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KSP2 Release Notes
Everything posted by XLjedi
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Which vessel is it? ...all of them? I think in one of the updates they adjusted a docking node or something and I may still have access to the old part name, but if you only installed recently you may not have the older version of the part. I will go thru and see if I can locate which craft might have the deprecated ports. ...but if there is one you'd like me to look at first, let me know.
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My helipad looks like this right now... for some reason? As for my craft, which one gives the unknown details message? ...and what version of the game are you running? I only recently updated my two helos for the latest 1.10.1 version. The aerodynamics must've been tweaked a bit for 1.10.1. I was getting a slight roll to the left on my smaller helo that I had to counter with a bit of elevator trim, and the top speed seems to have improved by 5 m/s. Could be the higher speed caused roll to become evident that I didn't see previously.
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The "H" and yellow markings on my Admin Building helipad are missing now. The VAB helipads appear to be fine. Anyone else notice this? ...or is it just a glitch in my install?
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You are a scholar and a gentle-kerbal.
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Half?
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Decided to try a little alchemy with Opus Magnum. I do kinda like the Zachtronics logic games.
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Wow... I had to read all the way to the bottom of that HUGE list of bugfixes to see this one: Fix lock/unlock of robotic parts not working when fired from an action group. Does this mean you also fixed the docking ports not docking or undocking via action group when both ports are on the same ship? I have a feeling custom doors and ramps are still not viable. ...but will be the first thing I test. Edit: nope, docking port bug is still there. That's a shame...
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LOL... so the game that "was never going to go on sale" is currently "on sale" for the big Steam Summer Sale event! Forever RimWorld has listed at $29.99 along with the comment it will never go on sale. For the Summer Sale RimWorld is actually on sale! for 10% off! woohoo... Hey wait a minute! they raised the base price by 5 bucks! I can now get RimWorld with a 10% discount "on sale" for $31.49, YAY ME! (gee, thanks Steam Summer Sale)
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They are pretty consistent in that everything is 0-1 and then you apply the conversions you want. RGB colors are even 0-1 and you just divide by 255 to make it work for instance.
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Microcontrollers are surprisingly easy and intuitive... one of the best features of the game I think! Just start with a simple one that accepts a number value input (like a throttle value) multiply it by 2 and output to the resulting value. From there, you should be able to build logic for an automatic transmission for your cart! (I'm almost not kidding either)
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The engine ran though, I'd call that a successful test! My sub is using a voodoo-tech turbine underwater... Shhhh, don't tell anyone though, I don't want the devs going and patching-up something that works better than it should. Not unlike the stupid patch they did to the Wheesleys in KSP that destroyed my subs reverse thrust capability.
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@Cavscout74 Ahhh, I see you're getting the hang of it! Pretty soon we'll be doing rescue missions in multiplayer. I spent most of the day today designing a giant airlock cargo door for the top of my sub. I posted an example of it in the workshop, it turned out pretty cool!
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I'd start with a nice little boat. I have an old Guide that I posted for an advanced boat that I build about a year or two ago... Just look me up on steam or search the Guide area for my "Applied Advanced Tech Design Theory" guide and the Jupiter Sport starter boat. I also have links to a half-dozen or so microcontrollers I built for it that you might find interesting. There have been so many updates, I'm not even sure if the boat runs. BUT, a lot of the fundamental things I talk about in that guide are still very relevant. Electrical wiring, basic engine configuration, and a number of very useful microcontrollers. Also, look for youtube tutorials by Mr. NJersey. I've been trying to knock out one or two systems a day on the Nautilus. Now that I have an airtight hull, the next task was to create a way to enter the thing. So the dive chamber was completed yesterday with auto lockout features and a pump system that activates automatically when water is detected in the chamber. Today, it's going to be the forward Bow Thruster Engine Room and associated microcontrollers for 6-DOF throttle control. I have at least another dozen systems on the drawing board. It's going to be a work in progress for quite a while.
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They are stock if you have the Breaking Ground DLC. Some refer to them as "Stock+"
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I'm back on Stormworks now... Working on a build of the Nautilus. I do enjoy the more detailed building of engine systems, interiors, doors, control panels, fuel tanks, pumps, etc. Since we have pipes, pumps, flow valves, etc. You can build submarines with working ballast tanks. If you haven't heard of it before, Stormworks is definitely worth a look! You don't just add jet engines in this game... you put together the 5 or 6 parts in the configuration you need for the type of jet you want for your craft. So you can have rotating vectored exhaust for VTOL or straight exhaust system for conventional jets. They have treads and skis for snow vehicles so tanks and snowmobiles are a thing. You can program HUD displays. For my sub I plan on having a map room with a functional GPS system, that plots radar and sonar contacts on a moving map display. I'm also working on a pipe organ for Nemo, that will play Bach's music when you walk into the parlor area. Once I finish the sub, I may transform one of the island submarine bases into Volcania Island. They have a Megaladon that will attack your ships... but I may have to post a request for a Giant Squid now.
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Hello @Nate Simpson Nice to see you here. Welcome ...and I look forward to your ongoing updates!
