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610yesnolovely

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Everything posted by 610yesnolovely

  1. I know, all 22 of us who fly in IVAs will be happy (a joke from the MAS topic). I was just flying using the Mk1 Cockpit, the ASET variant is great, but it doesn't have access to NavUtils, so while in flight I switched to the DE IVA which does. However I might add an alternative that patches in an RPM MFD to replace the green screen CRT in that IVA. That's the beauty of the system, you can use ModuleManager magic to do minor edits like this without even touching the other mod. I supply additional DE IVA alternates for all of stock which replace one or two ASET MFD with the brilliant MAS MFD, so you can select either DE or DE+MAS. The latter is probably my favourite setting. I also took time to add the Warbirds Metric and Imperial variants for the Mk1 Inline both normal and retro all in one part - I think @theonegalen will appreciate that, as they're such fantastic cockpits. For modders it could be used to provide an empty IVA (for performance), and one or more alternative IVAs, and due to using B9PartSwitch, adding part upgrades is totally possible: you could have an analog command module with a couple of tech upgrades. I may add options for that for stock one day (it's on the task list). The secondary point of the mod is to collect all the known working IVA mods with links and instructions (or CKAN config) in one place, so people can install them easily. Reviva will provide patches via MM to make sure they work (as much as possible).
  2. Love this mod. Makes flying/landing so much easier. Just installing 1.12.3 again (using CKAN), and this is a must have mod. Couple of minor bug fixes for @linuxgurugamer which may cause NavUtils to not load or warn, if you're not paying close attention (downside of CKAN): netkan / CKAN is missing depends: Click Through Blocker ToolbarController SpaceTuxLibrary The NavInstruments.version file might need a KSP_VERSION_MAX with 1.12.99
  3. I recently posted my first mod announcement to the forums, the forum editor is okay for general chit-chat, but it's a PITA for mod announcement readme. I do not wish to ever waste three hours of my time wondering trying to format a large document by hand, wondering why it forgets half of my edits. Not. Fun. I noticed a lot of well formatted, image laden mod announcements - from what I've read the easiest way to do this, especially with GitHub, is write markdown and display it in a browser on GitHub, then once you're good just copy and paste that. Usage of pandoc (which I'm aware of) may be useful. Any seasoned modders advice? A good example I found was @zer0Kerbal's - the GitHub readme.md is quite marvellous.
  4. The idea came from the B9PartSwitch thread, both @theonegalen and @Bonus Eventus had experiments that suggested it was, so thanks to them for trail blazing. The motivation was I fly mostly first person, especially aircraft in IVA with TrackIR, joystick and throttle. Flight Sim KSP! Bonus: I put in DE+MAS on most stock command pods (you'll need MAS, RPM, DE IVA and all their dependencies). This provides alternative IVA which are copies of the DE ones, but one or two of the MFD have been upgraded to MAS MFD's, which are superb.
  5. I think I answered my own questions, and just published the mod in question - I wanted a way to have multiple IVA internals and mods all at once, and be able to switch them in the editor using B9PartSwitch, and uses SUBTYPE with MODULE switching - the module in question is part of my mod - it does the correct internal updates in editor or in flight to make IVA switching possible. Thanks @blowfish - you made me (and hopefully the other 21 people who use IVA mods) happy. See https://github.com/harveyt/reviva/blob/main/plugin/ModuleIVASwitch.cs from:
