts but others still didn't have any alternative skins. The switch buttons are there, but they don't work. The FStextureSwitch2 module seems to be exactly the same in all the files apart from the objectnames, so I don't know where the problem might be. I saw no errors related to this in the logs either. Does anybody else have the same issue? I have a huge list of mods installed so it could just be my setup bugging out. I noticed there's a light grey texture in the pack that's left out of the list, why is that? I tried it too and it seems fine, fits well with the stock airplane parts. Also, would you consider adding a Tweakscale patch in the future? Would be convenient to have it included.
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I noticed the latest Rover Missions gave a validation error. Is 'ModuleWheel' obsolete? [LOG 03:59:40.314] [INFO] ContractConfigurator.ContractType: Loading CONTRACT_TYPE: 'RoverExplore' [ERR 03:59:40.326] ContractConfigurator.PartValidationFactory: CONTRACT_TYPE 'RoverExplore', PARAMETER 'PartValidation' of type 'PartValidation': A validation error occured while loading the key 'partModule' with value 'System.Collections.Generic.List`1[System.String]'. [EXC 03:59:40.328] ArgumentException: No PartModule class for 'ModuleWheel'. ContractConfigurator.Validation.ValidatePartModule (System.String name) System.Linq.Enumerable.All[String] (IEnumerable`1 source, System.Func`2 predicate) ContractConfigurator.PartValidationFactory+<>c.<Load>b__3_6 (System.Collections.Generic.List`1 x) ContractConfigurator.ConfigNodeUtil.ParseValue[List`1] (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, System.Collections.Generic.List`1 defaultValue, System.Func`2 validation) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1, Func`2) ContractConfigurator.PartValidationFactory:Load(ConfigNode) ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) ContractConfigurator.ContractType:Load(ConfigNode) ContractConfigurator.<LoadContractConfig>d__26:MoveNext() ContractConfigurator.ContractConfigurator:PSystemReady() EventVoid:Fire() <Start>c__Iterator77:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [WRN 03:59:40.364] ContractConfigurator.ContractType: Errors encountered while trying to load CONTRACT_TYPE 'RoverExplore' [LOG 03:59:40.367] [INFO] ContractConfigurator.ContractType: Loading CONTRACT_TYPE: 'RoverDeploy' [LOG 03:59:40.382] [INFO] ContractConfigurator.ContractType: Successfully loaded CONTRACT_TYPE 'RoverDeploy'
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Looks and sounds good! Maybe the rotor blur could kick in sooner and end later to further avoid the animation stuttering? There's a small error in the current version you may want to check out before the new release. According to the log the engine cfgs all have an invalid ignitionThreshold value: "0.1s". I guess the 's' shouldn't be there. Log snippet:
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