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Posts posted by pizzaoverhead
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6 hours ago, Burning Kan said:
First, thanks²³.Hope this mod gets 10000+ downloads that brings me to two,some happend with it-some cursforge error
at least some pictures of this HOLY COW mod
this mod gives a good reason to not build any tanks or uncrewed stuff between crewed stuff,realy enjoy that.
Wow, amazing photos! I spend all my time editing the mod on the launchpad that I never get to see it in space. That looks great!
In the last two pictures, you're seeing the bottom of the outside of the cupola through the glass (the IVA layout can be mind bending...). I think some more shader trickery might get around it. but we'll see
3 hours ago, theonegalen said:A TRIUMPHANT RETURN!
Wow, @pizzaoverhead, I thought we had seen the last of you long ago! This is fantastic and amazing, and I'm so happy right now.
EDIT: CurseForge is giving a "NOT FOUND" message when I click the link above.
Thanks! And thanks for the heads up! Looks like I gave it a title Curseforge didn't like. It should be available in the next few hours.
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New update is now available:
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Added colliders to Mobile Processing Lab. It should now be possible to move around inside this part without floating through the vessel.
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Added ability to open and close hatches in Mk. 1 spaceplane parts.Can get into different seats in the same part or different parts.
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Return to seat on leaving IVA view.
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Fixed Mk. 1 inline cockpit being too narrow to pass through.
Still a lot to work to go, but the current goal is to give every part solid walls and openable hatches.
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21 hours ago, Stone Blue said:
so has anyone tested v0.0.4 to see how far back it might be backwards compatable?
There probably isn't much to see before IVAs were added in 0.17
Today's progress: the hatches in the Mk. 1 space plane parts now function correctly. Next up: the Mk. 2 space plane part hatches. These are a mix of pre-Porkjet and newer parts, so there will be a few different solutions needed.
Also fixed: the Mk. 1 inline cockpit is now wide enough downstairs (this one has a secret downstairs tunnel) to travel without bouncing off the walls. You can now also return to your seat if you fall from the craft by switching to an external view.
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8 hours ago, SlamduncAZ said:
What kind of bugs are we talking about? Will it mess anything up downloading it mid-game?
Mostly "crash your game" or "make your game run slowly because the mod is crashing". There's a small risk of vessels exploding, but I haven't seen it happen yet.
It's still in its early phase, but I wanted to release it in case I disappear again. Source code is included.
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The cupola is fully contained in colliders, bringing the total number of parts it's safe to walk around inside without falling into the void to two. Next up is finishing off the science lab.
Newly (re)discovered bugs:
- Only the first instance of each part gets colliders at the minute, so you'll fall through your second cupola.
- Currently hatch doors for the space plane parts always spawn in the root part.
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It's been a few years since I've had the time to look at this in detail. Let's see if I can change that this time around. The first step is to get this building in the latest version of KSP, so here we are: Download link
Not much has changed here since ~2015, but it's still cool to explore the inside of the new parts. Back up your save, as things may explode. This is very buggy, and will silently crash often.
To use the mod, after installing it and ModuleManager, enter IVA, and press the Y key to leave your seat. You can then move around using WASDQE/Shift/Ctrl. You may even be able to get into a different seat by looking at it and pressing Y. By default, the mouse controls are styled for zero-gravity movement. You can toggle to standard FPS mouse look by using the gravity button, but you need to be inside a solid part, otherwise you'll quickly travel through Kerbin. If you want to click the menus while in this mode, Alt+Y will release the mouse.
The part that's closest to working is the Hitchiker, followed by the science lab. You may need to disable collisions using the NoClip button to move into it if you've left a different part. Be sure to re-enable collisions (disable NoClip) once you're inside, then you can try out gravity. Hatches (where set up) can be opened and closed by using the F key. If there is a hatch beyond the current one that you want to open or close, Alt+F will reach through the current hatch to that one.
Leaving IVA mode while not in a seat will slightly break everything: On returning to IVA, you'll be unbuckled from your seat and in free mode, but trapped above the seat. Look down and press Y to get back into the seat before leaving it again.
Next steps: clean up the bugs and crashes, add colliders and controllable hatches to each part.
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Soundtrack Editor 1.6 is now available! Aside from support for KSP 1.6, it also fixes some of the buggy behaviour people had been seeing.
- If you'd created/edited a playlist to use events that weren't previously used in the playlist, these wouldn't take effect until you restarted the game.
- When you changed from editing one playlist to editing another, sometimes the settings from the first were displayed instead.
I haven't been able to reproduce the issue with loading certain OGG files. If anyone has a file that causes this, and they have the rights to share that file, please post a copy.
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I would argue that both propellers and rotors have been part of space flight for quite some time, just not successfully deployed. Some examples below:
One of NASA's re-entry concepts for Apollo, resurrected for Orion:
The Rotary Rocket Company's helicopter-style SSTO:
Airplane for Mars Exploration (AME):
JPL Mars Helicopter Scout:
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On 8/26/2018 at 1:43 PM, space_powder said:
Doesn't work for me on 1.4.5. I think I installed it the way it should be though
GameData/ReentryParticleEffect/PropertiesThere's no Properties folder, so it's likely installed in the wrong place. Check the path in the readme file for the right location.
