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Everything posted by 610yesnolovely
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https://github.com/Araym-KSP/BDBNIC/archive/refs/heads/master.zip <-- This is the fork! https://github.com/Bellabong/Bella_TU/releases/download/1.0/BellaTU10.zip <-- This is great also, and works with the above, adds moar! Both these seem to work with BDB 1.10.1 / 1.12.3 - tried them yesterday. Looks good to go.
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"In accepting this nomination, I'd like to thank my publicist @Stone Blue, without whom..." ' 99% of the hard work is by others (I'm thinking @MOARdV and @blowfish), I'm merely an archivist making sure you can all find and use it, a bit easier. (Actually it started out as a very selfish "I want this" project, haha).
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First pass of the BDB rebalance now available here, just drop this in GameData/XXX/yyy.cfg. In @theonegalenwants, happy to convert and make GitHub PRs - or anyone can take and do whatever, no restrictions, I don't care, be happy :-) Additionally: complete SXT rebalance (I did just the engines previousl), same "no restrictions" and can make PR: Additionally additional: some UniversalStorage 2 rebalance (moving fairings and center posts to same and saner placements), plus support for new parts (sat launchers) so they're not OP: I'm just starting a BDB, UKS, KSRSS x2.5 play through with a ton of mods, so these are all untested, but look ok to me in the R&D tree. Also just updated Reviva with IVA switching support for the BDB Kane/Apollo CM.
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For the only 22 people who use IVAs: Reviva + B9PartSwitch + MAS + MOARdVPlus = Kane CM functional IVA (retro and modern, kerbalized) - bonus it also supports 6 other MK1-3 IVAs (Stock, RPM, ASET, MAS, DE, DE+MAS). Reviva allows switching IVA in-editor or in-flight using B9PartSwitch, the default will be the normal BDB IVA. Recommended: @ensou04's Rocket Sound Enhancement - makes it sound really really scary. TrackIR head tracking. Thanks to @MOARdVfor the super impressive Avionics System and MOARdVPlus - really these mods are so good and need more attention from more than 22 people. The DSKY is functional as a display only info panel, but the FDAI works. Also things like "EVA Light", "Docking Probe", "Jettison Launch Tower" and some other switches do the right thing if the part exists on your rocket, without taking up AGxx slots. That's all @MOARdV's doing, check: https://github.com/MOARdV/MOARdVPlus/wiki for the manuals. Experimental: May cause rapid CM explosive decompression.
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Big thanks to @MOARdV for MAS and MOARdVPlus, and of course @CobaltWolf, @Jso, @Zorg and @Invaderchaosfor BDB. 0.7.4 Release (28th Apr 2022) Fixes: Added "Experimental" support for MOARdVPlus BDB Kane (Apollo) CM: MOARdV's Avionics System (MAS) Only covers the standard 3 crew Kane/Apollo CM. Original MOARdVPlus FASA variants still present and unmodified, they're hidden, don't use them as they won't work as well. Reviva MM config changed to support BDB 1.10.x naming Specialized action group switches work (eg. EVA Light) Glass variant also seems to work. Interior model does not match exterior so "Interior Overlay" will not look great. Will improve when BDB updates the interior. Also even more "Experimental", all Mk1-3 IVA interiors also available and seem to be functional, but definitely look even more silly with "Interior Overlay". Will not ever fix this. Fix MASFlightComputer support to correctly update config data. This was required to get the MOARdVPlus special action groups to work. Probably helps make other IVA a little more accurate. Updated README.md with more IVAs, and links to completed mods. NOTE: Initially borked the GitHub release, it should be fine now. SpaceDock and CKAN should be updated properly. Behold the MOARdV BDB Kane/Apollo Command Pod:
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Ooo, updates. Thanks for the Reviva mention in the OP! Also I managed to make some Reviva config to switch both the Apollo CM IVA from MOARdVPlus - onto the latest 1.10.1 BDB Kane modules. I'm attempting to upgrade the MAS_ACTION_GROUP to work with new/changed part names. Still WIP, but I must say both those IVA are marvellous. Dim and night lights and those special action buttons are clever. https://github.com/harveyt/reviva/commits/main The only problem I have with switching is the MASFlightComputer reads the MAS_ACTION_GROUP and some other things from the config nodes on the part, but with Reviva it doesn't initialize quite right when switching. The technique I use in Reviva is on switching I destroy any RPMVesselComputer and/or MASFlightComputer on the part, and create a new one at exactly the same location. With RPMVesselComputer, it has an OnLoad which parses the config I pass (which I get from the B9PartSwitch sub-type data). MASFlightComputer however gets the config node by looking for the MASFlightComputer node in the part's config (via Utility.GetPartModuleConfigNode). My thoughts are: a) modify MAS itself to allow Reviva to tell it values, b) modify the part's config to change the data that it will read. The latter is what I do for the Part's INTERNAL value, but that's ok, because Reviva is essentially taking full control of that field and will always set it correctly. I think in this case it's probably okay to modify part.partInfo for the MASFlightComputer before it sees it for the same reason. Update: Seems to be working, though I'm having to update the part names and actions to more modern BDB. Fun! Also I'd be interested to hear if you think there's any other weird things that might happen or break when I destroy and recreate the MASFlightComputer (which the IVA is unloaded of course).
