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Everything posted by SpaceCarmelo
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this is amazing! KSP IVA players totally missed a Retro Soyuz! Many, many thanks. Your contribution to Retro IVAS is great and highly appreciated! i don't have a KSP build with me right now since im buying a new pc but.. kOS is supported in the KV2?
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I'm obsessed with Aerial Reconnaissance in this period and i'm building a game mode based on bdarmory called Kold War. Kold War is mission based, some sort of tribute to early 2000 combat flight sims like Il2. Your mission is to get to the enemy base, escape from rockets and take some cool pics. Obviously a terrible recreation of the SR71 is included! I made yesterday a training mission over the Island Airfield, and planning new stuff like night mission, space missions and so on.
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Hi guys, i'm working on a 10-mission-scenario based on kerbin lko with some cold war vibe, i would like to make some sort of total conversion mod for my ksp build. Basically, i would love to have a version of ksp with custom loading screen and background image and that gives access only to a list of 10 mission (or saves) when loaded. I want to do it just for fun, also playing my own soundtrack would be good! I just need to load the game, display a custom menu when you can pick 10 mission from a list, that's all. I have some basic programming skills but i don't know where to start to mod this kind of thing, looking for modding tutorials i've seen lot of things based on new parts modeling but that's not what i'm looking for. Any tips? Thanks!
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I just realized that with the proper software i can convert any midi signal into my mac keystrokes. I use MidiStrokes for this, there are a lot of alternatives for win too. Now, i also realize that my midi sequencer records midi signals, and i can record keystrokes with that. Do you want a video tutorial for that?
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[1.7.x]ASET IVA for Making History Pods
SpaceCarmelo replied to HonkHogan's topic in KSP1 Mod Releases
finally! Thanks a lot for this! I was playing some soyuz replicas and i really missed the IVAs on these -
Mod Idea: Realistic Power Management
SpaceCarmelo replied to SpaceCarmelo's topic in KSP1 Mods Discussions
Thanks! Happy to share this Cables would be awesome, they could act like a 2d object to get things easy and bug-friendly, think something like redstone in minecraft, so you can give the circuit the shape you desire. -
Hi guys! I know that posting a Mod Idea may sound silly since i should do it on my own, but i'm not that good in programming so i would like to just share my idea, if a modder is interested in this project i would be pleased to collaborate on many aspects that can fit my skills. What is KSP missing at the moment? You know the answer! Yet another mod that makes the game stupidly harder and makes you spend your entire life planning your next launch. I like IRL electronics but i don't really love the power management in KSP: something nerd is missing there, i would love to see more scientific values in my VAB planners like volts, busses, transformer, and a lot of electronic stuff! I like the mod AmpYear Manager but is not what i'm looking for. The aim of this mod is to add new values to the electronics components in the VAB and force the player to study how to power the spaceship, you can't anymore just place some batteries and everything would be instantly powered up. You need power management. Let's make some examples: You have a basic satellite probe, with a Probe Core, 2 panels, 1 battery, a Mystery Goo and a 2HOT! Thermometer. Firstly, you have to check the values for your devices and then you need to program the current flow. Let's say that the Probe Core needs a stable 30v to stay alive, the Mystery Goo 12v and the 2HOT! just 3v. If you connect your elements directly to the battery from a dedicated mod GUI, your components will get fried instantly (boom! included) since the battery output is 220V. You need some power management there! Let's say we add a new part called "PSU" (power supply units) with different settings that can take current from the battery and run different voltages, at this point you could simply take a multi-channel PSU with 3 outputs and route the current on your specific parts with the correct voltage to avoid booming. Bigger PSU means more space but more channels, but you can also link different PSU together via busses, on large spaceship with a lot of things to power, you would have a master big PSU powering smaller dedicated PSUs for every system (a PSU for science, a PSU for attitude control, a PSU for vital support and so on..). At this point, you would have a number of power busses that you can toggle on and off to maintain the stability. What do you think about this idea? I could plan the mod with realistic values and collaborate to make this possible. Let me know!
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mmh for rockets you can use Modular Launchpad, you have some objects like Fuel Arm that actually refuels your tank when activated. You can write a Kos script for that if you like roleplay. Like in real life, you can load your rocket with no fuel and wait for the refueling before launch. If you wished to land with an airplane and refuel there, well you can make a refueling vehicle and script it to go near your aircraft when landed, then use some KAS joint objects to attach your plane to the refueling truck
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So proud to announce you that after 4 years of playing ksp i actually docked and randevouz manually for the first time without using mechjeb. And i did it in IVA!! "How?" you may ask. I just watched a 10 minutes "how to randevouz and dock for dummies" on youtube. The liftoff sequence was automated by KOS, thanks to the ACFEL flight recording system i wrote in Kerboscript. Check out my post about it in Addons Discussion. The Almaz Station had a trouble with his antennas so i sent jeb there with a Soyuz clone to fix it up. Now that i learn how to dock i'm gonna try a Shuttle-MIR program! Bye!!
