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KSP2 Release Notes
Everything posted by Kickasskyle
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He did not.
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There shouldn't be a big increase (like pretty much everything in KSP they're loaded on startup), I made sure to cut down each sounds bitrate as much as possible without making them sound like ass. I'm not going to confirm anything as I don't want to project an air of false hope (plus it ruins all the surprise). We basically have a list of things we want to expand and develop some parts for, it's just a matter of finding the time and being able to execute them to a good enough standard. It's one of the things we learned early on with KW v1, we could kick out engines and parts fast as hell but the quality wasn't too great (it also helped that we had more free time then). KW2 was mostly about redoing it all over to a much higher standard and not creating a mass of similar parts that are just underwhelming. I think one of the best things we managed to learn and advance on was to make all of the engines unique and yet fill a role and function. Stock batteries were on my pet peeve list, I loved the inline ones but the radial ones just irked me. I'm more than happy to sort something out at some point, I just don't want to adding other peoples addons and various to the mod pack because it opens up a biggish can of worms. I wouldn't mind doing something similar to what CBBP did to those KOSMOS fairings, it would be independent of the main pack though. (see above for answer about 5m) PS. Just incase you guys glazed over it before, I highly recommend you install the volume reducing sounds for the stock launch clamps. It solved one of the issues we were having on sound testing, every launch started with a the sound of someone hitting you on the head with an inflatable hammer and because they were grouped up the volume stacked to insane levels.
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Further to Winston's video here's a few picks of some the new parts. New small and large battery packs & 45 degree RCS thrusters. But onto more important matters. KW 2.5.5 Release. Added all the new sounds. (Including a volume'd down version of the stock launch clamp sound [it's in the extra's folder!] ) Added the new batteries, so you won't have to strap a 9V battery to your space stations all the time. The 45 degree RCS should aid translation for and people who like octagonal landers. A alternator rebalance and ship files replaced by sub assemblies (Includes a nice set of premade fairing subassys as well as launch vehicles!). I also added new install instructions to aid in installation. Alternative MEGA Download:https://mega.co.nz/#!sgs1VZZZ!XoWxbSGEKS08J0vs2vWRdVmMct1OWGhUL5Q9EucjqT0 Changelog: Updated to v2.5.5 -Added new sounds to encompass Fairings, Engines and SRBs -Added new parts: -Small Batteries (small and long versions) -Large Batteries (small and long versions) -45 size 1 RCS pod -Rebalanced all alternator values to bring parts inline with stock changes -Extras folder: -Non-Autoshroud config files now reside here -Added a reduced volume version of the stock launch clamp sound (old one was louder than rocket engines) -Added sub assemblies to replace the ships save files for flexibility -Fixed emissive for 2m Vesta engine not displaying due to heat production error -Fixed and updated non-autoshrouds in release
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Kickasskyle replied to ferram4's topic in KSP1 Mod Releases
Thanks for this, you've fixed one of the nagging problems KSP had and at the same time made it customizable.- 2,647 replies
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- kerbal joint reinforcement
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So i did some experimenting. This is a stock KSP problem, let me explain. The short story is, the further the attached engine is from the fuel tank's center the more heat it builds up (or the less it dissipates depending on your perspective). Now on any long tank you can actually make the skipper overheat slightly and it seems as though the stock emissive was made under the assumption that this would never happen. As a result the rest of the emissive animation just seems to have not been touched hence why it fades to grey. On a higher note, ferram made a nice mod that does things: http://forum.kerbalspaceprogram.com/threads/55657-0-22-Kerbal-Joint-Reinforcement-v1-0-Properly-Rigid-Part-Connections
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It's more of KSP related bug than anything I can fix. Strutting engines has pretty much been what you have had to since the beginning for any engines more powerful than the mainsail or heavier rockets in general. Regardless it's not something I could fix unless I dump a lot of time into learning how plugins roll and what the syntax of it all is.
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Yeah I had a look at all the configs and fixed the problems, but it won't be included until next KW version, so in light of that here's the fixed non auto-shroud configs. http://www./download/k70tf3ge513i9i5/v2.5.4_No_AutoShroud_Configs.zip I added them to the OP under the main download if anyone's interested.
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1.) Off the top of my head i'd say around 20 GriffonXX's. 2.) This is what I circularized at about 150km. The current stage was at about 1/8th fuel left so it's mostly spent. The upper final stage was a touch worbly at launch mostly due to the fact that ASAS was being controlled from up top and as a result it was trying to stabilize it badly.
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Without an example of your problem/rockets I can't really come up with a solution. But to give you an example of what you can accomplish if you put stuff together properly: That said I'd hardly call this a stable example as it's literally as tall as the inside of the VAB and was slightly precarious. I did however easily manage to circularize what basically looked like a entire launchable rocket which I thought was amusing.