vossiewulf
Members-
Posts
805 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by vossiewulf
-
Allegedly getting close to being in a position (by that I mean my exploded desktop has been resurrected) to do some modeling again, we'll see. Actually we should tell Nertea we found a huge gap in his NFT series: Near Future Launchpads! Series incomplete without it!
-
Welcome. Only sorry it's stone knives and bearskins, this really does deserve a mod but you're totally saturated, and I haven't even looked at a KSP modding doc and really can't manage it for now... so what poor bastar.... friendly modder person can we talk into this? Spiffy would be: It's an upgrade to KSC with a two levels so you have to work a bit for it At level 1 we get only a single choice with two towers, front and back, no tracking on lights. At each level we have RGB sliders global slider brightness slider on/off button radio button to just have the lights come on for launch to launch +Xm. At level 2 we get: At least two, preferably three tower look options - US and RU '70s would be good, and something more modern For each light source (assume minimum 4 like my layout) RGB/Brightness Tracking - (not sure how tricky this is) - the lights can track the launch vehicle up to say 1000m. KSP Unity lights don't seem to have much in the way of attenuation of any kind, I've lit up all of Minmus with a couple spotlights, so no changes to lights needed. Variant behaviors (for amusement's sake) - lights spinning randomly around the pad until engines light up and then they lock on the vehicle, flashing, strobing, randomly changing colors, etc. Preferably- towers have some animation as the players arrive at the pad, with lights turning on and deploying and focusing on the pad. DISCO BALLS MUST BE INCORPORATED INTO THIS MOD Oh one more - there should be a radio button option to override KSP music with the Rocky Theme for every launch.
-
Thanks! Will grab it although the lights are likely to remain on for the launchpad, that sounds right handy for other purposes. BTW, the Light Rover is kinda a prima donna, already making noises about minimum closeup camera time and... oh for god's sake he's managed to get a rider. Better lock him down with NO phone or internet access before he gets a crew/posse/entourage! Translation: please let me know when you release it
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
vossiewulf replied to Angelo Kerman's topic in KSP1 Mod Releases
Here's a reproducible issue- load a save with a Kerbal on the Mun having a Casa deflated on his back. It's pretty spectacular, although I figured out how to save him with the rocket pack. Or I may not have and it was pure random luck. But Mitidin is definitely looking a bit more addled than even usual.- 3,519 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
vossiewulf replied to Angelo Kerman's topic in KSP1 Mod Releases
I have two engineers trying to inflate a Ponderosa on the Mun getting that. I will try with a scientist for the hell of it but the error message seems to indicate the skill array you want to check against is unset/empty. ... and yep Scientist works for the Ponderosa. Odd but not tragic as we still got it inflated. So heads up for folks until Angel fixes it, take a scientist with you Additional info, it's not just the Ponderosa, none of the modules can be inflated by the two engineers I have on scene. So the process of building a base for the moment is an Engineer/Scientist team, Engineer does all the work and positions and attaches the module, and then the Scientist just pushes the Inflate button, as our Engineers have a temporary Inflate-button phobia.- 3,519 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
Got it. I made a KerbalX account and uploaded the basic LightRover there. I used two light angles as described on that page, one for the side rovers and a different one for the front and rear ones, so to match my results anyone using this will need to make that second version from this. And I just leave mine on 24/7, since the lights never run down at night. They're visible in the daytime also, making your launch vehicle a bit more shiny-looking. I like that, and I hope others do too because the only way to turn them on and off is to fly each one of them (which you can thankfully do right from the space center), which is a bit of a pain to do every day.
-
Sure. Where? I'm a fully qualified modeler/texture artist/coder but for the time being do not have realistic bandwidth to tool myself up for modding KSP, so all I can do for now is pass on some ideas and hopefully someone will pick them up. Or maybe I will later if no one does. A very easy solution would be including (maybe further polished) Packrat lighting rovers to one of your 137 mods. Cool solution would be multiple choices of dedicated light towers, rainbow colors if someone wants them, and three sizes of disco balls that sit on launch towers and spin for no reason. And best would be to have them be optional upgrades to the launchpad so you have to work to get your lights.
-
LF suggestions/help on new plane part concept
vossiewulf replied to Avalon877's topic in KSP1 Mods Discussions
Thank you for fixing the nose cone, the first version was a nice, clean, elegant mesh with a nose cone that looked like it had been physically hammered on The design is really nice and will provide yet more cool spaceplanes, Johnny Quest would be totally pumped. Another awesome cockpit/wing that's needed:- 42 replies
-
- space plane
- help
-
(and 2 more)
Tagged with:
-
I've been surprised there isn't more than one mod for this purpose- I just googled again, didn't see anything. But amusingly I found a guy from last year using almost the identical solution to me and asking the same question, why isn't there a launchpad mod with multiple lighting options that has our cool launch vehicles looking like proper massively-floodlit Apollo launches? Considering there are mods for like growing evil mutant carrots in the R&D facility, it seems something of an oversight. This was my fancy solution - four Packrat rovers with batteries + solar + bank of spotlights, arranged around the pad with the side ones aiming low and the front and rear ones aiming high. It works reasonably well, and they have enough batteries to never turn off so until a better solution comes along they're parked there for the duration. Here's YT video of a guy doing almost exactly the same thing. Anyway, I think that would be a widely-used mod if done well so like the lights are smart enough to alter aim depending on height of launch vehicle, full range of rainbow colors because why not, possibly even disco ball lights. Yes, disco ball lights should be a requirement.
