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SpaceCarmelo

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Everything posted by SpaceCarmelo

  1. Hi guys! I love KSP and i'm also a professional audio engineer, i mainly work with radio stations and recording studios for recording, editing/mixing and production for music and sounds. I always wanted to start practicing with videogames sound, i can program a very little (Kerboscript! seriously, i have some basics skills) and gaming is a very interesting market for audio guys. If you are a modder and have some free time because of the quarantine, are you interested in a collaboration? Some of my skills: Music Production, SFX manipulation and creation, Mixing, Editing, Algorithmic Audio Programming (Pure Data)..... and so on. Some Mod Ideas: BETTER STEREO: I noticed that ksp has not a good stereophonic management. In IVA and Mapview, when you "look right" the engine sound almost completely disappear on the left audio channel. That's not cool at all, have you ever experienced it? DATA SONORIZATION: Do you know these famous youtube videos named "NASA Planet sounds bla bla bla"? Well, maybe you also know that no recording engineers actually went on a Planet to make an album. These are not sound recordings, these are "space data" taken from Electrostatic Analyzers converted into sound, i'm not sure that conversion is 1:1 because human's audio range (and speakers audio range) is pretty limited, so many artistic choices can be done. That's called Data Sonorization, on example of this method of converting data to audio is SSTV sound (of course you know SSTV sound, thanks to Chatterer you spam it everytime you do science!) KSP is basically a folder full of spacey data.. any ideas? RADIOASTRONOMY SOUNDS AND INTERFERENCES: Setting up satellites is so damn cool and we love it, but what if we can make some Radio-oriented satellites that can catch sounds from outer space? Add your satellite a new set of Radio Antennas and point them to the deep space, with a map-style plugin you can find some interesting spots to analyze and find science! Lot of strange sounds included. STOCK-A-LIKE PLANETS AND MOON SOUNDS: KSP music is very good, but it would be cool to implement some custom music for every location. Immagine hearing a soft and desolating pad when you are stranded on the Mun, or some ancient choirs in the background while exploring Duna. That can give an incredible emotional impact on the players. AUDIO TOOLS: Using audio for many tasks in ksp could be useful: alarm sound if your ship is going to flip when boosting your first stage is an idea, we could set ringtones to every dangerous situation in ksp. Something similar to Kerbal Alarm Clock but more oriented to danger and resources and less to warping. (adding radioactivity sound when crossing a Kerbalism radiation belt.. and so on) Conclusion: I don't know much about modding and i'm interested in learning Unity Audio and FMOD. bye!
  2. Hi fellows, how do you use Kerboscript? Share in this post your favorite scripts. Here's mine: -I love Kos Prop Monitor. -I like to play with a lot of totally not-useful things that make me happy, like Modular Launchpad, i have a kos script just to animate the arms, activate the engines a few seconds before the launch, and printing random stuff on console before the actual launch. -I have a boot program that simply print random stuff. -I use Kerboscript A LOT for timewarping just before the node. -I have a lovely reentry program that open my chutes, inflate the airbag, drop the heatshield and stuff like this. -i'm a terrible programmer and Action Group Extended saved my life. Your turn!
  3. Hi, big fan of ASET PROPS Ivas, i'm playing a lot with mk1-2 pod iva, it's great and full of functions. I can't understand what are these switches for, can find them in ALCOR iva too: IMAGE any ideas?
  4. try GEA Lite as visual mod (it include scatterer and some other fancy things) and remove clouds configs. Works like a charm on my macbook i5 mid 2014, and i'm enjoying great visuals too (with also 40 mods) no clouds btw.. i'm playing 1.8.1
  5. problem solved: still no pod on Maunfacturers tabs, i simply moved the Mk1-2 folder from Squad/Parts/zDeprecated/ to Gamedata/Squad/Parts/Command
  6. dope! thanks! TESTED: IT WORKS! is there something better than running your scripts on tapes?
  7. That may be silly as i'm a totally modding noob. I love the design of the Kerbal Engineer ER7500 computer and i was wondering if is it possible to add to this part KOS functions. Any ideas? I love tape machines
  8. Hi kerbs I already know that mk1_2 pod is old school now since it was replaced around version 1.4 i think. When i was playin 1.5.1 there was a trick to obtain it by searchin on "manufacter" filter, i came back today on 1.8.1 after a long break and i can't find my pod in any filtered section. That was my favorite Aset Iva Btw i've seen a youtube video with someone playing with that on 1.9 Is there a different hack to play with mk1-2 pod on new ksp versions? Or any mod to get it back? I've seen a mod but was banned for copyright issues. Thanks! Bye
  9. Hi guys i stopped playin' ksp sometime ago because it was pretty hard to get up at 7 a.m. and go to work when you recovered Jeb's pod at 5 a.m. BUT because of covid-19 i lost my job! And i'm back here, ready to conquer space. I used to play a heavily modded 1.5.1 (around 40 mods) on my macbook pro retina mid 2014, it was not very stable i had several fps drops but it was playable at all. I would like to update to 1.8.1 since my favorite mods have now been updated, somewhere time ago i read that the newer version have almost a 50 percent CPU improvements What are your opinions? thanks! Space Carmelo
  10. Hi Sir Mortimer, first of all, congratulations for making one of the best mods that KSP have ever seen IMO. I want to inform that i recently encountered a bug with this mod, the "can't access building" bug with UI stuck, no access to VAB or other buildings, only the R&D and Astronaut Complex was clickable but with no chance to exit (exit button was stuck). I analyzed my whole 30+ modpack and encountered this problem with the last version of this mod (Kerbalism 3.2), both on 1.8 and 1.5.1, sadly i have no output log since i've been reinstalling the game a lot of times before noticing that was Kerbalism doing this, but i have a bugged persistent file that maybe can be useful. The bug came out while quicksaving on Duna orbit. https://mega.nz/#F!fdMhjYoL!lml06HcJydswpdz444jkPQ hope that this post was useful, sorry for no log, actually i have no problems with version 3.1 I'm playing on OSX, Bye!