  6. I made a thing ... I think you'll like.

     

  7. KSP 1.12.x - Reviva - The IVA Revival! KSP Reviva is the IVA Revival! For Kerbals who like to fly first person. Supports multiple IVA mods at once (IVA mods not included). Supports RPM and MAS. Allows IVA internal switch via B9PartSwitch: Allows selecting different IVA on each command module in editor/saves. Allows for on-the-fly IVA switching while in flight. Soon :: CKAN support so you can install Reviva and all the IVA mods you ever wanted. Currently only stock IVA and some popular IVA mods are covered, the intent is to extended the coverage over time. Required Mods Reviva - note that this does not include any other mods below in the download. KSP Forums GitHub Latest Release Download and extract the Reviva-x.x.x.zip file at the root of your KSP installation. SpaceDock - SpaceDock CKAN - Available Curse - Probably never B9PartSwitch ModuleManager RasterPropMonitor (RPM) Recommended Mods DEIVAExtension Optional Mods MOARdV's Avionics System (MAS) ASET Mk1 Cockpit ASET Mk1 Lander Can ASET Mk1-2 Command Pod Warbird Cockpits Ultimate Shuttle IVA ASET IVA for Making History Pods Many more, see Support Progress and Dependency Summary for the full list as more are supported. Some IVA mods require downloading from GitHub, Dropbox or even Zip files in GitHub issues and must be installed in their suggestion locations for Reviva to work correctly (directory names under GameData are very important). Changes 1.0.0 Release - Major Updates by JonnyOThan JonnyOThan is awesome! He's now a co-contributor for Reviva on GitHub, so he has full power and authority to do anything with the mod. This release is mostly due to his hard work to really make this mod shine. Giant refactoring of patches to make it easier to add support for mods and parts Fixed bugs regarding RPM variable persistence and action group memos being lost Fixed bugs that prevented ProbeControlRoom from working properly with Reviva Added Apex and Kermantech options for mk3 cockpit Fixed some configuration bugs 0.8.1 Release - Bug fixing (2nd Jan 2023) Fixes: Added support for AirplanePlus Mk1/0 Caged Inline (same as Mk1 Caged Inline). Note that the part does not fit exactly and has the wrong interior window structure, but is better than nothing. 0.8.0 Release - Bug fixing (16th Dec 2022) Fixes: Fix GitHub Issue 9: Thanks to JonnyOThan: Clone the partInfo so that changes to the internal config don't affect all instances of the same part. Extra fix from Fix GitHub Issue 9, again thanks to JonnyOThan: Fix an issue with internals that don't have crew capacity, exposed by FreeIva. 0.7.7 Release - BDB 1.11 Support (22nd Oct 2022) Adds: Slightly improved support for BDB 1.11 Release. Hermes/Mercury: Added Placeholder (empty) and BDBAlternate (super minimal, non-functional) Vinci/Gemini: Added Placeholder (empty) and BDBAlternate (old FASA, non-functional) Kane/Apollo: Added Placeholder (empty) and BDBRPM (functional RPM variant of non-functional BDB) Sina/LEM: Added Placeholder (empty) and BDB2 (new BDB non-functional IVA), the older BDB remains unchanged for compatibility. NOTES: Previous Reviva 0.7.6, 0.7.5, 0.7.4 will still work fine with BDB 1.11 - though the new non-functional LEM IVA will not be selectable. Currently no LEM variants have IVA switching: ie. no engine cover, Taxi, Lab, Shelter. You get the BDB default only. Similarly any Mercury, Gemini or Apollo variants (eg. Big Gemini or Apollo 5-Crew) do not have IVA switching, BDB default only. 0.7.6 Release - Moar IVA and BDB (24th Sep 2022) Adds: Support for: Starilex Intra-Vehicular Solutions - an excellent retro Mk1 pod. Available for Stock Mk1 and BDB Hermes / Mercury CM. Uses RPM. Max-Ksp MAS IVA Pack - excellent retro Mk1-3 and MEM pods. Available for Stock Mk1-3, Making History MEM, BDB Kane / Apollo, Sina / LEM. Uses MAS. SABS_IVA: MAS-enabled IVA - partial support (it provides a full set of Stock and Making History pods using MAS) for Mk1, Mk2, Mk1-3, MEM and BDB equivalents. Uses MAS. These are work-in-progress, I may add configs for everything else later. Snakeru's Mk2 Pod IVA - excelent retro style Mk2. Available for Stock and BDB Vinci / Gemini. Note that this is a ZIP file in a GitHub issue and is Beta, but to me is the best retro MAS style IVA for the Mk2. 0.7.5 Release - Airplane Plus (28th Apr 2022) Adds: Support for Airplane Plus: Warbirds (Bell Heli, Citation, Old Fighter Inline, X1 Supersonic, B29 Bomber) Warbird Cockpits Airplane Plus IVA Pack (Bell Heli, Bombardier Jet, Cessna, F-18 Fighter, Huey Heli) Airplane Plus IVA Pack Airplane Plus F-16 ASET/RPM for Falcon cockpit Needs to be installed in GameData/AirplanePlusFalcon. 0.7.4 Release - BDB experimental (28th Apr 2022) Adds: 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. Fixes: 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. 