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kAerospace

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Posts posted by kAerospace

  1. On 8/8/2023 at 7:42 PM, BoZo_Xo2 said:

    Sounds good, thanks. Also I’ve noticed that traveling around the Jool system is pretty slow. Perhaps because of an SoI speed curve?

    Oh, that's actually intended. Jool is very big and thus has a massive gravity well, which means you need to get further away from it to gain speed as compared to something like Kerbin. If it's too slow, physics timewarp works while in FTL.

  2. On 8/3/2023 at 3:18 AM, BoZo_Xo2 said:

    Honestly, it works great. Nice and simple. My only suggestion would be adding configs for the super cruise  speed/acceleration and altitude limits. Other than that its fantastic.

    Yeah, that's not too hard to add. Will include in next update. Altitude limits are just the minimum safe orbit height + 10km on top

  3. 2 hours ago, PalowPower said:

    This is my Mod list:

    000_ClickThroughBlocker
    000_FilterExtensions
    000_FilterExtensions_Configs
    000_Harmony
    000_TexturesUnlimited
    000_Toolbar
    001_ToolbarControl
    3LB
    999_KSP-Recall
    ASET
    Audio Muffler Redux
    B2L
    B2LWormholes
    B9PartSwitch
    B9_Aerospace_ProceduralWings
    BDArmory
    BDArmorySorting
    BetterBurnTime
    BetterTimeWarp
    Bluedog_DB
    CAL
    CommunityCategoryKit
    CommunityResourcePack
    CommunityTechTree
    ContractConfigurator
    CRE
    CTTP
    Custom
    CustomAsteroids
    CustomBarnKit
    DecouplerShroud
    DeployableEngines
    DMagicScienceAnimate
    EditorExtensionsRedux
    EngineLightRelit
    Firespitter
    FreeIva
    FTLDriveContinued
    GemstoneLV
    HideEmptyTechTreeNodes
    ImprovedSystem
    ImprovedTreeEnginePlacement
    ImpulseParty
    INSTANTIATOR
    InterstellarFuelSwitch
    InterstellarTechnologies
    JanitorsCloset
    JSI
    JX2Antenna
    kAerospace
    KerbalEngineer
    KerbalFoundries
    KerbalJointReinforcement
    Kerbaltek
    Kopernicus
    KopernicusExpansion
    KopernicusExpansionExamples
    KSC
    KSPWheel
    MechJeb2
    MechJebForAll
    Mk2Expansion
    Mk3Expansion
    Mk3HypersonicSystems
    ModularFlightIntegrator
    ModuleSequentialAnimateGeneric
    OPM
    OPM_AIO_DVMAP
    OPT
    OPT_Legacy
    OPT_Reconfig
    PatchManager
    PhysicsRangeExtender
    PlumeParty
    RaginCaucasian
    RealPlume
    RealPlume-Stock
    Reviva
    RSMP
    SCANsat
    Shabby
    SimpleAdjustableFairings
    Singularity
    SmokeScreen
    SpaceTuxLibrary
    Stock folder: Squad

    Stock folder: SquadExpansion

    SSTL
    StockWaterfallEffects
    SystemHeat
    Tantares
    TantaresLV
    ThroughTheEyes
    ToadicusTools
    TUFX
    TweakableEverything
    TweakScale
    TweakScaleCompanion
    WarpPlugin
    Waterfall
    WildBlueIndustries
    999_Scale_Redist.dll
    Interstellar_Redist.dll
    ModuleManager.4.2.3.dll
    ModuleManager.ConfigCache
    ModuleManager.ConfigSHA
    ModuleManager.Physics
    ModuleManager.TechTree
    toolbar-settings.dat

    I'll try the mod again in a stock install. Btw, CKAN Mod verison has yet to be updated.

    Issue should be resolved now (Update v.0.2.2). Not sure when it will be available on CKAN, but the GitHub and Spacedock mirrors are updated.

  4. 18 minutes ago, PalowPower said:

    This is my Mod list:

    000_ClickThroughBlocker
    000_FilterExtensions
    000_FilterExtensions_Configs
    000_Harmony
    000_TexturesUnlimited
    000_Toolbar
    001_ToolbarControl
    3LB
    999_KSP-Recall
    ASET
    Audio Muffler Redux
    B2L
    B2LWormholes
    B9PartSwitch
    B9_Aerospace_ProceduralWings
    BDArmory
    BDArmorySorting
    BetterBurnTime
    BetterTimeWarp
    Bluedog_DB
    CAL
    CommunityCategoryKit
    CommunityResourcePack
    CommunityTechTree
    ContractConfigurator
    CRE
    CTTP
    Custom
    CustomAsteroids
    CustomBarnKit
    DecouplerShroud
    DeployableEngines
    DMagicScienceAnimate
    EditorExtensionsRedux
    EngineLightRelit
    Firespitter
    FreeIva
    FTLDriveContinued
    GemstoneLV
    HideEmptyTechTreeNodes
    ImprovedSystem
    ImprovedTreeEnginePlacement
    ImpulseParty
    INSTANTIATOR
    InterstellarFuelSwitch
    InterstellarTechnologies
    JanitorsCloset
    JSI
    JX2Antenna
    kAerospace
    KerbalEngineer
    KerbalFoundries
    KerbalJointReinforcement
    Kerbaltek
    Kopernicus
    KopernicusExpansion
    KopernicusExpansionExamples
    KSC
    KSPWheel
    MechJeb2
    MechJebForAll
    Mk2Expansion
    Mk3Expansion
    Mk3HypersonicSystems
    ModularFlightIntegrator
    ModuleSequentialAnimateGeneric
    OPM
    OPM_AIO_DVMAP
    OPT
    OPT_Legacy
    OPT_Reconfig
    PatchManager
    PhysicsRangeExtender
    PlumeParty
    RaginCaucasian
    RealPlume
    RealPlume-Stock
    Reviva
    RSMP
    SCANsat
    Shabby
    SimpleAdjustableFairings
    Singularity
    SmokeScreen
    SpaceTuxLibrary
    Stock folder: Squad

    Stock folder: SquadExpansion

    SSTL
    StockWaterfallEffects
    SystemHeat
    Tantares
    TantaresLV
    ThroughTheEyes
    ToadicusTools
    TUFX
    TweakableEverything
    TweakScale
    TweakScaleCompanion
    WarpPlugin
    Waterfall
    WildBlueIndustries
    999_Scale_Redist.dll
    Interstellar_Redist.dll
    ModuleManager.4.2.3.dll
    ModuleManager.ConfigCache
    ModuleManager.ConfigSHA
    ModuleManager.Physics
    ModuleManager.TechTree
    toolbar-settings.dat

    I'll try the mod again in a stock install. Btw, CKAN Mod verison has yet to be updated.

    Thanks! I'll look into it. Also, CKAN usually takes a while to get the newest version for some reason. It's up on Spacedock though!

    Edit: Interstellar Fuel Switch seems to be the culprit (seemed pretty likely at first too). Time to figure out how to fix it...

  5. 13 minutes ago, PalowPower said:

    Thanks. Found it. Unfortunately I still can't get the Drive to work.  It appears the Drive won't charge.

    1fXJbZ2.png

    ttQWxUH.png

    Could you tell me what mods you are running? Charge should not be 800, it appears to be some sort of mod compatibility issue, considering such an issue never occured in stock installs.

    I suspect is happening that the custom resource converter module no longer recognizes the charge resource, as the progress  bar seems to no longer represent the fill status.

  6. 23 minutes ago, PalowPower said:

    Hey there,

    love the Idea of the Mod and would love to try it. Unfortunately I can't figure out how to use it. When I look for a part I can't find one called NRE or Nexus Realm Explorer. Could you maybe clarify how to use the Mod?

    (yes I may be stupid)

    Thanks.

    Oh, I forgot to set it's tags to NRE or something similar so it won't show up while searching. Right now it's where you'd find the engine nacelle by default (aero tab) and called "Drive Nacelle". I'm still working on the part so that's the placeholder for now.

    Edit: Moved the part to propulsion category in the latest patch

  7. On 7/25/2023 at 4:31 PM, kAerospace said:

    Thanks for the feedback! I'll make the auto-supercruise a toggleable next update (which will release when I sort out all the issues out with the part model, probably within a week)!

     

    On 7/24/2023 at 3:17 PM, Ravenspetdragon said:

    I've tried many FTL drive mods over the years, but this one! This one is by far my favorite. 

    Only gripe is that Supercruise is automatically on after a jump.

    Other than that, it's perfect in every way I can think of.

    Should be done now!

  8. Anyone got an idea on how to cancel a vessel's angular velocity as soon as controls are let go (basically, so that, for example, pitching up increases the pitch angle directly instead of the angular velocity)?
    I've tried things like vessel.angularMomentum.Zero() and vessel.angularVelocity.Zero(), nothing seems to work though. Closest thing I got was with setting the vessel on and off rails, but that's pretty laggy.

  9. 17 hours ago, linuxgurugamer said:

    As @JadeOfMaar suggested you should also change the name of the namespace in the code.  No need for that language there, it ends up in the DLL and just reflects badly on the game

    Thanks for reminding me to change the namespace, all the other stuff should already be changed. The PAW idea is also great, I'll add it.

    Edit: All Done

  10. 26 minutes ago, JadeOfMaar said:

    @kAerospace Sounds cool and very helpful but, uh... why expletives in the filenames (and possibly inside the dll)? And your config doesn't cater for parts that have multiple intake modules due to CommunityResourcePack or Classic Stock Resources.

    It should look like:

    @PART:HAS[@MODULE[ModuleResourceIntake]]:Final
    {
        @MODULE[ModuleResourceIntake],*
        {
            @name = ModuleUnoccludableIntake
        }
    }

     

    Issue should be resolved now.