  11. -We all love space control rooms full of engineers with ties that yells around, we don't we include it in ksp?- Carmelo Kerman Hi fellows, i love ksp and mods but i'm no good with mod making. I had a nice idea for a mod and i would be pleased to humbly share it with you, mod masters I love IVA mods with ASET/MOARdV props, free IVA and also KOS programming. I would love to have a mod that simulate a free-moving FPS ground station accessible from the KSC, in which you can control the missions remotely with aset props, cameras and KOS programming computers (Kos Prop Monitor style). Something like the Probe Control Room but more complex, with free moving and kerbal environment. There could be added some new assignable kerbals with "ground professions" like Programmer, Flight Engineer, Doctors and so on that need to stay in the control room to ensure a correct spaceflight. Some debuffs may appear , like no kos programming if a programmer is not hired, no Kerbal Engineer without a Flight Engineer in the control room and so on. Also, inspired by the "cold start" DCS World gameplay videos that populate youtube, it would be awesome to create more complicated launch sequences, with ground station having to check every status of the spacecraft, and obviously a nasa-style countdown clock. At last, in this scene it would be awesome to have a transparent window facing the launchpad so you can see the rocket launch from yet another prospective. An example of this mod could be to include in the ground station a "goal" for the mission ( like landing on duna) and a dV map on a computer that check the "success ratio" of the mission. Let me know if you like this idea, i would like to contribute if possible but i have no programming skills, my main occupation is audio engineering so i can easily make background music, tones and sfx for this (or others) mod. Thanks for the attention! Byee p.s. some images to take inspiration from:
  12. Hi everybody maybe this thread can seems a bit silly, i apologize if it does not match the forum rules. I was playing a heavily modded 1.5.1 version of the game on OSX, and during a Duna trip my game completely breaks on quicksaving while landing and provoking the "can't access building" bug. I was trying to fix the game, so i moved all my gamedata folder and some saves and ships on a backup folder on desktop. I reinstalled the game from steam and cleared all the files directly to have a clean reset, but i-don't-know-why the mods disappeared in my backup folder too. Luckly, in the fresh installation the "can't access building" bug is gone, and now i just have to re-download all my mods. It's not totally a disaster because i use to play scenario-style so my saves were not fundamentals, but my mods are because it took me a lot of time to create the "perfect" modpack the fits my gameplay. Now i have to manually download and reinstall all my mods, do you know if I can retrive a list of used mods from the savefiles? I post here my persistent file if is needed. https://mega.nz/#F!fdMhjYoL!lml06HcJydswpdz444jkPQ I know that is not necessary, i remember most of them, but it would save me a lot of time. Thanks! See you on Duna Orbit
  13. Hi everybody. I'm SpaceCarmelo! i'm a professional music/audio sound engineer, and big fan of ksp. I've never worked with a game because most of my work consists in delivering mp3 files to clients or post-prod engineers, i'm not able to program audio with codes and that kind of stuff. This is my skillset: -Music. I make music! -Sound Design, manipulation and creation of new sound effects for the game. -Post-Prod, i can modify and edit every kind of audio material. -Recording, i can record voices or any sort of audio source. -I have a lot of vintage synthetizers ready to go on space, even a soviet analog one. ( i can't write it in my professional CV, it's only for Kerbals ) So, feel free to pm for collaborations, or you can meet me floating around my Refueling Station in Duna orbit. Happy docking SpaceCarmelo
  14. Hi people! not sure that this is the best place for this thread, i apologise if i'm writing in the wrong place. I'm SpaceCarmelo, big fan of KSP and in love with the modding community, also professional sound engineer/designer. If you need any kind of audio related work for your new fresh mod, just PM me in this forum. I would really love to contribute to the KSP world for free thanks!
  15. Hi everybody. First of all, i love this mod, i can't wait to make it work so i can call my friends for a full-nerd control room party. But, i have a little bug; I'm running KSP 1.5.1. with Making History Expansion, when i install the mod (i tried different versions ) i can see the new antennas in the editor and i'm able to place them on my vessel, but if i start the game i can't create the link because the "create link button" is missing and i have no connection from the debug window (as mentioned in the user guide). What kind of problem is it? Firewall? Mod dependencies? I'm using a lot of mod (ASET, PropMonitor, Coatl, KerbalEngineer, Kis, Kos, Kas etc...) Thanks for the attention, let me know if you need screens or debug files. Carmelo
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