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Everything posted by 610yesnolovely
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For those that use this mod. I'm still around, and back playing KSP recently. I use this mod myself with KSRSS Reborn, and it works quite well as-is. I still intend to develop the mod further, but that's likely going to be demand driven by my career progress, so be very patient if you want more. :-D
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[1.12.5] WIP: TweakScale Rescaled
610yesnolovely replied to JonnyOThan's topic in KSP1 Mod Development
Congratulations on the in-dev beta release. I may ignore your warning and try it on a 300 mod career game because "I live dangerously" (and I know what I'm doing, in theory). Dear readers, do not try this in your home without suitable backups! -
[1.4.x] Ultimate Shuttle IVA - 1.0!! Woop Woop!
610yesnolovely replied to G'th's topic in KSP1 Mod Releases
Actually, yeah, that should be fine. I had a look, Reviva config wins the Module Manager patch wars because it's changes have 'FOR[zzz_Reviva]' which means they're applied after. -
[1.4.x] Ultimate Shuttle IVA - 1.0!! Woop Woop!
610yesnolovely replied to G'th's topic in KSP1 Mod Releases
Yes, Reviva will support both (last time I checked), see https://github.com/harveyt/reviva/blob/main/README.md From the notes, it has to be installed carefully and the CRT in Retro is probably still broken: Only copy UltimateShuttleIVA into GameData, ignore the top level USIVA-xxx.cfg files. Mk3 Ultimate Retro variant CRT do not seem to work. Will eventually try to fix. -
'Mk1 Lander Can' IVA Replacement by ASET[1.1]
610yesnolovely replied to alexustas's topic in KSP1 Mod Development
All the ASET props, IVA and parts are now looked after by @Stone Blue in the above thread, worth asking in there - if you've installed via CKAN, worth installing the IVA packs from CKAN too - perhaps you've done a mixture of very old IVA mods and new props which doesn't work. -
Thread and mod are definitely alive, but given that it's the holidays and the mod owner is pretty busy with hundreds of other mods, it's unlikely you'll get prompt response (LGG also has "no logs, no support" policy, but others in here might help, but it could take many weeks if ever). As to the particular issue, you should probably ask in Booster Guidance forum. Though it may be better to go to the RO discord, as you might get more of an appropriate audience who may be using FMRS and Booster Guidance with RO, and get a response sooner - but there's a lot of mods involved, so it could be many things.
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[1.12] B9 Procedural Wings Fork, Modified
610yesnolovely replied to linuxgurugamer's topic in KSP1 Mod Releases
Might be possible to make those with CarnationRED Flexible Parts (CRFP) - that can make some unusual shapes. Seemed to work with 1.12.x last time I tried. -
I've not been around KSP development for a while, but I had a quick look and saw nothing unusual - usually the best way to figure out why things have gone wrong in this case. Details on how you could help diagnose in spoiler. I also trust that @JonnyOThan can figure it out, and fix things, he's now an official contributor for this mod on GitHub. :-)
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[1.12.5] Silly Photon Drives
610yesnolovely replied to triple cheeseburger's topic in KSP1 Mod Releases
This is very cool, plus the tip about using procedural parts is nice. Also I looked up the infographic address. Hah! Very Kerbal. Congratulations on an excellent mod release and supporting ships (which are amazing also). -
Love it, such a simple idea that brings joy to the main menu "Hey I remember crashing that one into the Mun!"
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I've been taking a break from KSP playing/modding this past year also. I really love Skyhawk Science System, it's the best TechTree IMHO. Totally get how complex it is. I think I made some posts about some issues I found. I tried both Kerbalism based and non-Kerbalism based SSS together with KSRSS Reborn (and 200+ other mods). I ended up preferring non-Kerbalism mode, it has for various reasons not really SSS related, less issues with all the mods I use, even though I love the science collection aspect. Totally understand not having the time or inclination right now to contribute, I'm in the same position, but I'd definitely recommend @JonnyOThan's suggestion - personally I made him a Contributor on Reviva so he could fix things while I was distracted by paid work. That seemed to make him very happy, and he does good work with various things like FreeIVA and adopting other IVA mods.