0.7.3 Release - Bug fixes (12th Apr 2022) Fixes: Support QuickIVA when loading strait to IVA (GitHub Issue #6) Handle any configuration errors by remaining on same IVA (GitHub Issue #5) 0.7.2 Release - Bug fixes (11th Mar 2022) Fixes: Undocking two of same craft causing crash (GitHub Issue #3) Correctly switch IVA for in-flight craft where multiple similar craft present (GitHub Issue #4) 0.7.1 Release - Stock and Missing History (28th Feb 2022) Support Missing History KV-1, KV-2, KV-3, MK2 command pod and M.E.M. lander. Configurations for Stock, ASET IVA for Making History Pods, and MAS alternatives for Mk2 and M.E.M (the KV pods are meant to be low to medium tech only). 0.7.0 Pre-Release (3rd Feb 2022) Support for RasterPropMonitor (RPM) and/or Avionics System (MAS) IVA. Covers stock command pods, cockpits, landers and cuppola only. Configurations for Stock, RPM, MAS, ASET, DE_IVAExtension, Warbird Cokcpits and Ultimate Shuttle IVA variants. For Players If you like flying in first-person from the in-vehicle crewed cockpit, either in stock or using RPM and/or MAS, then this mod is for you. Features: Allow switching of IVA from stock to different alternates (if needed mods are loaded) using B9PartSwitch This can be done from the editor, and the settings are saved with the ship design. This can also be done live from flight! Use the PAW right-click menu on the command module when not in IVA (yup, not realistic, but this is KSP). This allows for the player to load this mod on existing saves and change IVAs on already flying craft, or to try out different IVA. Without Reviva, only the "last" IVA mod for each command module would be available. Links together stock and modded IVA into one place and provides limited patches to ensure they work in 1.12.x. Note that this mod doesn't include the IVAs, but provides links for recommended or optional IVA mods, plus patches to allow them to run and be switched dynamically. Very low overhead on in-game CPU/GPU performance: command modules get an extra ModuleIVASwitch, and switch detection only happens when changes are made. Note however that all the Internal modules are loaded into memory, so load times will be a little slower, and memory usage a little higher for each IVA pack you install. Don't go too crazy. The best way is to look at all the different IVA mods for a particular command pod or cockpit, try them out and pick one or two. Note that the first option is usually the non-functional stock or original mod IVA, these typically have less performance impact. The different IVA selection does not change the characteristics, mass, cost or other data on the actual command pod: it's all visual for IVA. This means you can change at any time without penalty, by design. Thanks blowfish :: For B9PartSwitch which provides all the clever part switching and UI. Electrocutor :: For ideas in WPF and KSP forum that inspired idea. sarbian :: For Module Manager which provides ways to reconfigure everything. alexustas :: For the amazing ASET IVAs and props. MOARdV, JonnyOThan :: For Raster Prop Monitor (RPM), making IVAs look all fancy. MOARdV :: For Avionics System (MAS), making IVAs look even more fancy. DemonEin :: For DE_IVAExtension which provides decent IVA for all of stock. Honk Hogan :: For IVA_ASET_MAKING_HISTORY which provides decent IVA for Missing History. theonegalen :: For Warbird Cockpits IVA, and forum posts that inspired that this is possible. G'th :: For the Ultimate Shuttle IVA. linuxgurugamer :: For the hopeful adoption of this mod if I wander off in the future. License MIT License - (C) 2022 Harvey Thompson Source Repository on GitHub For More Information See the GitHub README
  8. Talking to you as requested (though technically this is after starting to use this feature). I'm new to KSP modding (like I started yesterday on C# modding, I've done some minor Module Manager before), so I'm getting used to how things work in KSP, and I'm using B9PartSwitch with a new mod I'm developing. The B9PartSwitch module switch works great when I use it on my own module: OnLoad() gets called with the ConfigNode changes as expected. Question: Am I right in saying for basic modules (without specific support in B9PartSwitch), that it doesn't change anything else (for example updating this.part.partConfig - specifically the module's ConfigNode), so you have to do all your update work in OnLoad()? That should either change a KSPField persisted data in your own Module, and/or implement OnSave() if that's not possible? Secondary Questions: OnLoad() will also be called when first loading the vessel - I take it that one should be careful and take that into account? Is there a good way in OnLoad() to detect "we are loading a part" vs. "we are doing a B9PartSwitch switch"?
  9. Alternative solution from memory I've found to work: remove the decal(s) from the vessel, then edit the text, then re-apply - that will also fix a broken black decal.
