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KawaiiLucy

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Posts posted by KawaiiLucy

  1. On 3/5/2024 at 5:27 AM, JadeOfMaar said:

    Run and scream in fear! :ph34r: I'm about to drop an update and mess with your craft files again!

    1. These...
      Are finally being cleaned of their krakenbait.
      X8J2oYa.png
       
    2. CryoTanks seal of approval
      All parts' dry masses have been tuned. Anything that holds fuel should weigh appropriately less.  I've seen 2 or 3 parts drop weight by factors of 10 and 20!
       
    3. Engine types
      I've changed these. Again. :ph34r:
    • The Dark Drive is now an Antimatter type. Dark Goo and Dark Science are gone.
    • Warpjets are Pulsed Inductive Thruster type (but still run on IntakeAtm and still have great thrust), single-mode only and may rely on the NF Propulsion function for PIT engines tweakable Isp with constant thrust. The previous B9-powered Isp selector is gone now.
    • Any SCOOP engines no longer are. No more hybrid-plasma business.
    • Some engines have become thermal nozzle type, namely the 3.75m Helicarrier engine and the ARI-73.
    • Some air-breathing engines will run LFO+IntakeAtm (but be no less efficient) in order to remain useful in unbreathable atmosphere while simplifying fuel switch options.
    • The J-61 will be changed to scramjet only (will only function between Mach 4 and 12) or shcramjet (Mach 4 to any. Its appearance lends itself well to this). The reason for this change being that the J-60 (a long engine) exists to fill the role of all-range air-breathing engine but the J-61 makes it and the HAE-02 (short turboramjet engine) pointless.
    • LFO engines will be (or already are) properly compatible with cryofuel switching via Rational Resources Jet Family.
    • The optional extra configs: Less Handwavium, Zero Handwavium, CryoEngines should no longer be necessary.

    Where can I find the gud stuff? The links from the first post sends me to SpaceDock, where the last update was in 2021 :D

  2. On 3/29/2024 at 5:28 PM, Zyfle said:

    Whenever I try to install OPMVO it causes all of the atmospheric scattering to vanish. Is there any way to fix that?

    Here's the log file that appears from just trying to load the main menu if it helps at all

      Reveal hidden contents

    [LOG 21:49:45.787] [Scatterer][Debug] Core setup done
    [LOG 21:49:46.039] [UIApp] Adding  to Application Launcher
    [LOG 21:49:46.042] [ApplicationLauncher] SetHidden:
    [LOG 21:49:46.308] [MessageSystem] OnAppInitialized
    [LOG 21:49:46.309] [MessageSystem] Reposition 0.1260559 100627
    [LOG 21:49:48.320] [Scatterer][Debug] Added eclipse caster Mun for Kerbin
    [LOG 21:49:48.320] [Scatterer][Debug] Added eclipse caster Minmus for Kerbin
    [ERR 21:49:48.433] [Scatterer][Error]  Atmosphere config not found for: Kerbin

    [LOG 21:49:48.433] [Scatterer][Debug]  Removing Kerbin from planets list
    [ERR 21:49:48.434] Destroying object "UnityWhite" is not allowed at this time.

    [ERR 21:49:48.434] [Scatterer][Error] Effects couldn't be loaded for Kerbin, System.Exception: Planet already removed from planets list
      at Scatterer.ScattererCelestialBodiesManager.loadEffectsForBody (Scatterer.ScattererCelestialBody scattererCelestialBody) [0x00072] in <458931754b35457c92614bc7fed66eb7>:0

