White Owl
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Everything posted by White Owl
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
White Owl replied to nobody44's topic in KSP1 Mod Releases
Yeah, that makes sense. I need to remember that all these type of limitations are things the player can do himself, for RP reasons or otherwise. No need to code every little thing into the plugin. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
White Owl replied to nobody44's topic in KSP1 Mod Releases
Would it be possible to add a counter, so a mission is repeatable only a set number of times? Or add a min/max time between repeatable missions, so that you can repeat it as many times as you want, but must wait a few in-game years between missions? That would prevent somebody from spamming a hundred client missions all at once. -
[0.22] Extraplanetary Launchpads Legacy Thread
White Owl replied to skykooler's topic in KSP1 Mod Releases
Fantastic. I'm going to use this and the giant HL runways to thoroughly colonize KSC2. -
I wrote only four missions so far, and haven't yet updated them to the new mission pack format. I'll try to get that done today.
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[0.22] Extraplanetary Launchpads Legacy Thread
White Owl replied to skykooler's topic in KSP1 Mod Releases
People talking about different models for the launchpad and runway... may I suggest you take a look at Hooligan Labs Portable Runways and Landing Pads? It looks to me like this guy has already made exactly what this mod needs. Maybe a collaboration could be possible? -
Yes, that's the plan. First we want to hammer out a solid explanation of the rules and whatnot, so it might take a while. We're still deciding on a lot of details.
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This mod and this thread seriously need some attention from a smart person who both understands PID controllers and knows how to communicate that understanding to the rest of us. Explain it to me like you're teaching a fresh KSP rookie how to rendezvous and dock.
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Since Deadbeef is okay with you redistributing the subassembly loader, have you asked about his Editor Tools? It's equally as essential, IMO. I also recommend both Maneuver Node Improvement and Better Maneuver Nodes as essentials.
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That's a good idea. I need to convert them to the new mission pack format. Here is episode 2 of the career mode, in which Jebediah Kerman attempts to fly an airplane for the very first time. Here's the craft file for AV-01: link
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[0.22] Extraplanetary Launchpads Legacy Thread
White Owl replied to skykooler's topic in KSP1 Mod Releases
Some very basic instructions are needed, I think. I see the parts, but don't know how it's supposed to work. -
TT's Mod Releases - Development suspended till further notice
White Owl replied to TouhouTorpedo's topic in KSP1 Mod Releases
I'm planning on adding the Tweakable Parameters mod to this engine, so I can use the same model as a heavy duty or light lifter as required. -
TT's Mod Releases - Development suspended till further notice
White Owl replied to TouhouTorpedo's topic in KSP1 Mod Releases
Perfect. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
White Owl replied to nobody44's topic in KSP1 Mod Releases
Thanks for this. I'm gradually working on an aviation mission pack that I'll want to share with people. So I was thinking we all need a common repository for missions and mission packs. What would be the simplest way to set that up, do you think? -
Right now you have the option to spend krones or not, by turning the mod on or off at the configuration button. If you run out of money, nothing actually happens. Just your budget goes into negative numbers and turns red.
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
White Owl replied to DYJ's topic in KSP1 Mod Releases
Have a craft file: link It uses TV Pizza and Aerospace, Firespitter Prop Plane Parts, Procedural Wings, and Aviation Lights. I think those are all the mods. -
No, not planning on using spaceplanes for absolutely everything this time around. My general plan is to simultaneously develop aviation tech and rocketry tech until eventually merging them into a space shuttle, and use the shuttle after that. But that's all very flexible at this stage; I only have the first two episode/missions recorded so far.
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TT's Mod Releases - Development suspended till further notice
White Owl replied to TouhouTorpedo's topic in KSP1 Mod Releases
Dammit, TouhouTorpedo! After months of launching shuttles with engines on DR hinges, I finally gave up waiting for modders to integrate the hinge with an engine, so I figured out an ugly and hackish way to get it done without. Now you go and create exactly what I've wanted all this time! LOL Edit: Okay, I've tried it out and I like it a lot. I have two suggestions to make it easier to control a shuttle-style vehicle, based on many hours of designing and troubleshooting shuttles using DR hinges. First, turn your gimbal range up to about five. That's enough gimbal to help compensate for small errors in the manual adjustment, but (usually) not enough gimbal to shake the vehicle apart. Second, and much more important, slow the rotation speed waaaay down. When balancing an asymmetric mass on this manually vectored thrust, you'll find that very tiny movements - just fractions of a degree of gimbal - will have a big effect. It's easier to be precise enough when the hinge turns a whole lot slower. I changed my DR hinges and rotatrons to keyRotate = 6 and that seemed ideal to me; you may like it a little bit slower or faster than that... but in any case, it needs to be a lot slower than the current default. -
Here is the beginning of a new series, Let's Fly KSP:Career Mode, ep.1 Slip the Surly Bonds. I'm excited about this! Here is a link to the craft file for UAV-01: linky I know this plane requires TV's Aerospace, Firespitter prop plane parts, Procedural Wings, Aviation Lights... and maybe a couple other things. Sorry, I never know.
