Jump to content

Deadweasel

Members
  • Posts

    1,940
  • Joined

  • Last visited

Everything posted by Deadweasel

  1. My apologies in advance if this is a dumb question, but you did reload the game or at least the parts database, right? Changes won't take place until you at least go to the debug menu ([ALT]+[F12]) and reload the parts from the Space Center scene.
  2. It's a cumulative thing. In order to decrease intensity, you need to decrease the values for all three channels at the same level. The three numbers are Red, Green, and Blue, in-order. To decrease the intensity, you have to bump all three channels down (toward black). EDIT BECAUSE I'VE HAD TOO MANY BEERS APPARENTLY: The minimum value for each channel is 0.1, max is 3.0
  3. I've found JJ Abrams' online alt, and it's moraruâ„¢
  4. X103-6 Banshee II Much more stable and with engines that operate at higher speeds Banshee lurches off the line with a short burst from the main rockets She gulps down fuel like it's kool-aid, but the testing frame has a pair of fuel converters mounted. With some careful management, it will make orbit no problem Orbital injection burn, snubbing her nose at the island locals below The fuel converters are just as hungry for power as the ship itself is for fuel Showing off her "boo" lights, used during hull inspection EVAs, and to scare off the kraken Lock the ASAS and kick back until she's through the atmospheric transition phase. No swerves, no problem Air brakes deployed, Banshee bleeds off excess speed as she levels out and makes for home
  5. Single Stage To Orbit. And in case it comes up: V/STOL: Vertical/Short Takeoff (and) Landing
  6. Ummm... Are you playing on a smartphone? Can't even see the teensy little thumbnails.
  7. Well that's going to be entirely up to your layout. The nav lights do a darned fine job of it.
  8. Awesome, thanks. Gristle: for the part, I just zipped it up, because I also modified its texture to an amber shade as well. Download this, and extract it to %KSP_ROOT%\GameData\AviationLights\Parts: https://dl.dropboxusercontent.com/u/2004695/lightbeacon_amber.zip Enjoy! Oh, and as BigNose pointed out, you can easily make any additional colors you want in the future. Copy one of the lights, and rename it. Open the .cfg file, and change the following values as appropriate: // --- general parameters --- name = lightbeacon_amber // --- editor parameters --- title = Amber Beaconlight //MODULE //color scheme is Red, Green, Blue //value range is minimum 0.1 to maximum 3 for each color value Color = 1.00, 0.70, 0.07 That's it! If you want to get a bit more fancy, you'll need to edit the texture in the part's folder as well so the "lens" color matches the intended color, which can be done in Photoshop, GIMP or Paint.NET.
  9. This is the third frame design in the High-Speed Trans-Atmospheric Courier program, the Banshee. Here is the testing frame, designated X-103-5 Looks sleek and fast on the runway With a profile that looks like the child of a SR-71 Blackbird and a P-80 Shooting Star Business in the front, srs bizznes in the back! Flight profile is... difficult at present. Even though it stands at a positive angle of attack on the ground, it still needs to run off the end of the runway to start getting lift. Once she's up, she's extremely stable, but also extremely loathe to change her heading. Though it requires a good deal of speed to stay aloft, it can land relatively easy, thanks to the airbrakes.
  10. Because traffic is getting a bit dense on Duna these days, ground vehicles are now subject to standard traffic laws: Note: amber lights aren't (yet?) part of the Aviation Lights pack.
  11. Actually, I modified one to create just that very thing on my own installation. I'd be happy to share it if that's okay with BigNose and crew.
  12. Well, although it seems to have access to enough memory through memory sharing, the video card only has 64MB of RAM to call its own. I would say it's a fair bet that your video card isn't up to the task of running this game while anything else is running. One of my boxes is a Core2Duo desktop system with 64MB video card that refuses to have anything to do with this game in the first place, so it's kind of impressive to me that your laptop is even willing to give it a go. LOL
  13. I have a small niggling thing to call out: Any way to rotate the models in the VAB/SPH parts list about 180? Static, all the lights look alike, and I have to hover over each to look at the description or get the model to rotate to see which one is which. I love that the beacon/strobes use a darker housing, but I still can't tell the colors until I hover over them. So you're not troubled with thoughts of having to do yet another minor release for such a little thing, is there a way to modify the config settings to rotate them?