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
vossiewulf replied to Angelo Kerman's topic in KSP1 Mod Releases
*sigh*- 3,519 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
vossiewulf replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks. Wish I had seen that, very good documentation If I wasn't missing it, please add that to your first message, I'm sure it will help someone else like me and they won't come asking questions.- 3,519 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
vossiewulf replied to Angelo Kerman's topic in KSP1 Mod Releases
I have it telling me I need 600 Equipment. I watched the whole KSP Mods review and thought I was paying attention, and read what is there on the parts, I didn't see any mention of needing Equipment. Is Pathfinder designed for MKS only and I missed that? If not, is there documentation explaining these features? I just looked on the first page again and still not seeing anything there, and I also check KSPedia.- 3,519 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
[1.11] RemoteTech v1.9.9 [2020-12-19]
vossiewulf replied to tomek.piotrowski's topic in KSP1 Mod Releases
@garwel and @danielboro, thanks for pointing me to kOS At some point I had seen it in passing, but got the impression it wasn't nearly cooked yet and put it on mental ignore unless I saw some major announcement. I was just looking through the documentation you sent me to, and white it's not totally cooked, it's at least medium cooked or seems to be to me and I will definitely have fun playing with that. Although I'll be fine with the code, what would be extremely cool is someone turning them into little action and logic blocks that anyone can string together. The list of functions and available comparators and types is very finite, enough so for a GUI interface to work, and it would be extremely spiffy if there was an AI system accessible to everyone, not just coders. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
vossiewulf replied to tomek.piotrowski's topic in KSP1 Mod Releases
Oops. Maybe I won't be trying it soon. Actually I've been thinking of restarting even though I'm just about to complete the tech tree; I've been installing mods as I went along, my contracts are pretty screwed up, and being a fist career everything about the progress was kinda messy and could have been done much better. Also about to get my dev desktop back online and won't be stuck using this 3d card but only 8Gb RAM laptop anymore, and will be switching over to one of the graphics enhancement suites at the same time. Also, thanks for the info about scripting, I will go look at kOS, that sounds interesting. I think some of the people involved with the real thing would say heck, riding along with the thing during landing makes it easy, try automating the whole sequence because you're eleventy gillion miles away. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
vossiewulf replied to tomek.piotrowski's topic in KSP1 Mod Releases
Ok, I don't remember doing that but if I'd seen a choice saying that in the difficulty settings I'd probably click it as it's requiring basic reality. Thanks KM, I was scratching my head over that one. That said I'm still going to install RT and give it a spin, I've read people in more than one place saying they'd sell their mothers to a family of hungry grizzlies before giving it up, so it must be doing some very interesting things. I'm not sure on the signal delay, I'll have to see how that works as unless I'm missing something else I don't see any provision for AI in probe cores. At first thought that would seem to be a requirement to make it work correctly, our RL probes know how to fly themselves all the way to landing, performing all the required tasks along the way and totally unpacking and making themselves functional when they land. If there was scriptable AI for probe cores, signal delay would be a really interesting challenge. I'll still probably try it though, it's clearly very popular and things aren't popular without reason. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
vossiewulf replied to tomek.piotrowski's topic in KSP1 Mod Releases
It's annoying when you KNOW the question you're going to ask is stupid, but digging around this thread isn't showing me the blindingly obvious thing that must be so blindingly obvious that it's blinded me to its obviosity. And that is I don't understand that statement because I've never installed RT and yet I've never been able to control unmanned vessels without an active connection to KSC or they go ballistic, and I've had to rerun missions several times where I either forgot an antenna or more likely didn't remember to extend it. I watched the video and I can see it does more than just require connections with the realistic signal delay, that's interesting and cool, but I'm still not getting why the connection required is mentioned as the primary feature when I seem to already have that in a stock game. I even checked to see if I'd installed RT without remembering but nope, not as far as I can see. And yet I've already put up relay satellites at the Mun, Minmus, and two at Kerbin to ensure I always have signals to control probes and to not get stuck being unable to transmit science. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
vossiewulf replied to K.Yeon's topic in KSP1 Mod Releases
Yeah I started just after 1.3 so I still haven't had a chance to try FAR, it's the only major game-changing one I'd like to try that isn't 1.3 sadly. Since I don't have enough brain space to keep track of OPT part attribution, if I offer praise for people who are gone just psychically redirect it their direction and have a good day anyway -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
vossiewulf replied to K.Yeon's topic in KSP1 Mod Releases