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Sorted, hmm... not really. I'm abandoning that save and it's video series. Instead, today marks the beginning of something new: career mode! Using the Mission Control plugin.
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
White Owl replied to DYJ's topic in KSP1 Mod Releases
I love this mod so much. -
My apologies if this has already been suggested somewhere in the past 161 pages. I like the B9 textures on a simple 1.25m cylinder for the revamped mk I fuselage. Would it be possible to get the same kind of textures on simple 2.5m cylinders? Those would work well with various other fuselage pieces here.
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
White Owl replied to nobody44's topic in KSP1 Mod Releases
Have you seen the Alarm Clock plugin? I'm no coder, but it seems to me that if it can schedule to restore a maneuver node at a specific time, then it might be modified to bring up a mission too. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
White Owl replied to nobody44's topic in KSP1 Mod Releases
I like the notion of a tried and tested design being less expensive than a brand new experimental model. That's a good idea. Random equipment failures? No... KSP designs are hazardous enough already, thanks. If you want random mission destroying failures, just play around with some of the more ambitious and experimental mods out there and see how much fun you're having. (I'm looking at you, Robotic Arms.) Not so happy about having to wait several days to switch designs or suffer a penalty. IMO, artificially slowing down the pace of an already slow game wouldn't be too much fun. Remember the overall design of KSP has always been close enough to a simulator to be challenging and educational, but not so sim-like that only hardcore sim fans will enjoy it. Overly harsh penalties for experimenting with silly designs would be a wrong move, IMHO. Edit: You can already specify any number of specific parts and/or resources for a mission. The mass goal would work, but isn't really necessary. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
White Owl replied to nobody44's topic in KSP1 Mod Releases
I strongly prefer your option number two. Imagine just a short time from now, there will be as many different mission packs as there are parts packs; more organization is better! It isn't really all that much more work for the mission designer, anyway. Just some copy and paste to keep straight. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
White Owl replied to nobody44's topic in KSP1 Mod Releases
Here are my first two missions, and they seem to work okay. Mission { name = Wings 01 Slip the Surly Bonds description = Fly an unmanned aircraft between 1000m and 1500m altitude for one minute. reward = 5000 OrbitGoal { body = Kerbin minAltitude = 1000 maxAltitude = 1500 minSeconds = TIME(60s) throttleDown = false } } Mission { name = Wings 02 The Wright Stuff description = Fly a manned aircraft between 1000m and 1500m altitude for one minute, and return. reward = 7500 requiresMission = Wings 01 Slip the Surly Bonds OrbitGoal { body = Kerbin minAltitude = 1000 maxAltitude = 1500 minSeconds = TIME(60s) throttleDown = false } LandingGoal { crewCount = 1 body = Kerbin } } I also found a gameplay bug. If you launch an aircraft but do not activate the first stage, you can recycle the vehicle without first paying the build cost. Free money, if you're a cheater. Edit: My mission 3 isn't working, and I don't know why. When I doubleclick on the mission, the mission selection window closes, but the mission details do not appear in the main Mission Controller window. Mission { name = Wings 03 High Altitude Research description = Fly an unmanned aircraft between 10000m and 11000m altitude for one minute. The UAV must carry a barometer and a thermometer. reward = 10000 requiresMission = Wings 01 Slip the Surly Bonds OrbitGoal { body = Kerbin minAltitude = 10000 maxAltitude = 11000 minSeconds = TIME(60s) throttleDown = false } PartGoal { partName = sensorBarometer partCount = 1 partName = sensorThermometer partCount = 1 } } If I delete the PartGoal section, it works just fine.