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Everything posted by Nazalassa
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N 11 Target has been destroyed for the second time.
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N 10
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So, it appears that there are several issues with the path I wanted to follow, and the rover I planned to use (the Kan-Kan). In case you forgot, here's the path: First: the (southern) ice shelf is ~30m above the sea level, so I can't just come from the north, on the seabed, and get on the shelf. Actually, the path passes just east of a bit of land that I can use to get on the shelf. (problem solved) Second: when I'll go from the shelf to the ocean for a short seabed trip (after going across it) the rover will fall 30m into the sea. Even with a parachute, the Kan-Kan kan't survive the fall (but the wheels did). Third: apparently, the measured speed of the Kan-Kan on the seabed (of 7 m/s) was wrong, it actually goes around 1.7 m/s on flat terrain (at 1.2km deep) (not mentionning upwards slopes). At this speed I'm spending five days on the seabed :/ Fourth: I still tried to begin a circumnavigation on Kerbin, using the Kan-Kan. I had to reload four times to finally break 10km from KSC, not counting the eight or nine times Bob was knocked out of his seat. Turns out the Kan-Kan isn't suited for high-speed travel - but I want high speed travel. (it can't even get out of water on slopes - I tried... F9) So, back to the drawing board: I need a rover that travels faster than a snail, can go underwater at more than 2 m/s, resist bumps and jumps relatively well, and isn't prone to excessive "breakdancing" (I have footage of the Kan-Kan breakdancing in the hills). Enter: the Kan-Kan II! I drove it into water, made it turn around, and it successfully got out of the ocean. I used two engine plates to remove the drag from the service bays, which remove the drag of whatever's inside. So only the wheels are draggy. This significantly increased underwater performance! It also holds two Kerbals, instead of 1 for the Kan-Kan. 16 RTGs provide enough EC for the wheels, and I'll maybe add another pair of wheels - just for more speed. And, last but not least, two weird facts that I discovered during tests: The fact that only the wheels are exposed to drag (looks like the engine plates are shielding each other) is quite good: it seems that only parts that are not shielded will "splash down hard and be destroyed", so technically, I can throw the rover in the ocean, as long as the speed is low enough for the wheels to survive (<150 m/s) the entire rover will survive. Additionally, it seems that shielded (in a fairing, or attached to an engine plate) service bays can't be opened - so I can't open the ones on the Kan-Kan II :(
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N 1
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Right-click all wheels, toggle "Friction Control: auto" (it should become "override"), you should see a new bar ("friction control"), set it to 10 (or some high value) on (at least) the wheels after the CoM all the wheels. It should work better.
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N -1
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N 0 Equilibrium reached
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[?.?.? - 1.12.x] Naztheme: An Alternate Theme for KSP
Nazalassa replied to Nazalassa's topic in KSP1 Mod Development
Version 0.3b is out! Changelog Made the Navball rounder. Removed the silly purple-and-black water textures I accidentally left by accident. Made dropdown_test a bit more transparent for consistency with PAW background.- 42 replies
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[?.?.? - 1.12.x] Naztheme: An Alternate Theme for KSP
Nazalassa replied to Nazalassa's topic in KSP1 Mod Development
For which elements? I can add an orange pixel to the grass around the KSC if you want :D- 42 replies
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N 1
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N 3
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N 5
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N 5
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[?.?.? - 1.12.x] Naztheme: An Alternate Theme for KSP
Nazalassa replied to Nazalassa's topic in KSP1 Mod Development
I can try to "fix" it. Like that?- 42 replies
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[?.?.? - 1.12.x] Naztheme: An Alternate Theme for KSP
Nazalassa replied to Nazalassa's topic in KSP1 Mod Development
btw, doneTM.- 42 replies
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[?.?.? - 1.12.x] Naztheme: An Alternate Theme for KSP
Nazalassa replied to Nazalassa's topic in KSP1 Mod Development
Version 0.3a is out! Changelog Added (completed) missing UI elements for: Tooltips NAVBALL!!! (except for SAS side icons and maneuver node stuff) The thing below staging in flight Administration Building Settings Color picker (for fireworks) "Play mission" dialog from MH (subject to Dynamic-Loading Issue) Loading widget (when changing scenes) Restored the previous state of app_divider_pulldown_head_over (too dark) Added some elements in Tracking Station (unfinished) Added a texture for the background of resources bars (in flight, "resources" tab) Added background and buttons for kbButtons (knowledge base, TS or mapview) Screenshots:- 42 replies
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
Nazalassa replied to UltraJohn's topic in KSP1 Mod Development
[Major update] Naztheme 0.3a is out! About halfway done with the flight UI (what's left in the flight UI: some stuff tied to maneuvers, some stuff tied the the "staging quadrant" (not significant), the altimeter). Some screenshots: -
N 6 You can't, target has been successfully destroyed.
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
Nazalassa replied to UltraJohn's topic in KSP1 Mod Development
Tooltips and "dropdown_test" are done (why did they name it "dropdown_test"?) -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
Nazalassa replied to UltraJohn's topic in KSP1 Mod Development
New loading screen This is going to be a massive update. Anyone knows how I could get rid of the "Loading..."? -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
Nazalassa replied to UltraJohn's topic in KSP1 Mod Development
I'm changing the loading screen background (the thing in the bottom-right) If you want to know what all the UiElement_xx are: 03: Funds display bg 04: Funds display tape bg 05: green Funds icon 06: red Funds icon 10: science display bg 11: science display 12: science display icon 13: some kind of background 14: reputation display bg 17: reputation tape 20: VAB/SPH vessel price display (I accidentally deleted it but I could get it back) 24: Funds/rep/science show/hide in flight (appbar) Also I added another swap file of 4 GiB so KSP doesn't crash with Firefox and Gimp open (which it did a lot before, it was quite annoying). -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
Nazalassa replied to UltraJohn's topic in KSP1 Mod Development
Look at the spam I get in the log lol [LOG 16:05:51.462] Load(Texture): Naztheme/Editor/EditorButtons_Load#256x256 [WRN 16:05:51.466] Texture load error in '/home/ivyroot/Utility/KSP/GameData/Naztheme/Editor/EditorButtons_Load#256x256.png': HTTP/1.1 404 Not Found There's like 200 of them... Apparently it considers that the file is EditorButtons_Load ... Wait what they use HTTP/1.1 to load images????? That's the stock image loader btw, not HUDReplacer. -
N 5 Initializing photon torpedoes... Success! Target destroyed.
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
Nazalassa replied to UltraJohn's topic in KSP1 Mod Development
Whoops, you're right, it works. My bad, sorry. Maybe just add it (and compile it) and I'll see if it works. -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
Nazalassa replied to UltraJohn's topic in KSP1 Mod Development
Works perfectly in settings (which are now finished), but not entirely in the Tracking Station (d/e/q don't do anything, although images are still replaced). Note: From https://www.kerbalspaceprogram.com/ksp/api/class_k_s_p_addon.html: maybe replacing (or adding to) the beginning of namespace HUDReplacer (by) [KSPAddon(KSPAddon.Startup.AllGameScenes, false)] public class HUDReplacerAllGameScenes : HUDReplacer { } would enable it everywhere? Just a guess from the KSP API doc.