    [LOG 21:49:49.840] [EVE CloudsManager]: Loading body Mun
    [LOG 21:49:49.846] [EVE CloudsManager]: PQS Applied
    [LOG 21:49:49.846] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: IO-Mun-Dust) OnSphereInactive
    [LOG 21:49:49.960] [EVE CloudsManager]: Cannot find Mun to apply to main Menu!
    [LOG 21:49:49.960] [EVE CloudsManager]: Loaded body Mun
    [LOG 21:49:49.966] [Scatterer][Debug] Mapping EVE clouds
    [LOG 21:49:49.976] [Scatterer][Debug] Eve assembly version: Atmosphere, Version=2.2.1.0, Culture=neutral, PublicKeyToken=null
    [LOG 21:49:49.976] [Scatterer][Info] Successfully grabbed EVE Instance
    [LOG 21:49:49.977] [Scatterer][Debug] Particle volumetric cloud mapped for layer on planet: Mun
    [LOG 21:49:49.977] [Scatterer][Debug] No raymarched volumetric cloud for layer on planet: Mun
    [LOG 21:49:50.093] [EVE CloudsManager]: Loading body Minmus
    [LOG 21:49:50.093] [EVE CloudsManager]: PQS Applied
    [LOG 21:49:50.094] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: IO-Minmus-Dust) OnSphereInactive
    [LOG 21:49:50.211] [EVE CloudsManager]: Cannot find Minmus to apply to main Menu!
    [LOG 21:49:50.211] [EVE CloudsManager]: PQS Applied
    [LOG 21:49:50.211] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: IO-Minmus-geyser) OnSphereInactive
    [LOG 21:49:50.328] [EVE CloudsManager]: Cannot find Minmus to apply to main Menu!
    [LOG 21:49:50.329] [EVE CloudsManager]: PQS Applied
    [LOG 21:49:50.329] [EVE CloudsManager]: Applying 2D clouds...
    [LOG 21:49:50.340] [EVE CloudsManager]: Clouds2D is now SCALED
    [LOG 21:49:50.342] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: IO-Minmus-glow) OnSphereInactive
    [LOG 21:49:50.342] [EVE CloudsManager]: Clouds2D is now SCALED
    [LOG 21:49:50.458] [EVE CloudsManager]: Cannot find Minmus to apply to main Menu!
    [LOG 21:49:50.458] [EVE CloudsManager]: Loaded body Minmus
    [LOG 21:49:50.465] [Scatterer][Debug] Mapping EVE clouds
    [LOG 21:49:50.474] [Scatterer][Debug] Eve assembly version: Atmosphere, Version=2.2.1.0, Culture=neutral, PublicKeyToken=null
    [LOG 21:49:50.475] [Scatterer][Info] Successfully grabbed EVE Instance
    [LOG 21:49:50.475] [Scatterer][Debug] Particle volumetric cloud mapped for layer on planet: Mun
    [LOG 21:49:50.475] [Scatterer][Debug] No raymarched volumetric cloud for layer on planet: Mun
    [LOG 21:49:50.475] [Scatterer][Debug] Particle volumetric cloud mapped for layer on planet: Minmus
    [LOG 21:49:50.475] [Scatterer][Debug] No raymarched volumetric cloud for layer on planet: Minmus
    [LOG 21:49:50.475] [Scatterer][Debug] Particle volumetric cloud mapped for layer on planet: Minmus
    [LOG 21:49:50.475] [Scatterer][Debug] No raymarched volumetric cloud for layer on planet: Minmus
    [LOG 21:49:50.475] [Scatterer][Debug] No particle volumetric cloud for layer on planet: Minmus
    [LOG 21:49:50.475] [Scatterer][Debug] No raymarched volumetric cloud for layer on planet: Minmus
    [LOG 21:49:51.786] [EVE CloudsManager]: Loading body Kerbin
    [LOG 21:49:51.793] [EVE CloudsManager]: PQS Applied
    [LOG 21:49:51.793] [EVE CloudsManager]: Applying 2D clouds...
    [LOG 21:49:51.800] [EVE CloudsManager]: Clouds2D is now SCALED
    [LOG 21:49:51.802] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/KerbinLowAlt from DDS file
    [LOG 21:49:52.070] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/KerbinLowAlt successfully loaded
    [LOG 21:49:52.077] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/detail1 from DDS file
    [LOG 21:49:52.080] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/detail1 successfully loaded
    [LOG 21:49:52.082] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/uvnoise1 from DDS file
    [LOG 21:49:52.082] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/uvnoise1 successfully loaded
    [LOG 21:49:52.314] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/KerbinLowAltCoverage from DDS file
    [LOG 21:49:52.361] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/KerbinLowAltCoverage successfully loaded
    [LOG 21:49:52.364] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/KerbinCloudTypeLowAlt from DDS file
    [LOG 21:49:52.418] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/KerbinCloudTypeLowAlt successfully loaded
    [LOG 21:49:52.427] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/Droplets/blue from PNG file
    [LOG 21:49:52.428] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/Droplets/blue successfully loaded
    [LOG 21:49:52.439] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: Kerbin-clouds1) OnSphereInactive
    [LOG 21:49:52.439] [EVE CloudsManager]: Clouds2D is now SCALED
    [LOG 21:49:52.562] [EVE CloudsManager]: Applying 2D clouds...
    [LOG 21:49:52.569] [EVE CloudsManager]: Clouds2D is now SCALED
    [LOG 21:49:52.569] [EVE CloudsManager]: EVE Clouds: Kerbin-clouds1 Applying to main menu!
    [LOG 21:49:52.574] [EVE CloudsManager]: PQS Applied
    [LOG 21:49:52.574] [EVE CloudsManager]: Applying 2D clouds...
    [LOG 21:49:52.580] [EVE CloudsManager]: Clouds2D is now SCALED
    [LOG 21:49:52.582] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/KerbinHighAlt from DDS file
    [LOG 21:49:53.127] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/KerbinHighAlt successfully loaded
    [LOG 21:49:53.281] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/KerbinHighAltCoverage from DDS file
    [LOG 21:49:53.328] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/KerbinHighAltCoverage successfully loaded
    [LOG 21:49:53.330] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/KerbinCloudTypeHigh from DDS file
    [LOG 21:49:53.378] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/KerbinCloudTypeHigh successfully loaded