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He still seems to think a CW and CCW motor spinning in opposite directions induces yaw. The motors themselves have nothing to do with it. Mount two of them without blades and spin them to your hearts content, they don't influence yaw. Those vectors are not thrust indicators. Why they even chose to display them along with aerodynamic forces boggles the mind, but that's a different story. I do understand his confusion though; I thought the same thing when I first saw them and was trying to diagnose some instability in a multiengine design. It's the blades/rotors that go unstable when deployed at a decent angle for thrust. ...but you can still build perfectly functional twin engine craft. The instability only becomes noticeable on the outside edge of their top-end performance envelope.
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Star Citizen, the most expensive vaporware in the history of vaporware.
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Cool... let me know if you need someone to test a level! I'm still trying to knock down the logic for several building blocks that I know I will need before I can really get started on anything. Baby steps!
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I would maybe back you up a step or three and ask, "Are you familiar at all with game development in the Unity engine?" If not, I think a valid suggestion would be to start by downloading Unity and setting up your C# script editor with appropriate Unity Debug extensions. Now is REALLY a great time to get started in Unity because (due to COVID) Unity is allowing free access to certain premium tutorial/learning tools that normally would cost you $40/month. Not to mention, we're all a bit homebound anyway so what else are you going to do with your time? Then spend a day or two working through the tutorial game examples... and allow yourself some exploration to branch off into areas of interest and maybe make yourself a simple little game like Asteroids or Pac Man or something. In the process you'll come across more than one tutorial video on "Getting started with C# Scripting" and after watching several other videos on various other Unity development areas of interest to you... ask a few questions, search out some answers for stuff like: "How do I make my player follow a mouse pointer?" and so forth... it will begin to make sense. With that experience under your belt, THEN you can come back to this thread and the C# scripting notes above will make perfect sense. I would budget yourself at least a week or two for this. As it turns out, I'm about my second week into this process and would be happy to provide tips on how to get your copy of Unity up and running with a C# scripting editor and various tools. I'm cheap, so naturally all of my tool choices and extensions are freebies, but I don't feel hampered by that at all. The tools I have to work with are excellent!
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It isn't perfect, but that is just NOT a true statement. I have well documented and flight tested propeller/rotor craft that fly very reliably in the world of Kerbal. They are very mission capable and very reliable. I have links to them in my signature, well over a thousand downloads... I send them on missions, they work wonderfully! My rescue missions are often more fun than the missions that resulted in the need for a rescue. State any mission goal/objective you have in mind for a prop or rotorcraft in KSP and I will post a video of my craft completing it. It would be fun to have some more rescue mission challenges! So what do you have in mind? However, I did not view the update that added cyclic control for rotorcraft to be an improvement. It was more a novelty (if anything) and seemed to take away from performance while adding a bit of instability under certain situations.
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I found out that through June, the premium level tutorials for Unity are all free. (normally like $40 a month) ...and so begins my new game development career! I was 1/2 the way there though... I already know GIMP and Blender fairly well. Now I just need some decent free sound synth software and to make sense of this C# scripting. I went with Visual Studio Code as my free C# script editor so got that installed with Unity a few days ago. I figure by the end of the month I should be releasing my first blockbuster. Yesterday's learning topics included destructible 3D objects (Cell Fracture is a very cool and free Blender addon), and limiting the firing range of lasers. Today I need to look at scrollable and 2D tile maps. OH, and skyboxes!
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1 actual career, several sandboxes depending on the design goals. I see no reason to play a Science game, and the actual gameplay version I'd like to play is not available.
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@michaelbezos1 @Redacted After much discussion, debate, and testing the rotational vectors... I have accepted the conclusion that there is no forward or reverse thrust associated with the green vectors that indicate motor rotation. You can read all about it, and review the "unwanted yaw" test craft and associated explanations: https://bugs.kerbalspaceprogram.com/issues/25120 I have single and multi-engine craft that seem to do fine... https://kerbalx.com/XLjedi/P-39-Scorpion Your prop planes may fly like poopy, but it's not related to those rotational vectors. More likely, it has to do with counter-rotating engines that are "torquey" and the actual engine part the blades are attached to being "rubbery". The rotor blades on coaxial helos can actually bend and touch now when flown at high forward speeds (I don't care to argue the RL validity of KSP helo designs). And at top speeds, a multi-engine can get on marbles a bit if the SAS is disengaged. The lack of rigidity in the robotics parts in general is a real problem. Combine that with the lift vector position changing from centered to off-center in a 1.8 or 1.9 update and you get a dual engine platform that goes squirrely at high speeds if SAS is not engaged to tame it. I believe the problem was introduced when @Squad included cycle control options for rotors. Which really provided no ultimate improvement in craft stability with helos, but did seem to make things a bit more unstable overall. ...and propeller craft (single or multi-engine) lost some of their top-end speed in the process. It was not really a good update.
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I finished it a few days ago... I was disappointed by a few things. 1) the energy weapons are not the same, rather sucky actually (Assault Rifle is the alpha weapon) 2) they removed the firing selection for "burn a clip" (they kept burst and single fire) 3) a lot of very foul language and adult themes that I did not remember from the original Otherwise, it was very good and I could recommend the game to anyone... except for maybe elementary school age kids.