  10. Yay! Thanks @DMagic I found this mod so useful, glad you updated. You do make some super cool mods.
  11. Love the IVA - in particular the 1980's reel-to-reel brings back memories. Yes kids, I actually have somewhere a backup tape from such a device with some C source code on it.
  12. I kept hoping @linuxgurugamerwould come along and organize us. Very happy to hear that this may hopefully happen. I'm happy to help! Note that I've personally not tested the changes I proposed, I got lazy and just used @NicolaSixversion which from what I saw in GitHub has my suggested fix in it. I did not however check if there were other fixes/changes, but that worked great, so I got distracted again actually playing.
  13. I've had this issue: Kerbal Engineer still reports the right values, but stock dV didn't on a rocket with a probe core as root, and a base/tower/umbilicals. I removed the base, tower, etc, and used without (which of course was fine), then later re-added and then it worked, which doesn't make sense unless I'd accidentally mis-rooted. So the stock dV code runs from the root down each parent/child chain to calculate dV and I'm guessing something about launch bases causes an exception which aborts the computation? If so then making sure these parts are after any and all engines might be enough: Root -> Stage 2 -> Stage 1 -> Stage 0 -> Base What about this configuration: Stage 2 <- Root -> Stage 1 -> Stage 0 -> Base Ie. the root part has two parent/child chains (Stage 2 is "above" the root physically), but it only assigns the dV if it can process all the stages, but it sees "Base" first because it follows that chain first from the "Root" (down physically).
  14. Looking forward to trying out this out. I'd prefer the system where non-sample based experiments are always 100% on transmit/recovery, but sample based is only 100% on recovery, but much less (eg 50%) on transmit. Anything that requires a Kerbal to do (or reset), or is sample based should be more science points. That way if you send a probe you can do lots of biomes/situations with transmissions, but in total that'd only be about third of the total possible science somewhere (eg. Duna), so you have have a probe with return to get third more, and send a Kerbal to get the last third (roughly). That way the repetition is not tediously doing the same thing, but a different kind of mission/build.
  15. I've been playing 1.12.2 using UKS, mostly works (esp. with the LV-T05 and LV-T10 patches from @kcs123(thanks!!). Hope one day @theonegalen(thanks! I'm also using your Warbird IVAs which are superb) can update the mod, but until then in the spirit of community... I've been using a bunch of mods in early career, including SXT Continued from here: Included below is a ModuleManager patch which attempts to balance just the engines in SXT Continued (there's waaay too much else). Initially I just ignored the engines that seemed to powerful, but just in case anyone wants to use these or improve them. I did it by comparing engines to other similar and tried to work out where they probably should appear, so I could have made it harder, but it still might have some engines too early or too late. Open to suggestions for better balance. See the comments.
  16. I'm not an expert, but scalar is probably not want you want to fiddle with. There should be seperate Kp, Ki, and Kd values - each of these are set specific to the plane (I don't think Kramax Autopilot has auto-tuning which is where the PID controller learns quickly and settles on suitable values). They all combine and affect each other, but I believe Kp may be too large (if it overshoots too much), or more likely Kd not large enough (if it doesn't, but keeps oscillating). This dude knows more than I do, and has some advice. PID controllers are pretty much everywhere, so there's plenty of Youtube videos that describe how they work. Personally, I always use Atmosphere Autopilot, because it's magical in it's ability to make planes fly really smoothly. For "fixing" any plane under manual control you just turn it on with "P" and it magically works (after a few seconds of slight oscillations). It also does what's called "Moderation" which basically means your movements won't kill your Kerbal with high G maneauvers (you can turn that off if you need to do acrobatics or for drones). Under the hood it's more complex, because it's got PID auto-tuner swhich works for any aircraft in any situation (if it's possible to stabalize). It has similar autopilot features to Kramax:
  17. You might want to try these two mods additionally, which add quite complex IVAs for stock (first one) and Making History DLC (second one): Note that these both have dependencies on other mods, like RPM, so I recommend using CKAN to install the first one. The second one is a manual install but depends on the same things I think from memory. Also note that MAS is the successor to RPM, you can install both and get some improvements (which is what I do).
  18. I'm playing at 4K resolution, this is my first time as a KCT user, the UI/fonts are small and don't seem to follow the UI scale settings (except for the button in VAB). Search in forum and github suggests there's nothing to help here. My thought of a work around is to use AnyRes to switch scales. No idea how hard it would be to implement, but it's already a request: Feature Request: UI Scaling · Issue #19 · linuxgurugamer/KCT · GitHub I know @linuxgurugameris super super busy saving almost all the mods from bit rot... but perhaps... one day... when he's not busy... (that's not a thing). Perhaps I should get a devenv set up and actually help and make a pull request...