    [LOG 21:49:53.383] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: Kerbin-clouds2) OnSphereInactive
    [LOG 21:49:53.383] [EVE CloudsManager]: Clouds2D is now SCALED
    [LOG 21:49:53.544] [EVE CloudsManager]: Applying 2D clouds...
    [LOG 21:49:53.555] [EVE CloudsManager]: Clouds2D is now SCALED
    [LOG 21:49:53.556] [EVE CloudsManager]: EVE Clouds: Kerbin-clouds2 Applying to main menu!
    [LOG 21:49:53.560] [EVE CloudsManager]: PQS Applied
    [LOG 21:49:53.563] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/Weather1Coverage from DDS file
    [LOG 21:49:53.576] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/Weather1Coverage successfully loaded
    [LOG 21:49:53.578] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/Weather1CloudType from DDS file
    [LOG 21:49:53.589] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/Weather1CloudType successfully loaded
    [LOG 21:49:53.596] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/RainDrop from PNG file
    [LOG 21:49:53.597] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/RainDrop successfully loaded
    [LOG 21:49:53.599] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/SplashesSheet1 from PNG file
    [LOG 21:49:53.694] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/SplashesSheet1 successfully loaded
    [LOG 21:49:54.510] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/LightningSheet1 from PNG file
    [LOG 21:49:55.167] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/LightningSheet1 successfully loaded
    [LOG 21:49:55.216] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: Kerbin-Weather1) OnSphereInactive
    [LOG 21:49:55.459] [EVE CloudsManager]: PQS Applied
    [LOG 21:49:55.463] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/Weather2Coverage from DDS file
    [LOG 21:49:55.478] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/Weather2Coverage successfully loaded
    [LOG 21:49:55.480] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/Weather2CloudType from DDS file
    [LOG 21:49:55.493] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/Weather2CloudType successfully loaded
    [LOG 21:49:55.737] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: Kerbin-Weather2) OnSphereInactive
    [LOG 21:49:55.904] [EVE CloudsManager]: PQS Applied
    [LOG 21:49:55.909] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/Snow1Coverage from DDS file
    [LOG 21:49:55.925] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/Snow1Coverage successfully loaded
    [LOG 21:49:55.928] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/SnowFlakesSheet from PNG file
    [LOG 21:49:55.939] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/SnowFlakesSheet successfully loaded
    [LOG 21:49:56.226] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: Kerbin-Snow-Particles-1) OnSphereInactive
    [LOG 21:49:56.373] [EVE CloudsManager]: PQS Applied
    [LOG 21:49:56.375] [EVE OnDemand] Loading texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/Snow2Coverage from DDS file
    [LOG 21:49:56.383] [EVE OnDemand] Texture StockVolumetricClouds/Clouds/Textures/PluginData/Kerbin/Snow2Coverage successfully loaded
    [LOG 21:49:56.658] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: Kerbin-Snow-Particles-2) OnSphereInactive
    [LOG 21:49:56.790] [EVE CloudsManager]: Loaded body Kerbin
    [LOG 21:49:56.797] [Scatterer][Debug] Mapping EVE clouds
    [LOG 21:49:56.808] [Scatterer][Debug] Eve assembly version: Atmosphere, Version=2.2.1.0, Culture=neutral, PublicKeyToken=null
    [LOG 21:49:56.808] [Scatterer][Info] Successfully grabbed EVE Instance
    [LOG 21:49:56.808] [Scatterer][Debug] Particle volumetric cloud mapped for layer on planet: Mun
    [LOG 21:49:56.808] [Scatterer][Debug] No raymarched volumetric cloud for layer on planet: Mun
    [LOG 21:49:56.808] [Scatterer][Debug] Particle volumetric cloud mapped for layer on planet: Minmus
    [LOG 21:49:56.808] [Scatterer][Debug] No raymarched volumetric cloud for layer on planet: Minmus
    [LOG 21:49:56.808] [Scatterer][Debug] Particle volumetric cloud mapped for layer on planet: Minmus
    [LOG 21:49:56.808] [Scatterer][Debug] No raymarched volumetric cloud for layer on planet: Minmus
    [LOG 21:49:56.808] [Scatterer][Debug] No particle volumetric cloud for layer on planet: Minmus
    [LOG 21:49:56.808] [Scatterer][Debug] No raymarched volumetric cloud for layer on planet: Minmus
    [LOG 21:49:56.809] [Scatterer][Debug] Detected EVE 2d cloud layer for planet: Kerbin
    [LOG 21:49:56.809] [Scatterer][Debug] No particle volumetric cloud for layer on planet: Kerbin
    [LOG 21:49:56.809] [Scatterer][Debug] Raymarched volumetric cloud mapped for layer on planet: Kerbin
    [LOG 21:49:56.809] [Scatterer][Debug] Detected EVE 2d cloud layer for planet: Kerbin
    [LOG 21:49:56.809] [Scatterer][Debug] No particle volumetric cloud for layer on planet: Kerbin
    [LOG 21:49:56.809] [Scatterer][Debug] Raymarched volumetric cloud mapped for layer on planet: Kerbin
    [LOG 21:49:56.809] [Scatterer][Debug] No particle volumetric cloud for layer on planet: Kerbin
    [LOG 21:49:56.809] [Scatterer][Debug] Raymarched volumetric cloud mapped for layer on planet: Kerbin
    [LOG 21:49:56.809] [Scatterer][Debug] No particle volumetric cloud for layer on planet: Kerbin
    [LOG 21:49:56.809] [Scatterer][Debug] Raymarched volumetric cloud mapped for layer on planet: Kerbin
    [LOG 21:49:56.809] [Scatterer][Debug] No particle volumetric cloud for layer on planet: Kerbin
    [LOG 21:49:56.809] [Scatterer][Debug] Raymarched volumetric cloud mapped for layer on planet: Kerbin
    [LOG 21:49:56.809] [Scatterer][Debug] No particle volumetric cloud for layer on planet: Kerbin
    [LOG 21:49:56.809] [Scatterer][Debug] Raymarched volumetric cloud mapped for layer on planet: Kerbin

