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Everything posted by 610yesnolovely
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I believe one of the standard ASET MFDs already does this and hides it - on the top right button. I think the basic RPM MFD (the much simpler one) also does (picture not shown). The ASET MFD is used in a lot of more modern style IVAs, the older RPM MFD may be present in much older IVA mods. The ASET MFD has to be the 40x20 with the keyboard, again I think it's the top right button. And possibly the keyboard can be used to type. This monitor is much rarer, I think only the ALCOR capsule has one. Note that you should be using kOSPropMonitor 1.7.2 from *SpaceDock* (the CKAN is out-of-date and probably doesn't work as advertised). Also note that kOS and kOSPropMonitor don't work with MAS IVA props, but I've had success on running kOS via the above in RPM and MAS combo IVAs. The Reviva mod includes such a combo, the Mk1-3 Capsule with DE_IVA+MAS I believe. Check out the thread here: I'd definitely recommend using Reviva, which allows IVA switching - that way you can install a bunch of IVA mods and switch in-game till you find one that has the right MFD. I've found setting up kOS, kOSPropMonitor and IVA to be complex - not only that, but then finding some suitable scripts to run. Good luck!
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[1.12.3] Color changing smoke generator
610yesnolovely replied to jay chou's topic in KSP1 Mod Releases
Love that the smoke generators are cigarettes, though I think the KAB (Kerbal Advertisement Board) may not allow adverts for this mod on TV. ;-) -
All the IVA internal models and data are loaded at the start of the game. The issue is that each command pod originally could only choose one of those (hard wired), so the last mod (probably alphabetical) would win and set only one IVA, even though all the data for all the choices would still be loaded. Reviva itself essentially provides a bridge between a very cool mod called B9PartSwitch which can do all sorts of in-game magical part switching (fuel tank contents, etc, but not IVA because they're weird) and some special bits of code that are essentially "unload the IVA model" (which is when your kerbals disappear mementarily) and "load the IVA model" (which is stock code used when you switch to a craft anyway) - plus some extra code to handle RPM and MAS computers. It's like a bunch of duct tape and super glue of already existing amazing code that I didn't write. Caveat emptor: You may lose a Kerbal or spacecraft, warranty especially void if you change IVA with a different number of seats while in flight. :-D However I'm using it all the time without incidents (other than due to my bad designs).
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Why thanks. And yes, it was born out of the very same frustrations and then I thought "well why don't I make a mod to fix this?" (I'm a gamedev by profession). If you have issues or IVA mods you want to see let me know in the above thread. I've supported most of the main IVA mods for Stock and Missing History, including hopefully all the MAS ones. If you have any requests/issues, check the README (where I've tried to collect all the IVA mod names I can find) and/or post in the above thread. Support is mostly driven by "I need this personally" :-) https://github.com/harveyt/reviva/blob/main/README.md
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[1.8.x] DE_IVAExtension - For All the Stock Pod IVAs!
610yesnolovely replied to DemonEin's topic in KSP1 Mod Releases
Glad to hear Reviva helped fixed your problem. I wrote the mod because I was annoyed about setting up other IVA mod how I liked them and thought: "Wouldn't it be nice if you could select the IVA", and also make sure there's a central list and support for them. It uses B9PartSwitch to do most of the work. If you like RPM IVA, it's worth checking what IVA mods are currently supported by Reviva, DE_IVA is one of them, but there's some very good alternatives (my favourites are ASET's and Warbirds), and some non-stock support. It also supports MOARdV's amazing Avionics System (MAS), which is the successor to RPM. I may be adding more, it's usually based on either suggestions or me actually wanting a particular IVA when I'm playing KSP. -
Be quick thou, @zer0Kerbalwill notice this mod very soon as adopt it (they are good at that)
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When I first built helicopters I had no idea that KAX and AP had completely different ways of modelling the rotors - I suspect I tried using a KAX (or KRX?) set of blades, rather than AP (I wasn't using Janitors Closet at the time) and it was horrendously hard to make work well. Do. Not. Like. I also didn't have TCA at the time. And also I'd got reaction wheel nerfs, so adding stabalizers made absolutely no difference. Crash. Crash. Crash. I give up. Whatever needs to be done to make helicopters so they work reasonably well and a bit easier, then do that. It'd be best if having the rotor lift part somewhere reasonably close horizontally to CoM and definitely above would give you a stable helicopter, and that there would be no rotational torque (ie. rear blades are merely for turning assistance). That way anyone could build them. Otherwise, if not possible, and it means going the KAX route, such that helicopters require some other mod like TCA to work well, then that's okayish, just make it a recommended and include a prominent note in the AP post, and on the parts "NOTE: Kevin Kerman highly recommends Thrust Controlled Avionics to balance helicopters, as they are notorious for simply disintegrating on take off. Essentially our helicopter blades are like giant rotating fans that vector thrust in different directions. Rear vertical blades will be useful for turning though." That way heli-n00bs like myself won't waste a day trawling reddit and wondering why my helicopters are rubbish compared to everyone else. I'm guessing a KAX style rotor is essentially an engine with good gimbal control so TCA can change the thrust vector to balance if CoL != CoM? Note: In reality helicopter blades change the lift vector not by direct rotation of the blades and/or engine throttle, the cyclic and collective tilts a wash plate which changes the blade angles to change how much lift is generated as the blades rotate. Is flippin' complex stuff, as all sorts of stuff happens (eg. precession, forward velocity altering air speed so lift is uneven, imagine what happens when the retreating blade is the same speed as your forward velocity... oh dear... no lift on that side.. buh bye). I wouldn't simulate any of that, leave that to the flight sims and people who build helicopters out of BG parts :-D
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Not sure what the JNSQ Gap style cargo flights are, but dropping supplies and then rovers by parachute to various locations (probably airfields, perhaps they ran out of snacks or fuel)?