Does the standard model take airfoil thickness into account? If so, then some of the wing/winglet drag is justified since they have comparatively thick airfoils everywhere. In fact while mentioning all the good about the parts' design, that might be the one weakness - the airfoils are much thicker than you'd want to use for anything intended to go mach 5+ in the atmosphere, and the leading edges in particular should be much thinner and sharper. Every time I noodle around with them I wish that the KSP had a non-uniform scale option so I could fix it The "math" up above was the short version of "drag coefficient". From what you're saying it sounds like drag coefficient = size of cube, which is an interesting way to visualize it. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
vossiewulf replied to K.Yeon's topic in KSP1 Mod Releases
Oh, while I'm at it, the J-92 Nebula is the single coolest and most creative engine I've tried, and at this point there can't be not too many that exist for 1.3 that I haven't tried. All it says is something happens when you hit the right speed/alt range, and when it woke up at 12.5k and then went full psycho-monkey at 14k I was alternately laughing and yelling YEEEHAAAA!!!. Very entertaining engine to use, creative design, and you've constrained its excessive power in a way that it's only good for what you intended it to do and it's not otherwise unbalanced. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
vossiewulf replied to K.Yeon's topic in KSP1 Mod Releases
First, OPT better than any other mod I have provides such a complete range of parts that there is a nearly limitless range of cool-looking spaceplanes in there. And that one you just made is one of them However I have noticed the drag problem, it seems like almost everything OPT seems to have higher than expected drag. Trying some of the winglets as wings on atmosphere-only aircraft shows them to be consistently slower with the OPT winglets of similar wing area to a wing made of standard parts. It seems to me like you could do a 10%-15% Cd reduction across the board and they'd be more in line with other parts. But I'm hardly knowledgeable in the KSP atmospheric flight model and it's probably more complicated than that. -
LG, as everyone else is saying, thank you very much for keeping this alive, it's a very cool and useful mod. One thing I noticed is that of the sensor/detector trigger units, all have a scale slider except the Comm-Pro, EC Level, and Resource Level sensors. It's a minor thing and considering your mod support load I normally wouldn't bring it up but I'm pretty sure this is a straightforward and easy fix that won't take much time. And the reason is that the 100% size units are pretty big, I like to leave them at 100% until I have everything working and then move them to 50% so big orange boxes aren't sticking out all over. At 50% they are reasonably clean and look much more like they belong on the rocket at that scale. But of course no one's life depends on it and I'll still be happy with it and thankful you're supporting it even if you don't get around to fixing that.
-
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
vossiewulf replied to K.Yeon's topic in KSP1 Mod Releases
Intake management is off by default? Geez why the hell did I do that without even knowing what it does or have any real way to tell what it's doing? Genius. I guess I was on a roll and decided to tell him to prevent flameouts for no reason also? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
vossiewulf replied to K.Yeon's topic in KSP1 Mod Releases
Actually I'm not sure how you could design an intake door that wouldn't significantly reduce drag unless your engineer's name was Perverse Q Obtuseguy, put a cap over the intake of a HBP turbofan and whee big drop in drag. Small drop in thrust also that could be problematic, but hey, less drag. Typical ramp-type fighter intakes with doors swinging down, same thing, much less drag. But that's off subject, apparently doesn't work that way now so you're right, if no FOD damage either, doors are pointless. Second Mechjeb issue: he turns off the rockets when he thinks he needs to be at idle to keep the jets from failing. So you ALSO need to disable Prevent Jet Flameout on the MJ utilities page, or shortly after starting them, your rockets will suddenly shut down with no explanation and you'll be on the back side of the curve before you figure out what the problem is. That's an extremely odd default setting (at least I don't see why I would have enabled that) as it would do this to any spaceplane. Should also request Jeb prints a running status like he does when one of the autopilots is enabled. If he said yo boss, I shut down all the engines because I have to keep the jets running it would have helped fix the problem a bit more quickly. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
vossiewulf replied to K.Yeon's topic in KSP1 Mod Releases
You think it's a part issue and not just interaction with the MJ functional code? When jets require air and intakes slam closed, the exact opposite of that desired, like I said that sounds like events are being fired and received but someone is crossing the streams. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
vossiewulf replied to K.Yeon's topic in KSP1 Mod Releases
1) Reproducible with a single MJ unit. As mentioned I'm using the basic unit, I don't have the pod version you get late, so I don't know if the units themselves behave differently in this respect. 2) You were right, it's the intake management. Disable intake management and we have a flyable plane again. Wonder why it's slamming the intakes? Interestingly in this state the "prevent jet flameout" utility is active, so it's aware at some level that the jets on this vessel don't have enough air, and yet it has the air intakes closed. Actually that sounds more like someone is firing the wrong event or the listener logic is wrong. Thanks, I can now use MJ on my giant spaceplane. However I'm pretty sure this affects all the OPT planes, not just the K, think I had it happen to me on a J but I thought I was having an intake air problem. And if that's the case, how did no one notice? They all fly their 300 ton spaceplanes in pure manual station rendezvous and dockings?