     

     

    What is your scatterer version ? Since scatterer had some major changes in version 0.8xx I think, most visual packs stopped working. There are workarounds though.

  3. Further investigating has led me to find another typo, which has been bugging me for a long time: in 'clouds.cfg', there is a reference to StockVisualEnhancements in Thatmo's cloud definition. This has the consequence that if you tried to use OPM with for example Spectra it wouldn't work. The fix is simple and the cloud definition for Thatmo can be replaced by

    Spoiler

    OBJECT
        {
            name = Wisp
            body = Thatmo
            altitude = 5000
            speed = 0,50,0
            settings
            {
                _Color = 255,255,255,15
                _MainTex
                {
                    value = PoodsOPMVO/Textures/cloud
                    type = AlphaCubeMap
                    alphaMask = ALPHAMAP_B
                }
                _DetailTex
                {
                    value = PoodsOPMVO/Textures/detailCloud
                }
            }
            layer2D
            {
                macroCloudMaterial
                {
                }
            }
            layerVolume
            {
                particleMaterial
                {
                    _Tex
                    {
                        value = PoodsOPMVO/Textures/particle/rgb
                    }
                }
            }
        }

    With this OPMVO works fine alongside Spectra :D

  4. On 5/5/2023 at 5:44 PM, edil said:

    I tried using this, but I seem to have an issue with the ring textures. I don't think the ring textures are missing? Otherwise I assume it would be bright pink, but all I am getting are these see through ones, and the Urlum one is also just equatorial. Do you know why this might be? 