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Coming up next: BDB and Airplane Plus (because that's what I'm needing). In particular the BDB Kane (Apollo) will be using the two IVA from @MOARdV's MOARdVPlus mod, plus default, plus 6 from the Mk1-3 . So that's 9 different IVA. They don't look great from interior overlay though. There may be others. If you can't wait, try GitHub master branch, but it's WIP and may not work. Airplane Plus will include @SkyKaptn's F-16, and a new AirplanePlus-IVA-Pack from reddit/GitHub. (NOTE: Warbirds is already supported and provides some Airplane Plus IVA).
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[1.12.x] NASA CountDown Clock Updated
610yesnolovely replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks for updates, always appreciated. This is one of those icing on the cake mods which really helps make launches fun! Tip for uses, it also has some good utility: the automation of SAS, setting thrust levels, staging for launch during the countdown. I use it with Modular Launchpads to automate all the launch gubbins, eg. T-7 start the ROFI sparklers, T-6, engine ignition at 1%, T-5 withdraw the fuel lines, T-1 clamp/hold-down release engines to full throttle. -
I totally understand, I spent most of the weekend trying to balance BDB into another tech tree (UKS) for "fun". It's stupid big (1000 parts) and my technique was to automate it with python scripts, but even then it's taken days, and I've probably produced a mess. I can see why you've had the idea of tagging parts.
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- totm jan 2022
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It is very great sounding mod - covering almost everything! Which reminds me @ensou04- I looked on GitHub and I don't think there's a patch for the Grounded mod (useful for early KSC style rovers, driving round collecting the easy science). I see somebody did an MM patch here: If I remember I shall try it out on my dev branch (I'm currently trying to balance 1000 BDB parts using python).
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
610yesnolovely replied to nightingale's topic in KSP1 Mod Releases
Perhaps that'll give them something to do. I've not tried it. Surely there's some mod that allows you to train tourists from astronots to astronauts (certainly some Life Support mods turn astronauts into tourists instead of killing them).- 699 replies
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Thanks for the pointers - I found @CessnaSkyhawk's diagram for possible layout of BDB below, which was a good starter. I also used the Unoffical BDB Wiki and wikipedia. In the end I spent several hours today writing a bunch of python to parse the BDB config files, apply some algorithms (basically things named X cannot appear earlier than Tier N, and then moving them along the tree), generate a csv file with the changes, stare at those in Excel, modify the generator script, and finally run another script to convert that csv into MM patches. I've yet to play test, so there's almost certainly some wacky placements. I'm also completely guessing at a good progression of BDB parts - I opted to roughly follow Cessna's ideas, tending to group things for the same family. Generally I also tried to ensure some important items appear at least at the same or later tier (decouplers, fairings and engines in particular) - which could mean a particularly important part for a family appears later because it's too powerful. I think @CessnaSkyhawk's tech tree is probably better for BDB, which I have played with for a bit. My main career is on UKS and KSRSS (a great combo I'm finding), so I thought I'd have a go. Once I've actually play tested the patches, I'll post them here for others to try. Update: BDB is a monster - alpha pass done, including upgrades. Play testing time will definitely be needed because I have _no idea_ how anyone can balance BDB and keep sane. I have however got some more ideas on how one might do it properly, but it's so much work I don't have time for. If you want to play UKS with BDB, I think you just have to accept it'll be imbalanced and have weirdnesses. The layout currently does three main things: Group everything by "family" (ie. Scout is all in Tier 2) - basically how Cessna suggested. Try to order the families in roughly historical or power order (since things like Saturn are OP). Some families are split into two tiers, eg. Saturn I is Tier 8, and Saturn V is Tier 9. This is done by shifting "right" one or two Tiers in the tech tree if required. This is guided by where UKS places similar stock items, so the Apollo Command pod is in the same place as the Mk1-3 Command Pod, and the big Saturn parts are together with the Missing History versions. Re-group parts by category: ie. main engines go in the rocketry line, other specialized in propulsion, probes and command pods in the right places (hopefully, there's a lot of probes, I had to guess). This is done by shift "up" or "down" in the tech tree. This might mean you have to unlock a lot of nodes to build a replica, but it's less likely you'll get imbalanced play thru in Career. The python scripts (hacky) to do this are mostly algorithms with specific exceptions, so I don't actually edit MM configs, I edit code. I think I'll post these as well as who knows, somebody might find them hilarious^H^H^H^H^Huseful. I did however learn several interesting things doing this: a) algorithmic tech tree placement could be a thing, and b) Emacs has a csv-mode which is better than using Excel.