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Thanks for pointing out these IVAs, I'd seen them a long time ago but forgot. I've added them into a list I keep with Reviva (which allows you to switch IVA in-flight/editor). One day I'll get round to adding more support for SXT since I do a lot of plane building and flying in IVA. For SXT, I know that Warbirds IVAs includes SXT for the Bonny and Clyde aircraft (it's generally good). Reviva supports Warbirds (because I use it a lot).
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Nice. I've been playing around the KSC, and it's not noticable. I think 100km is the default, but if you turn that off then yup, a lot of cycling. But NavUtils isn't for way point finding - use Waypoint Navigator.
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https://github.com/caerfinon/KerbinSideRemasteredGapExtras/pull/1 I can see why you had issues: Firstly there was a missing "{" right at the start which meant it would never work (so nobody has done this), took me a while to figure that out. Then MM does not allow FINAL on inserts, as all inserts happen first. I can see no easy way to insert them last. However since the default is to only show runways within 100km, I don't think this is much of an issue for most people. The only solution I can think for that latter would be either to rename the mod to zzzKerbinSideRemasteredGapExtras (so the inserts happen after most things), or change how NavInstruments orders runways, perhaps a "priority" field or similar. But I doubt either is worth the hassle.
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Love these mods, must have for building planes! Wondering if some ModuleManager magic for the NavUtils (new NavInstruments LGG) for both mods - though the main one doesn't have the file, it looks almost the same. I reckon a "Runway:NEEDS[NavInstruments]" would mean the text files could always be present as .cfg files? Unless there's a reason? Could even support both new and old since they'll have different directories? I'm happy to have a go, test and send you a github PR.
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Since it's based on the Community Tech Tree, it should at least have everything appearing somewhere in the tree for almost every mod imaginable. However that placement may not be great - usually though that's more important early on. I'm using all of Near Future and Far Future with UKS, and though I'm not at unlocking most of that stuff, it seemed to be in the tree. For example: If you use something like SXT, BDB or UniversalStorage 2 - I did post some ModuleManager patches which move things about a bit better, everything existed, but often they'd be too early in the tech tree or in weird places.
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I had exactly the same issue occuring, and as described, with FAR installed (and perhaps requiring Kopernicus) any asteroid spawning while in IVA causes the FPS to drop to single digits. As the OP said, if you quickly switch out of IVA, the problem immediately clears, but will return when the next asteroid spawns while in IVA. Does not happen if in any other view. The logs only show what the OP says, it only happens as soon as Kopernicus spawns an asteroid. I also tried an MM patch on Kopernicus_config to set Kopernicus' UseKopernicusAsteroidSystem=Stock - same thing happens when stock spawns a comet or asteroid. The work around is to quickly switch out and back, but asteroid spawning happens frequently enough that this is a bit annoying. It might be that voxelization of any new vessel, even unloaded, (as it seems asteroids/comets get a FARAeroVessel and are considered vessels) while in IVA causes some issue - I wonder if the IVA view uses something that conflicts with FAR? Shaders? Threads? I have no idea. It might be that having an option to ignore asteroids/comets for voxelization would be a "hack" fix. Not expecting a solution, this is more "FYI" just in case anyone else gets stuck on this, or if any FAR mod authors have a moment of inspiration given this info.
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
610yesnolovely replied to Paul Kingtiger's topic in KSP1 Mod Releases
Yeah, the 1.875m fairing is wonk, but can be fixed with a ModuleManager patch (rescales the height) courtesy of @Vandest in this post:- 1,553 replies
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[WIP] RackMount - Inventory based Module Management - v0.3.
