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Everything posted by ColdJ
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Afraid it requires having a Dropbox account and after reading the terms and conditions I am not in a hurry to join. If you have a youtube video of it I could watch that.
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@swjr-swis Checked out your album of the "Ksp 105 Kreblon Bird of Prey". Very Cool
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Thank you :)
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For you. The view not the plane. It really is the Mun, not a space station Obi Wan.
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None of my mods change the enviroment or physics (except for Kerbal Joint Reinforcement, which I doubt would affect this situation). I know you said you were using a school restricted computer, so if you can't see the picture. The original info from a forum post I followed was. Kerbin LAT = 27° 04' 30" S LON = 79° 00' 11" W LAT = -27.075 LON = -79.003 ALT = -1393m The spot I found walking Bill Kerbin around and watching the dev console. Was Latitude -27.082679 Longitude -78.994768 where I achieved -1391.42 metres depth. Apparently if you can see the area on screen at the right angle and light, from space. Then you should be in a shallow trench that makes up the left eye of a giant smiley face. @Tsar_bomba =)
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Couldn't even find settings for pressure depth so it will remain a mystery. Or it is an easter egg for those who venture in a craft to the lowest point on kerbin.
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I once used the Pulse Jet Engines (I think they are Retro Future) on a plane and because of the way the modder configured them. I accidently ended up in orbit around the Sun. With no way back. I have a config file I created, that uses the whiplash mesh to create a reasonably accurate Scramjet, If you are interested. I use it on my SR 71 blackbird. It is feeble at sea level and less than Mach 2 but once you get going and high enough it tops out at just over Mach 6. Make sure you have lots of radiators or heat shields though because things like to explode from over heating at that speed.
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Edit DDS, leaving MU model untouched?
ColdJ replied to WarpPrime's topic in KSP1 Modelling and Texturing Discussion
There is a way, But you want to be very sure you know what you are doing. If you are simply wanting to give a part a new texture. Most Squad stock parts can simply have the config file updated with a "texture =" without the quotes. In the MODEL subsection. Or you can add a "part variant" module in the config file. e.g I make replicas of fighter jets and like the dull grey of the inverted stock white. With some adjustments to the texture DDS, PNG etc. The part variants module allows you to switch in game and as Squad use it themselves for some of their rocket parts I am pretty sure you don't need a mod to use it. This works for most models but not all as some modders seem to set different parameters in their meshes. If you find a part that won't do that the simplest thing to do is open the config file. Immediately "SAVE AS" A new name you choose. Then change the "name =" at the top of the config file. "name =" is how the game tells the difference with parts. If you have 2 configs with the same "name =" then you are going to get strange results. Create a new folder. Cut and paste the new config file after you save it into the new folder. Copy into the new folder any textures the model seems to need and of course the model.mu it uses. Rename the .mu file to whatever you like and make sure the config file is amended to look for the new .mu in the folder structure you are now in e.g Squad/Parts/Aero/Wings/"What you named the .mu" But without ".mu" suffix. Do the same for any mentioned textures. Again no suffix. Rename the texture you want to change to have "old" at the end e.g "Wingsold.dds" so you know where the original is. Then rename the texture you created to the same name e.g "Wings". Now for those difficult parts where it is still not working. Do the above then you will need the program "HxD Hex Editor" ( which is free but make sure you get it from the developers site) use it to open the .mu file and scroll to the very bottom of the translated text. Here you will find the textures that the mesh is directed to use. Apparently the type of image file doesn't seem to matter as I have seen many whose suffix doesn't match. What matters is the name of the texture. Rename your new texture to something with exactly the same number of letters as the original. In the hex editor highlight just the name, not the suffix of the texture you want to change and then type it in. do not delete or backspace or do anything other than replace the original name with new name of exactly the same amount of letters. If you get it wrong close without saving and try again. Save the file (it may ask are you sure). Hex editor will automatically create a backup along with your amended .mu with the suffix .bak The Hex editor is also a good way of finding out what textures your mesh is looking for. Your new .mu will look for your new texture rather than the original. If this doesn't work you need a Yoda level modder. All of this was worked out through reading forums and trial and error. But works for me. Good luck. @WarpPrime p.s DDS images are flipped upside down compared to PNG so if you save 1 as the other remember to flip them first. -
I tinkered with the passenger hydrofoil that @Hotel26 put me on to. With the original engines that it came with. 125m/s before it tries to fly and realises that that is a bad idea. Or the fastest stable, not trying to fly with 4 extra engines. Hope that the data and design is usefull for @Hotel26 in his further adventures. p.s the legs are slightly more angled up than the craft file I sent you and I removed the fuel from the front adapter.