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- totm jan 2022
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Yup, trying to do everything from IVA. I'd try throttle limits on action groups using the following, I think I've used it for that: I've not found a great way of controlling MechJeb from IVA other than via RPM or MAS IVA MFDs. I have not looked a kOS though, but last time I checked there's no kOS to MJ interface, but there are kOS scripts that can execute nodes and there's kOS PropMonitor which works on some MFDs (sometimes hidden), a bit tricky to set up, but once you do you can control tons of things (Atmosphere Autopilot, robotics, remote vehicles). Look into that, BakerOS perhaps, and also check out https://www.youtube.com/@Vulkans who does a lot of IVA flying, and even builds their own IVA mods (usually private, but the OPT-J one is now in a mod, I think MAS itself?!) As for MAS, perhaps we can hope that IVA master @JonnyOThan will adopt it, but I think they're having too much fun with FreeIVA (and looking after RPM).
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- bluedog design bureau
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I've found that MAS controlled MechJeb does often result in different behavior, though usually not this extreme. Great video and descriptions on what's going on, though it's out of Reviva's realm of resolving - likely something involving MAS, and MOARdv the author is no longer working on it last I read. From the video, I might have some thoughts - the particular craft seems to have a fairly high TWR (2.0 according to IVA view) for such a maneavuer, which only lasts about 1 second - so the impulse is quick and overshoots - then the craft turns to chase the correction which is in the opposite direction. Why MJ direct can handle this I'm not sure, but design wise there's probably only just enough reaction wheel power to stabilize it, and possibly MAS isn't setting up some control values (tolerances, pids). To help: Try limiting the thrusters to get a much longer burn, perhaps even as low as 10%. This so the reaction wheels can handle stabilizing, but also so the throttle down can hit the mark without overshoot. Not sure, but I didn't see any RCS thrusters, and RCS wasn't enabled (there's 27 monoprop though so I might not have seen it). Definitely add rotational for stability, but translation will also help for the fine control to finish off the maneavuer (I think?) I recommend using RCS Build Aid to ensure they're balanced. You could spam more RW, but I usually play with the equivalent of MandatoryRCS, and prefer the coolness factor of RCS. Hope that helps! Cool SSTO! (One day I'll finish K-Planes which aims to have SSTO contracts for payload deliveries)
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- bluedog design bureau
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[1.12.x] ZTheme v1.2.0 - A dark theme for KSP (2025-03-14)
610yesnolovely replied to zapsnh's topic in KSP1 Mod Development
This is a very cool theme, thanks for creating it. Gives KSP1 a more modern feel, to match all the 230+ mods I use to prolong the life of the game.- 160 replies
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Ah, yes, they were hard to find, I think they're originally mentioned in the Airplane Plus KSP forum posts: APF16 = acronym for "ASET/RPM for Falcon cockpit" APIP = acronym for "Airplane Plus IVA Pack" Both of these actually have hyperlinks in the https://github.com/harveyt/reviva#dependency-summary part of the README: Optional Airplane Plus IVA Pack GitHub RPM AirplanePlus Done Various plane/chopper cockpits Optional ASET/RPM for Falcon cockpit Dropbox RPM AirplanePlus Done F-16/mk2 non-commerical IVA I have hyperlinks for other IVA mods, but I'm been only adding them in as I support them. Glad you like Reviva and the README - I actually started out with a text file of URL links and hand edited each IVA in (and out) as I needed them and eventually went "well this sucks big time, I should make it easier"...
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Brilliant... this will be great for Aerobee style mods (Taerobee, CNAR, Wacapella, Sounding Rockets, RaiderNick's), love it!