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Thanks for posting that, I was looking at screenshots and wondering why the SRBs had no smoke in the current playthru compared to older ones. I've added SRBWE and RSE this time round. The fixes are in the master on GitHub, so next release? https://github.com/ensou04/RocketSoundEnhancementDefault/commit/9e81319cecb375e90354c5570faa27d803a04e58
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
610yesnolovely replied to nightingale's topic in KSP1 Mod Releases
I guess they enjoyed the experience so much as soon as they got back to Earth they said "Let's become astronauts!" "Yeah!" "That was awesome." "Sure was, shame about Bob thou." I wouldn't be suprised if their stats are 100% courage and 100% stupidity.- 699 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
610yesnolovely replied to tony48's topic in KSP1 Mod Releases
I made super basic NavUtil runways for Kourou (GSC) and Vandenberg (TSC) if anyone needs them. I'll be trying out the Canaveral mod - and probably work out how to get the other KSCSwitcher airports one day, perhaps. If I do, I'll post them here in case anyone wants them. Find it useful for planes, SSTO and shuttle landings. Free, no license, not responsible if you land in the sea... etc.- 1,981 replies
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- totm mar 2022
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Yup, (un)fortunately KSRSS only has the GSC (in Korou, Guiana, S America) and TSC (Vandenberg). I did as you say, copy-pasta from the customRunways.cfg, after making it in game (using HyperEdit and VesselMover to put the plane at either end), into my own MM patch. My assumption is the location you put the plane at is the centre of the threshold markings (end of runway). Works great. I saw unfortunately because I _really_ miss GAP, Kerbinside GAP, and all the airports. I found 600 airports for RSS but it's no match for your work. Hint. Hint. KSRSS GAP. Here's the MM patch, anyone can use, no rights reserved, free for all, etc.
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I did a forum search but I don't think anyone has done a KSRSS (possibly RSS might be good enough) configuration? From what I can tell from @Caerfinon's totally outrageous detailed KSR Gap configs (and Flight Plans for KK) the best technique is to use the in-game Create Runway and derive MM scripts from that. Possibly setting waypoints via Waypoint Manager to help debug?
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SOL: High Fidelity Graphics for KSRSS - Wen Release?!?
610yesnolovely replied to G'th's topic in KSP1 Mod Development
One day, when I have a spare couple of months (ie. probably never) I'd love to learn Blender, Unity, KSP part tools and make an IVA with one dial. I salute any person who makes a decent IVA. That's some work. -
SOL: High Fidelity Graphics for KSRSS - Wen Release?!?
610yesnolovely replied to G'th's topic in KSP1 Mod Development
Glad to hear you're doing ok. Welcome any mods built on KSRSS, and interesting to read about the various ideas of True vs. Vibrance - quite an interesting idea: given the amount of false colour NASA photos we're used to, vs. reality (grab a telescope - Saturn, et. al. are a literal eye opener). Glad there'll be a potato option, even though I don't have a potato, I prefer lighter modes for playing, and the option to switch for pretty photos. KSRSS with 32K textures is quite demanding on load times. Also, I'm sure you have, but Gas Giants Expanded (and GGE Moons) are quite fantastic and work with KSRSS. FYI: I tried suporting your brilliant Ultimate Shuttle IVAs in my own mod "Reviva" (allows switching IVA with B9PartSwitch), unfortunately the glass one and MAS are not getting along so well in 1.12.3, and I couldn't quite work out why. I think it's the best Shuttle IVA. -
These are amazing looking. I'm sure it's very intentional but bet they compliment Opt style vehicles very nicely, and seem to be what would happen if Far Future technology was advanced even further... hmm "Sterling Systems: Far Far Future"?
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I took a look at the UKS patches for BDB. Yup, it's all over the place, typically engines and pods way too early. I'm starting out with BDB and Tantares, and the latter has similar issues too. I saw @Clamp-o-Tronwas doing Tantares and BDB patches a looong time ago way back in the forum thread (and @jrosenfor Tantares), wonder if they got anywhere? Given the stupid big size of these mods (and SXT), I'm wondering, since I'm a software developer and prefer to automate, if I can't do something like an "AI Tech Tree" - instead of manually moving things around, write code to do it. Totally wild idea would be to feed all the data points (input part values such as engine thrust, isp, mass, etc) from current placements into an AI until it could replicate the placements (output: tech tree node name), then feed it _all_ mods ever created muahahahah. That's a lot more work, but you'd only ever have to do it once, and it could be retrained for any tech tree.
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The UKS patches seem to be somewhat limited in scope (since BDB is huge). I've noticed a lot of over-powered stuff appearing early, particularly as you mention the manned crew parts. Interesting that it may have become more broken with the rename changes. Given I'm just starting again with UKS, but with BDB this time, I _might_ take a look and fix the most obvious things: basically command pods and engines, since I'd like it myself. I'd do it against the recent 1.10 update. I post such MM patches to KSP forums, I did one to balance the SXT engines a little better. In the meantime I try to resist using such parts (somewhat easier because I have the "pay for part after research unlock" option).
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WWWWWoow. Okay, I was expecting good, but that's fantastic. It's getting very close to real - I should know, basically spent my entire youth at air shows. Now you're making me wonder how it sounds with choppers and prop planes. Mmmm, I wonder how close to the best sounding aircraft ever we can get? (For me, 1940's RAF Mosquito).
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