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Are you tired of writing on paper your flight data when testing a rocket, in order to write a kos program for auto-liftoff later? I was tired too! That's why i invented my own software. Let me introduce you ACFEL! Automatic Check For Experimental Liftoff! If you are a n00b like me, probably you used to build an experimental rocket, flight it to Kerbin orbit, write down on paper at what altitude you where pitching your nose, and then trying to reproduce your flight it with KOS with more or less Kerbal-Style results. But with this simple program you can finally take some snapshots of your liftoff in order to check your data later and write your liftoff program with no stress! (edit: some stress included when you forget "." at the end of a line ) Simply run ACFEL on your KOS CPU and spam Action Group 4 everytime you do something significant in your liftoff, ACFEL will print several .csv files containing altitude, apoapsis, throttle, pitch and all the informations you need when testing a rocket. Then simply push your .csv on Github and make a Google Sheet document that takes data from the Github links (using the =IMPORTDATA("link") function on Google Sheets) and Hey! Look at that, that's your flight! Finally recorded. Hint#1: use ACFEL inside a folder since your .csv files will be exported in the same directory where the ACFEL.ks program is located! Hint#2: Google Sheets sometimes is buggy when gathering data from github, simply delete and paste the =IMPORTDATA function to make it update! Hint#3: Make graphics on Google Sheets and act like you're a NASA engineer! TODO: Make an autopilot script that takes data from ACFEL! Script is here:
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Came back after a month, i'm preparing a gemini trip to the Mun for a scripted rover delivery! Love this Gemini iva by LonesomeRobot!
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always check check CHECK CHECK CHECK!!
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They say it's no good to have a launch without checklists. I play ksp ground-control-style multiplayer via kos and telnet, i have a scheduled duna test launch for this evening
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Hi guys, what do you think about this design? It's meant to be used Apollo-style with the lander going on the surface and docking back on the mothership. Total dV: 8,233 I would like to aerebrake to save up some fuel entering Duna Orbit. But i never did it before. I'm so bad in making graphics but Kronal Vessel Viewer is so dope. The launch stage brings the payload on LKO pretty easily. Its basically 2 Stages, Solid Boosters and Mamooth. Mamooth firing from the launch too. The lander is meant to be small and light, no science there. Tested: can land with chutes only and get back on Duna orbit around 80km. I'm using Deepfreeze module to..... survive Kerbalism! I have almost 60 days of total life support to do science and manual flight operations. All modules have 100% shielding. The service bay module has a lot of KOS computers (i play multiplayer with a friends who connects thru Kos terminal and play as mission control), life support and science. As Apollo teaches: mothership docks the lander, not viceversa. i'm not totally satisfied of the mothership, i could do better, but this one seems working. it gives me 4000 km/s dv from LKO, seems enough for the travel, isn't it? Thanks!
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Can i post my music works? (space music, obviously!)
SpaceCarmelo replied to SpaceCarmelo's topic in The Lounge
thanks! -
Can i post my music works? (space music, obviously!)
SpaceCarmelo replied to SpaceCarmelo's topic in The Lounge
there you go! https://www.youtube.com/watch?v=1Dq-izYMmjw -
Hi people! I make some music, electronic beats deeply inspired by the golden age of space, and by ksp can i post them here in the lounge? Or is it spam? Thanks!
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Orbiting on MOLE with some graphics tweaking. GEA Lite + KS3P + M.O.L.E. Mod
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ASET PROPS: What are these switches for?
SpaceCarmelo replied to SpaceCarmelo's topic in KSP1 Mods Discussions
thanks for the reply. Any ideas con how configure these switches to action groups, using Action Group Extended or Kerboscript? (I'm playing 1.8.1) It would be awesome, adding more and more switches to.. .switch on and off (i actually already switch them randomly during my gameplays.. kerbals loves switches) It would be cool to know what they do in real life too -
Why Kerboscript Makes you Happy.
SpaceCarmelo replied to SpaceCarmelo's topic in KSP1 Mods Discussions
thanks, now i'm learning faster -
i think Soundtrack Editor is already out there: LINK
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Why Kerboscript Makes you Happy.
SpaceCarmelo replied to SpaceCarmelo's topic in KSP1 Mods Discussions
just a matter of practice (and ship crashing)! my script to send probes in orbit automatically works quite good now -
check out my mod ideas in the main thread, there are just sketches. i'm open to every collaboration so if you're working on a mod and want some custom music, hit me up. At this moment i'm not actually requesting mods, i would prefer to collaborate to other modder's work to achieve some experience in gaming and modding as audio designer
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it would be a honour to collaborate with the master