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That's easy just have Jeb pretend he is Fred Flinstone.
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Had no Idea. Interesting that Bill survived but my Submarine got totalled. I play in 1.9.1 and have regularly gone below 1000 metres. Which would suggest I don't have pressure effects turned on. So what sabotaged all my Submarine's systems?
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If only it did. Would give him something to see. Here fishy fishy fishy.
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Don't understand the parachutes unless you launch your subs from the rocket pad. Just made me think "Wouldn't it be wonderful if you could use a parachute as a spinnaker to pull boats."
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Everytime I get my minecraft world just right they bring out a new update And I start from scratch to see what I can achieve. I miss all my skeleton horses from when they used to spawn in great numbers every thunderstorm.
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When you are building and testing constantly it fills up the memory. Something in Squad's Unity engine doesn't clean out stuff you have done but don't need anymore while playing.
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I free dived down to the lowest point I could find in the ocean.
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@swjr-swis @Tsar_bomba No realism mods. My computer was very good when I built it but is well behind these days. To think I thought 16 gig of ram was overkil when I built it. Then I met KSP. Ok lets see if I can get these pics on here. Yay. Thank you swjr-swis.
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@Tsar_bomba For that sub. My Mk2 Ballast tanks (40 litre capacity each). "Kerbal Attachment System" My monopropellent intake on the roof to refresh the RCS blocks. Can't remember whose mod they came from, also not sure they are actually doing anything underwater. I made the intake for my Harrier Jumpjet and F35B Lightning II. It only works in an oxygen atmosphere. Landing VTOL aircraft in small areas can burn through a lot of monopropellant. It is set to only trickle monopropellant back in. The tail fins I believe are "Airplane Plus" Tweakscaled. The pusher propeller is a modded "Retro Future" Tail mount UHB. Converted to Electric Charge. Slowed to submarine speed spin of the props. Took away the transition to blur and removed the smoke trail. I think the rest is stock. The nose might be "MK2 Expansion" That mod has some great parts. I especially love the (once attachment rules were adjusted include surface and linked the the config file to an internal mesh, so that I could exit it as well as enter it) put anywhere hatch.
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@Tsar_bomba @swjr-swis @Angel-125 @Stone Blue So, I traveled out to the point in the ocean where the forum said the lowest point in the ocean should be. I adjusted ballast and slowly sank till I very lightly touched town. As soon as I touched down every thing shook and sounded as if an earth quake was happening. My controls went haywire, my ballast controls reversed, I lost all electrical power. All resources in tanks emptied themselves. and now being without ballast I quickly ascended back up over a kilometer to be left stranded on the surface of the ocean. Glad I play Sandbox. I EVA'd a kerbal. Grabbed a weight belt and crossed fingers as I descended very slowly back down. Thankfully he didn't implode when I touched down. I then used the "DEV" console to see my Lat, Long and depth so I could walk around till I found the lowest point I could. Forgot to plant a flag but got some screen shots. I guess that is Squad's version of "Crush Depth" https://imgur.com/a/ixqe8K6 Never can get the image to show up on here. whenever I paste in a link and hit insert ,the box goes pink and nothing happens.