  19. So I tried out the latest from git (09b608ad8), but looks like some UI files are missing, they seem to be refered to in the tech tree, but deleted around the 0.6.0 release. Eg. [ERR 14:11:52.422] Couldn't find loaded texture at path: SkyhawkScienceSystem/UI/spaceplanes/sss_icon_advancedRamjets, which is referred to on line 85 of SkyhawkScienceSystem.cfg - there were a few (in spoiler), and that cascade of errors meant the tech tree couldn't be installed - I only had a Start node! I've not got a huge number of other mods installed, CTT, CRP seem to be the important required mods, but I doubt that's the issue. Perhaps you have those on disk, but they're not added to git, but ignored in gitignore? Or I shouldn't be so brave as to try git at latest revision!
  20. Love this mod for early game planes. If anyone is using Contrack Pack: Giving Aircraft a Purpose (GAP) with this, I made an MM patch which allows the Mk1 Open Cockpit to be usable for the first Glider contract (as well as the external seat). Makes it a little easier to build a plane (plus I use USI Sounding Rockets, somebody mentioned the SRBs in that auto-detach, so they make great JATO boosters under the wings). One of my first MM patches, took a little reading of manuals and looking at similar to make the right edits. @NESD, or anyone, use as you wish, no copyright, no warranty, Kerbals may die, etc. // Allow GAP glider contract to use OpenCockpit @CONTRACT_TYPE[Wright-Glider]:NEEDS[OpenCockpit]:AFTER[OpenCockpit] { !REQUIREMENT:HAS[#name[PartUnlocked],#part[seatExternalCmd]] {} REQUIREMENT { name = Any type = Any REQUIREMENT { name = PartUnlocked type = PartUnlocked part = seatExternalCmd } REQUIREMENT { name = PartUnlocked type = PartUnlocked part = nesdmk1opencockpit } } @PARAMETER:HAS[#name[VesselParameterGroup]] { !PARAMETER:HAS[#part[seatExternalCmd]] {} PARAMETER { name = Any type = Any title = have a command seat or open cockpit disableOnStateChange = false hideChildren = true PARAMETER { name = PartValidation type = PartValidation part = seatExternalCmd disableOnStateChange = false hideChildren = true hidden = true } PARAMETER { name = PartValidation type = PartValidation part = nesdmk1opencockpit disableOnStateChange = false hideChildren = true hidden = true } } } }
  21. Tech Level Unlock Nodes Total 1 1 6 6 2 5 14 70 3 12 15 180 4 35 16 560 That did catch me for a while until I remembered how many more nodes there are per tech level compared to normal. A table like this would show how the total cost per tech level goes up quite significantly. Probably better to do it this way that trying to tweak science defs and mods? Science is hard to balance given all the science mods that could be added, the difficulty settings, planet mods, science tweaks, etc. Perhaps you have made one already in a spreadsheet, don't want to add any work, building a tech tree is a huge task.
  22. Love the tech tree! Particularly the idea that similar technology are all easy to find, and and grouped like that. With some tech trees, I spend a while trying to work out where the science or thing X might be (using the handy search bar), this is a lot easier to work out. I'm may well install this on a new set of mods I'm slowly building, it's not a career play yet. I'm trying out various things to see how they all fit together.
  23. @Daishihas recently posted and he's the animation, model and texture artist (according to the first page), so his license/copyright would require his input/help/blessing (however that works). @DMagicis around-ish I think, though the rest of the mod is MIT licensed. I'd hope something could happen to make an official 1.12.2 release at least, US2 is a great mod (esp. if you combine it with DMagic Orbital Science). Hope somehow we can keep it going.
  24. Cool, something to make ISV look legit. Also looks like it might make for a great bouncy castle at Jeb's birthday party! Bonus.
  25. I only just found out there was an NFE 2.0 in development - so I had a scroll back. I think the reason for lack of comments is 3) Nertea is working on something, it'll be good then. So yeah, it looks fantastic. I appreciate the white box and early dev shots too - helps understand how you develop the art too. Unusual to find somebody who is a great modeller/artist and great programmer. I'm more of the latter.
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