  14. OOooooohhh... Didn't realize that, as I come back to the thread via email notifications when new posts arrive. Sorry, wasn't trying to be an ass with my post.
  15. I like the original better http://forum.kerbalspaceprogram.com/showthread.php/24734-Amphibious-VTOLSSTO-%28Image-heavy%29?highlight=ssto+amphibious Mainly because it's perfectly designed to work with the interplanetary drive platform so the plane is centered while docked.
  16. ...he says, after 123 pages of posts have been created...
  17. I'm no expert, but that looks very much like a "device too busy to be arsed with this right now" error. EDIT: In fact, that's what I would expect to see if the hardware was simply too overburdened to deal with rendering something. I could probably force that error if I played a 1080p movie while rendering out another one WHILE playing the game. What are your system specs? Or at the very least, give us a make and model number and I can look the specs up to see if there might be a pinch point.
  18. Dang son... You go much further in the past and you're going to start in with the 1337-sp34k. >_<
  19. Pop it in a zip file and upload it somewhere like Dropbox or http://kerbalspaceprogram.com, and post some pics with a link in the Exchange forum.
  20. What makes a vet? I'll tell you. HUNDREDS of hours invested in a game with no real goal, save for the personal satisfaction of successfully reaching orbit, and then landing on other worlds and moons. We're talking about a game still in its infancy here, and yet people are still completely enraptured by it. A game with no stats, no loot, not even a finish line, and yet we take screenshots, take videos and share them with craft files and mods with the world, just to share the excitement of it all. And it works. By Jeb, it works.
  21. Well, Spaceport does have a feed... Might be worth looking at? http://kerbalspaceprogram.com/feed/
  22. *THAT'S* what I needed with the video tutorials! I have to see some examples in action in order to start coming to grips with what's happening. Looks like I've got my educational/entertainment lineup set for tonight. Thanks a bunch!
  23. Also another issue that has surfaced: You're going to want to build in a method for users to upload their images to your site, and have a utility set up to receive and reduce the images to web-friendly standards. There are two reasons for this: Links to full-size images mean visitors are going to have to wait for the whole thing to download for each and every entry they view on your site. If it's only being shrunk dimensionally in your site code, visitors are still essentially downloading the full original size image anyway, which wastes the bandwidth of both your site and your visitors. Images hosted separately have a habit of going away as the user forgets he/she had something linking back to it, and cleans out unwanted entries in their galleries. Worse, the image host being linked to could go down, or simply block the image from being seen altogether because it's being referenced too many times (which can happen often if your site gets really popular). Either way, you end up with a situation like this:http://kerbalbase.net23.net/list/. Check the entry for Atmospheric Launcher. So yeah, you're going to want to set things up so users have to upload their screenshots to your site instead of just linking to them, and either automate the process of making them website-friendly, or force the users to provide an appropriate size (like the KSP forums do for avatars). Case-in-point: this is what is actually being downloaded every time the "Motherf***ing Eelloo Mk II" is displayed: http://i.imgur.com/rfHgJ3z.jpg That's a huge unnecessary hit on your visitors' bandwidth just to display what otherwise looks like a simple thumbnail. Forcing the image to resize in the browser doesn't make the image smaller to download. EDIT: Looking further, I just realized you also have a larger-size version on the ships' individual pages too, so my suggestion probably means a fair bit of work would be needed. Fortunately there are lots of AJAX scripts out there that will accept an image and produce web-friendly versions of them in multiple sizes. For reference, CMS packages like Wordpress do this automatically.
  24. Well hopefully the site is running a database of some sort in the first place... It should be a simple matter to add a table for mods; the tedious part comes in having to populate it.
×
×
  • Create New...