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@Tsar_bomba Well the mass in the config was set to 0.09 for 90kg and if Kerbals in your game have the same base weight without stuff on their back, then you would need another roughly 94 kg to equal 1.9.1 so 0.184 mass should do the trick I think. Have a story about visiting the lowest point I could in the ocean but just need to complete a message to another player on a different topic first. @swjr-swis @Tsar_bomba My Kerbal has survived -1391 metres. more in a while. My sub though did not.
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Ah yes, I still remember trying to make my submarines sink before learning how to make adjustable ballast tanks. Fitting more and more ore tanks on till I finally got close to neutral buoyancy. Never thought you were bragging, Just thought you were setting yourself a fun challenge. I know water drag well. I have decent size sub that will do 90 m/s on the surface but only 30 m/s underwater. And my speed boat never was close to as fast before the Hydrofoils. I have a River Racer that sits high on hydrofoils once up to speed. Each hyrofoil is 2 elevons on the end of pylons, thin edge forward, all control input turned off (no pitch, roll, yaw. Amazing how fast SAS can destroy your craft.) and angled up to form a V shape. I find that makes them more stable to lean. At speed you let the Gyros roll lean the craft to steer rather than turn it. When you use a rudder it is best to ballance a top one with a bottom 1 so that when you turn it doesn't try to roll over. You experiment with hydrofoil elevons till you get the right deploy angle. Also you adjust the deploy angle as you gain speed to get the smoothest run as they react differently at different speeds. Hope this helps and wasn't just telling you stuff you already knew.
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Hi. Just wondering if these challenges have been set before. 1: Driving up every building in the stock KSC without flying. I have done this using "Breaking Ground" parts. 2:Racing from as close as you can get to the highest point on Kerbin to the lowest point (under the ocean) in the shortest possible time without flying. This is a challenge I am setting myself. I am happy for people to change vehicles along the way. Something tough to get down the mountain. something fast to drive to the closest coastal point. A boat to get to the ocean coordinates and then fillable ballast tanks to sink. If you have Breaking ground" and 1.9.1 compatible Kerbals (eg wearing RCS pack and kit) I can provide a simple config file to add to Deployed science to add an inventory item found in the "Cargo" category that when equipped in the Kerbals inventory will allow them to walk on the Ocean floor without floating up. (Helmets on) Pre parking vehicles to swap to. Is fine. No flying machines. If your Kerbal dies on route you have to start again A pic at the begining that shows time and height. A pic at the end that shows time and depth. A couple of metres leeway so people don't waste time trying to get dead on. Hope this fulfills the guidelines and hasn't already been done. All the coordinate data can be found on forum. If anybody is interested, in 1.91 I found that subs suffer crush depth damage if they touch down at -1391 metres but a free diving Kerbal can survive.
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Hi @Tsar_bomba. As @swjr-swis posted. I work within KSP 1.9.1 because all the mods I use play happily together in it. So my Kerbals all have a an RCS pack and parachute equipped at all times. I read somewhere that a fully kitted Kerbal weighs in at about 98kg. the 90kg weight belt makes them sink at no more than a metre a second in my game. @Angel-125 I guess I will still need the weight belt as I would like to have a Kerbal stand at the lowest point under the ocean without imploding if they are under 400m
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Hi @Hotel26 Yes, trying to turn at speed was always a disaster. At the least, loss of engines. at the most every part going in every direction. The weirdest thing for me the first time it happened was it taking off in a stable fashion and then being able to fly it back to the KSC . It was not designed to fly. It used Mk2 body parts, some elevons and front canards. The only bit of wing was right at the back in the spoiler, but yet it flew quite well. If I was very careful I could land it back in the water without ripping anything off.
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Hi @Angel-125 Seriously geeking out over your teaser Ad. So professional. Based on the name of your S.C.U.B.A manufacturer I am guessing that James Kerbal strkes like "Thunderball". If you are Wild Blue, I have WildBlueIndustries installed so I already have knowledge of your fine work. Maybe it should be S.K.U.B.A "Stylish Kerbal Underwater Breathing Apparatus"