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Glad you're enjoying it! I've done most of my testing on Stock and KSRSS 2.7x, I'd imagine RSS is very hard for speed for sure. RO/RP-1 is definitely hard mode. I've not been playing much KSP recently, but I'm feeling like dusting off and updating KSRSS 2.7x scale career, and so K-Planes (and Reviva, Wacapella) may receive updates over the coming months (years?). As yet K-Planes has no shuttle or SSTO contracts. History of Spaceflight only goes to Apollo, no shuttle contracts there unfortunately. However that's why I'm doing K-Planes, to cover from X-1 through Shuttle, SpaceX and things like Near/Far future SSTO (think Opt Spaceplanes). Though it's purposefully not historical, but goal oriented and will try not to limit solutions to particular mods.
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Yes, it recreates the RPMComputer module, so I'm gonna guess the Start() which seems to do that will find nothing and lose that info. So can I get it from comp.vesselDescription before I recreate, set it on new instance before Start() is called and it might work? BaseComputer::RecreateComputer() should have a PreRemoveHook() added that saves it, and a PostAddHook() to set it to make it generic. I'm not sure if MAS would need something similar. Actually that'd be too late, as I'm doing AddModule() to create the new RPM computer, which probably does Start() before I can set anything, I think I'd call the SetVesselDescription on the vessel computer... but ah, it's internal. Ah the vesselDescription is persistent, does that mean I can set it in the PartModule config node then?
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Oh, that's even more weird than I thought. Thanks for the clarification, I didn't even properly read the comment/issue (sigh) what hope do I have to fix it (lol). I'll get to it one day soonish.
- 192 replies
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That's a good bug find there and diagnosis. I'm surprised nobody has noticed this, including me. From what I can see from RPM, the vessel description is parsed when the RPM computer is started, which should be the case when it's recreated. There must be something else magical to prod or do, so no promises on fixing it or how long. I see @JonnyOThan already made an issue in GitHub https://github.com/harveyt/reviva/issues/21 - so I won't forget, I've been less into KSP modding/playing (full time day job is very time consuming). I'd hope that saving and reloading would fix it, not great, but a possible work around?
- 192 replies
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- bluedog design bureau
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I've been away for a while (full time job keeps me busy). Thanks LGG for helping out in the meantime. I have no idea why WaypointManager might be needed, I checked the log, nothing obvious. It definitely makes it way easier for the distance based contracts (and for flying in general). I've added https://github.com/harveyt/KPlanes/issues/1 I happily surprised people are trying this out, though it's "Alpha", it's probably more "Beta" now. It is essentially a cut down version of GAP, with some distance contracts, but for scaled planets (I use KSRSS), so it is a niche but handy mod for some RSS/KSRSS (non-RP) players. I use this personally with 230+ mods, so I'm somewhat invested in making sure it works. Eventually, when I have time, I'll do some later shuttle/SSTO contracts: doing it via pure CC / MM turned out to be almost impossible, so I'd have to build custom CC logic (not hard). Again, likely this will be when I get time to play KSP and progress to that point and realize I need such contracts.
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Ah yes, I remember that one now. With Reviva installed there's an MM patch to fix it here: https://github.com/harveyt/reviva/blob/main/GameData/Reviva/compat.cfg You could in theory use MM to patch the names (it'd look a bit different than above), or just do it manually, though obviously I'd recommend using Reviva as it allows you to switch IVA
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The IVA guys (Kinetic and Jonny) who are adopting several mods and I agreed that providing Reviva support directly in those mods themselves is the best way to go: so for KSA it would provide Reviva config for SOCK (which it does I believe). I'm definitely going to be looking at updating Reviva soon(TM), as my actual work has become less intense, and I'm playing KSP again: usually IVA support is driven by my own usage. I do however want to look at shuttles, as this time I'll be using SOCK (and Benjee's mods). I'm developing another contract mod (K-Planes) which will have shuttle and space plane like contracts, so that's another driving force. Progress is likely going to be sporadic and slow: last year I had way more time as I worked for myself :-D
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And I also. I love IVA mods, and in particular MAS ones, but found it so tedious to get the right combination of IVA installed that I suddenly remembered a speaker I once heard: "Don't work on what you love, fix what annoys you." - so I scoured forum posts, and found nuggets of various ideas, read up on B9PS and built Reviva so now everyone can change IVA at any time and try them all out.
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