     

    I just want them to look as pretty as in your screenshots : (

     

    Thanks for your help and for keeping this alive! Some of us don't have the specs for astronomer's visual pack :( 

    Quick testing seems to point towards the file "planetMaps.cfg" to produce the issue. I might look into it in the coming days, no promises.

    Edit: It was actually just wrong file paths to the textures. Replace the context of that file with

    Quote

    @Kopernicus:AFTER[OPM]

    {

        @Body[Sarnus]

        {

            @cacheFile = PoodsOPMVO/Cache/Sarnus.bin

            @Rings

            {

                @Ring

                {

                    @texture = PoodsOPMVO/Textures/sarnusRing

                    %longitudeOfAscendingNode = 0

                }

            }

            @ScaledVersion

            {

                @OnDemand

                {

                    @texture = PoodsOPMVO/Textures/poodSarnus.dds

                }

            }

        }

        @Body[Urlum]

        {

            @cacheFile = PoodsOPMVO/Cache/Urlum.bin

            @Properties

            {

                @rotationPeriod = 20000

            }

            @Rings

            {

                @Ring

                {

                    @texture = PoodsOPMVO/Textures/urlumRing

                    %longitudeOfAscendingNode = 0

                }

            }

            @ScaledVersion

            {

                @OnDemand

                {

                    @texture = PoodsOPMVO/Textures/poodUrlum.dds

                }

            }

        }

        @Body[Neidon]

        {

            @cacheFile = PoodsOPMVO/Cache/Neidon.bin

            @ScaledVersion

            {

                @OnDemand

                {

                    @texture = PoodsOPMVO/Textures/poodNeidon.dds

                }

            }

        }

    }

     

    @Kopernicus:NEEDS[SigmaOPMTilt]:AFTER[SigmaOPMTilt]

    {

        @Body[Urlum]

        {

            @ScaledVersion

            {

                @OnDemand

                {

                    @texture = PoodsOPMVO/Textures/poodUrlumTilt.dds

                }

            }

        }

    }

    This should fix it.

  5. Just now, urturino said:

    In this way i think i will be short with Ox. Mode 1 use Cl+Ox+LH2, Mode 2 LH2+Ox, or mode 1 use less Ox than usual?

     

    That's not how I thought to use them, but it looks interesting. I will try, thanks.

    You have two modes:

    - high thrust, low efficiency : LF+OX+LH2 with tank proportions 1:1:2

    - low thrust, high efficiency: LH2+OX with tank proportions 1:1

    Ideally you want to switch mid flight once you reach greater altitudes. Since it is a booster engine you need a lot of thrust on the launchpad, so you use the less efficient mode. But for max efficiency you should pack more LH2+OX  and a tad bit of LF+OX+LH2 just for the beginning of the flight for extra oomph.

    This is just a dummy example:

    ddnMQdI.png

    Such a booster will still mainly run on LH2+OX once high enough.

    From top to bottom I have a LH2 tank , LF+OX tank, and then big LH2+OX tank

     

     

  6. Friendly reminder to those who want to try out the dev version of NF Electrical to also download SystemHeat (which is not listed in the dependencies for the previous versions). Else the reactors won't be able to produce any electricity...

    On 6/30/2023 at 7:42 AM, zw_45 said:

    Found an issue with NFLV TR107 waterfall patch. The “EFFECTS {}” syntax was missing after removing original effects. The engine is soundless.

    A pending pull request on github already exists, and it includes the fix.

  7. I wonder, why not build drag cubes for the whole vessel and each stage independently, which would be built from the drag cubes from each part, so instead of having lots of drag cubes at once, have bigger drag cubes which represent stages as single entities?

    Of course the drag cubes would have to be recalculated each time you unexpectedly loose a part in flight.