610yesnolovely replied to Pehvbot's topic in KSP1 Mod Development
This is a very cool idea indeed! I could see a whole host of things that could be used for this - rack mounted science is the obvious one, but also EVA fixing of satellites - eg. telescopes. One mod (Cacteye I believe) sort of does something like that. I had a somewhat similar "could be an issue" in Reviva, which dynamically adds/removes RPM and/or MAS computer modules in-flight - in order to remove or add modules, I made sure to keep them at the same module index - from memory the module add/remove operations are kinda weird, and I'm not 100% sure, but I think module indices may be used by some systems: https://github.com/harveyt/reviva/blob/bd3c8f96a67f62cb5691abf6aa23f1cce552acfd/plugin/BaseComputer.cs#L185 This might help (or might not), feel free to copy any code (a comment to say where from might be good though). The idea was to first destroy the module, which probably leaves a gap in the module list, then add the module using the API which would correctly updating counts and table sizes, but would always appened. Then if it wasn't at the right index, to remove it and manually add it back at the right index if possible. Kinda hacky, but it seems to work. The above code probably only works because the previous module is always destroyed, for your case adding/removing dynamically is probably much more complex because there might only be adds or removes. It's somewhat complicated by the fact the part.Modules is actually a class PartModuleList and you can either use Part.RemoveModule() or PartModuleList.Remove() - brain cannot remember, but they're slight different in what they do. Lots of trial and error :-( My guess is somebody like @blowfish(author of B9PartSwitch) will probably know way more (and more accurately/correctly) about such things. -
@G'th is correct in that a recent release of Reviva added compatibility with @MOARdV's MAS and MOARdVPlus's Apollo CM, so that it works with more recent BDB releases - the Apollo CM has the DSKY, as shown in the above thread which has a picture. I think it's more of an info display rather than a fully functional programmable thing. It's a pretty good, mostly complete retro style IVA with some neat Saturn specific switches (that I mostly got working again), FDAI and a non-canon green screen CRT, but there's also a more futuristic version with MFDs (and still DSKY/FDAI type devices). FYI: Reviva is a mod that allows you to easily switch IVA from variants using B9PartSwitch. The README lists a lot of IVA mods, some of which Reviva supports currently (and hopefully eventually all of them and more, but modding for me is a very part time job)
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The solution in terms of building tail draggers with AP for me has been to rotate and lower the aircraft so front and rear wheels touch the ground in the hangar, then use Precise Editor and/or Editor Extensions to ensure the wheels are exactly perpendicular and forward aligned. Tedious, but the aircraft will then not bounce on launch and behave properly. Typically building an aircraft you need to do this anyway to make sure the AoA, ground clearance, prop clearance, etc are good.
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@JonnyOThanhas released KSA IVA pack with Reviva support in that mod itself, with quite a few IVA for stock: Mod authors who want to provide ModuleManager patches for Reviva can check out the action here: https://github.com/JonnyOThan/KSA-IVA-Upgrade/blob/main/GameData/KSA/IVAUpgrade/Patches/Mk1_Pod.cfg Note that this works because Reviva already provides the MM patches to set up switching for stock parts, there would be more MM magic required if it were a new part or one without Reviva support already. I can certainly help figure it out.
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- bluedog design bureau
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
610yesnolovely replied to Gotmachine's topic in KSP1 Mod Releases
This is the best bug fix everrr. Such an annoying bug that required restarting KSP. Thanks all! -
You seem to have 1.3.3 of MAS, so I'm not sure. Previous version, may have left a file: Check GameData/MOARdV/Patches/AsetToMasUpgrade.cfg, if that exists remove it, or rename it to GameData/MOARdV/Patches/AsetToMasUpgrade.nocfg If it's not that, not sure.
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It would be incredible if you could fix this bug, it's one of those rare but truely annoying and persistent bugs that if you dig into it, a lot of people get, but only rarely. The description of it being a distant sound source does jive with some people saying (and my experience) it seemed to occur only when scene switching with distant vessels. When you say "the fix", does that possibly mean you might fix it? If so, it might be one of those bug fixes for the KSP Community Fixes mod? Just a thought, possibly easier to put it in RSE with a toggle and/or cfg setting and perhaps mention the fix on that thread? Whatever... however it's fixed it'd be very good news.
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Niiice. Thank you very much. Those two were on the list to add support for, but you have indeed done the work. I shall add them and your other fix, perhaps today. https://github.com/harveyt/reviva/issues/8 I've tried to make a list of every IVA I could find, and intend to go through them all eventually, or hope that the mod authors provide patches, list is here: https://github.com/harveyt/reviva/blob/main/README.md#dependency-summary If anyone wants to help like this, I am very very happy to accept patches to Reviva, or alternatively help mod authors. I'm very happy to see you active, now that, I guess, school is out or nearly out for summer! Looking forward to some Warbird cockpit improvements - they are very cool indeed. I'm still playing UKS with BDB, KSRSS - with patches I posted, a lot of fun. Though I spotted you thinking about using something other than UKS...
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Any way (I have no idea what I'm talking about) to have some sort of "Mixed" - which is AirSim or Muffled Vacuum that dynamically switches when crossing some low atmospheric pressure setting - that might be abrupt I suppose. For people who are mad, is there a way to actually have both at the same time - AirSim _then_ Muffled (?) - basically I'd want either depending on what I'm doing (flying a plane, in sppaaaace). If this is a pipe dream, never mind. I'm just happy an update is coming! Yay!
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https://www.nasa.gov/mission_pages/sounding-rockets/videos/index.html - particularly anything from NASA Wallops launch site. On YouTube it was https://www.youtube.com/user/NASAWallops - I think this is the first one I saw, then I watched a bunch of others. What's subtle, and I'm guessing, is from these videos the launcher attitude slowly changes, probably due to wind/weather.