  11. No Intake Occlusion

    Simple and tiny mod that removes intake occlusion from all intakes.

    Having fairings occlude intakes on aircraft builds when the intake is only partially covered is very annoying, so this mod completely removes intake occlusion through both fairings and cargo bays.

     

    Download:

    Github (and Source Code)   Github

    Spacedock

    CKAN support: soon™

     

    License: MIT

  12. On 7/24/2023 at 3:17 PM, Ravenspetdragon said:

    I've tried many FTL drive mods over the years, but this one! This one is by far my favorite. 

    Only gripe is that Supercruise is automatically on after a jump.

    Other than that, it's perfect in every way I can think of.

    Thanks for the feedback! I'll make the auto-supercruise a toggleable next update (which will release when I sort out all the issues out with the part model, probably within a week)!

  13. Kerbal: Mostly Harmless

     

    (Version: 0.2.3) - This mod is still a big work-in-progress

    Please post any balancing changes or bugs you find. It would help me a lot to improve this mod.

     

    About:

    This mod adds a unique FTL drive, called the Nexus Realm Explorer (NRE) Drive, which features two distinct modes. The drive is inspired by the Frame Shift Drive from Elite: Dangerous

    (yes, this is also a reference to NullReferenceException, these occured quite a lot during development)

     

    To use your NRE, you must first charge up the drive. The Charge Status is indicated by the progress bar on the top of your screen, which is shown when you start charging it. After that, you have two options:

     

    "Supercruise":

    Functions similar to an Alcubierre drive. Operates in speeds between 30 km/s and 2 c, only works in space and is affected by planet's gravity. Additionally, you can rendezvous with other vessels when in Supercruise (if you are within 300km of them).

     

     

    "Leaping":

    Allows you to jump to a celestial body (if it is massive enough), while expending a large amount of fuel.

     

    Media:

    Coming Soon™

     

    Download/Source:

    Github

    Spacedock

    Now on CKAN

     

    Disclaimer:

     

    This is a continuation of a similar mod I stopped working on ~2 years ago. I finally got enough motivation to reboot it, and this new "Attempt" is much more polished, debugged and feature complete. That being said, the Mod is still not complete and still requires some balancing, it's own parts, FX and sounds. These will come in the near future.

     

    Credits:

    @Cyne for annoying motivating me to pick up this project again

     

    Changelog:

    Spoiler

    GitHub contains more detailed changelogs!

    v0.1.0 - Initial Release

    v0.1.1 - Hotfix for Editor Lag

    v0.1.2 - Fix Speed Display + Craft Distortion during long-distance jumps

    v0.2.0 - Add VFX and some other stuff (Parts delayed until 0.3.0)

    v0.2.1 - Fix Speed Display (it still didn't work, only partially)

    v0.2.2 - Compatibility Issues resolved

    v0.2.3 - Speed Display now works as intended (finally)

     

     

    License: All Rights Reserved

  14. On 8/24/2019 at 2:53 AM, Thelizard said:

    KSP 2

    Making a second is a bad idea: 

    Ksp Is like Minecraft, there should never be a sequel, it is an open ended creative game, 

    By making a sequel we effectively admit that the first had core flaws that couldn't be fixed with an update. 

    Im sorry but more Minecraft, when Microsoft acquired Mojang, they didn't make Minecraft 2, they instead took the amazing community and built upon it, they did things we never would've thought they could do. Most of the features in KSP 2 that we know of,  can be incorporated in an update. Also, some of the parts in KSP 2 seem a little too far from the present. 

     

    In my opinion "poor choice", but I'll still play it (KSP 2 ) anyway

    Actually, KSP2 is a great way to update the codebase. KSP runs on code which originates from 2011, with many features added to it. KSP is poorly optimized in comparison to later games with a similar gameplay (like SR2 or something) and KSP2 is a great way to fix many of the flaws that came with the old code...

  15. On 1/31/2021 at 1:57 PM, JadeOfMaar said:

    My attention has been stolen away from Sterling Engines. With Angel-125 picking up pace in BlueShift, I found myself drafting something that I know I and a few would really like to have and enjoy using with BlueShift, and so, I've decided to change priorities for now.

    Impulse Party

    A very small suite of handwavium engines and scoops that FTL users will delight in having. Planned parts:

    • Sublight "Impulse Drives" (already done but unfinished textures: 1.25m, Mk2, 2.5m). They will grant great dV and will work very well in both vac ant atmo. You've seen Elite Dangerous and Star Citizen.
    • One custom modular warp nacelle. Bulkhead profile is 2.5m (head) 3.1m (body), Mk2 (tail).
    • Trek style bussard scoops for eco exo harvesting whatever you like. In 1.25m, Mk2, 2.5m, 3.75m.
    • Warp Cores (Fusion reactors in the absence of warp mods). Available in Mk2, 2.5m, 3.75m, and 1.25m sphere.

    Those Impulse drives could fit really well for an ED-Style ship... I need to try those out on my Type-10 Defender recreation!

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