  8. 6 minutes ago, kicka55 said:

    I think generally you just have to get into the mindset of an indie developer like Felipe. Just one guy with no big corporation in the back when you talk to the community. I know it's hard but at the end of the day people just want to communicate with people, not some politician talk fluff. That's how social media works. That's why Elon is that popular. 

    I find the devs from Coffee Stain Studios nail this pretty well with Satisfactory's weekly community updates via community managers. If they run into issues, they usually use this form of communication to inform the players, they don't just share the good stuff either. We get it in the form of forum posts for KSP 2, but the video format CSS is going for makes the communication feel even more direct and honest.

  9. The thing is, science should be more diverse than what is in KSP 1 for most experiments, right click and done. I personally enjoy BG and ScanSat Experiments, because you have some time associated with the experiments. A single temperature reading would be useless IRL, and you wouldn't send a manned expedition either to study the temperature around a planet. So instead of incentivizing return for every experiment, it should only be for the likes of surface samples etc.

    Also: animations! Makes it always more fun to collect some useless points haha

  10. 12 hours ago, Iodyne said:

    Is this okay to distribute? the liscence says All Rights Reserved. If so, I may make some updates for it myself...

    I didn't touch the textures, only brought the scatterer configs up to date so that they work with the latest version (which I am not sure wouldn't infringe the license). @Poodmundwould be more suited to talk about the licensing of his work though. If you want to improve on the scatterer configs, it is fine by me.

  11. On 3/6/2023 at 9:41 AM, Czejenesku said:

    I feel like an idiot - im a beginner, sure, but I dont get how to make an unmanned rocket fly. It says no remote control or manned command pod installed. I have KOS and remote tech installed btw, does it change things?

    For your rocket to be unmanned, you need to have no kerbals on board, however to remain able to control it you need a probe core (StayPutnik, Octo, Hecs etc.). Kos does not change anything to that, don't know about remote tech though.

  12. This might go in the direction of shelshok's demand, but in an undesirable way, as it is rather a bug:

    When activating the camera on the display, and going eva after, the last camera picture seems to stay rendered. See the video below (skip to 1:25 until I manage to click the right buttons).

    It seems it also breaks my waterfall plumes, but I'd have to do more investigation on that.

    If needed I can send logs and modlist. Quickloading fixes the issue, but not the plumes though.

  13. Sorry for reviving, but this pack has been broken since quite a few scatterer versions came out, and I thought I'd try my best at fixing it. I've made new configs  for the new scatterer version at https://github.com/TakashiSenpai/PoodsOPMVO. I haven't had much experience with the previous scatterer, so setting some values was quite a shot in the dark, and I tried my best to recreate the atmospheres. Thatmo is quite a difficult one to get right. Some fine tuning on the values, and especially the config points is still necessary, but let me know what you think @Poodmund.  Here are tracking station views: ( I don't know what causes the ring texture in the center bottom though...)BnNY9IE.pngwyryBo2.pngozPlEfs.pnge9djikj.png2F5t5Wg.png

     

  14. 10 minutes ago, Pthigrivi said:

    I also love teaching this game so being able to walk folks through new ideas and problem solving in the same space sounds amazing. 

    For when multiplayer gets implemented it would be nice to have the ability to spectate other players vessels. Maybe even interact at the same time, where pilot gets control over thrust and attitude, scientist over experiments and engineer over ship systems etc.  Just imagine being able to recreate Apollo with some friends and work together to make a succesful mission :D

  15. Dabbled with the new release for a few minutes.

    In the editor, it would be nice (don't know how feasible) to see the shortcuts for mass adding items, like shift = +10,  ctrl = +1, alt = grab all etc. Also a shortcut for mass removing them could be handy. Don't know if it's just me but the text in the ui seemed kind of blurry.

    When holding J, no tooltips are shown only "====="

    One quick test in orbit: welding a ladder went smoothly. Trying to weld a monopropellant tank resulted in Bill's disintegration, but the craft was kept intact somehow.

    Second test with a new engineer, still had some problems:

    - grabbing was easy, quite a long distance too.

    - I figured out "k" would screw parts together, but I couldn't find the keys for rotating the parts beforehand

    - A healthy dose of explosions :D

     

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