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Version 1.3 is now available. It fixes support for KSP 1.4.x.
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Looks like this has gone beyond KSP now too: https://www.bleepingcomputer.com/news/gaming/gaming-companies-remove-analytics-app-after-massive-user-outcry/
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I've also updated the OP and readme file with what settings are available and what they do. Let me know if anything is unclear or missing and I'll add that in too.
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Version 4.5 is now available. It fixes many of the issues from the previous version, as well as adding a new setting for playing your choice music when a vessel is destroyed. You can download it here.
Changelog:
- Support for KSP 1.4.x.
- Added "Vessel state" tracker for triggering playlists when a vessel is destroyed.
- Fixed issues with tracks not being preloaded correctly, preventing the "Credits" screen music from being played.
- Fixed issue with max/min velocity and altitude values not being cleared correctly.
- Fixed issue with music not being played when only one vessel exists.
- Improved memory use.
- Fixed time of day settings not working outside of the KSC view.
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On 4/12/2018 at 1:03 PM, taniwha said:
@pizzaoverhead: I think it still needs tuning, but I've sent you a PR that seems to fix the mod for KSP 1.4.2.
Thanks for this taniwha. My free time has gone negative, so I'm not sure when I'll get a chance to look at this.
On 5/3/2018 at 3:10 AM, Sewer Urchin said:Got an interesting effect from the leftover trails in 1.4.3. Jettisoned a stage out in front of me and was inside it's trail, it then exploded about 100 meters ahead of me, so the leftover trail was stuck right in front of me. I ended up coming back up to about 65km, so my trail faded, but the trail from the other stage was still there, and almost backwards now from the distance I traveled. The secondary trail stayed with me all the way to the ground (Even parachuting at 3 m/s) where it remained as a pillar of fire that my kerbal could walk around inside.
That's amazing! Not "good" amazing, but amazing nonetheless.
On 5/3/2018 at 3:46 AM, Kerbaderp said:@pizzaoverhead Thank you! This mod is great. I loved it in 1.3.1, but now in 1.4.3 the trail is way too big. Will this be fixed? Or is there any way to just turn off the trail at least?
It'll need some work and a new release, though I'm not sure when I'll have the time for either.
On 5/3/2018 at 11:31 PM, T1mo98 said:Any ETA on when both this and Collision FX might be updated? They're both pretty sweet.
Or does anyone know a fix to make them both properly compatible with 1.4?
Not Soon™
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There's been some discussion on the GitHub page about getting the mod to work with DX11:
https://github.com/Vivero/Kerbal-VR/pull/24 -
There are two CurseForge sites, https://kerbal.curseforge.com/projects/ and https://www.curseforge.com/kerbal/ksp-mods/
Only the first one will allow you to edit your mods. -
8 minutes ago, whale_2 said:
Well, it is not mine, but @pizzaoverhead keeps being silent, so who knows what will happen...
An update is in the queue, but I'm very limited with free time currently.
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On 20/03/2018 at 4:47 PM, dundun92 said:
Yay! It worked in 1.3.1! Thanks! I used the Aruco paper marker, though I intend to make a proper IR LED setup.
Glad to hear it! I wasn't able to get the Aruco tracker work accurately myself. How big did you print the marker?
On 20/03/2018 at 4:53 PM, Stone Blue said:@pizzaoverhead Was this mod pulled from SpaceDock?
Nope, I just forgot to hit publish. Thanks for the heads up!
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On 17/03/2018 at 1:17 PM, severedsolo said:
One of the changelogs (1.2.1 maybe?) said they fixed this
Close! It was version 1.2.2:
Quote- Fix for vessel on the Launch pad at Baikerbanur (KSC 2) blocking ability to launch vessels from the KSC.
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10 minutes ago, blspblackdeath said:
I would make it so that you can launch from it after you discovered the old KSC.
Plant a flag at it. "It's mine now!"
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2 hours ago, StarStreak2109 said:
The question is, given the possibilities of KSP 1.4.1 (with the DLC installed) could "the old KSC" be enabled somehow?!?
With mods, all things are possible
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6 hours ago, Jas0n said:
Eh, I know some people have built their own crawlers with rover wheels and structural panels and a large number of struts.
Also, I'm pretty sure launch clamps can't be physically moved.
We'd need a mod for something like the Mobile Launcher Platform.
It could be doable if someone had the time. The platform would be in the VAB, sized to the max dimensions the building allows. When you launch a new rocket, you'd have the code shift it to outside the VAB, and attach the launch clamps to the platform instead of the launch pad. You could either have a pre-built crawler-transporter like the other vehicles inside the VAB, or allow the player to build one under the platform. Drive it to the launchpad (or anywhere else you prefer), drop off the mobile launcher platform, and launch the rocket as normal.
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First experiments with Making History: Nothing's broken, so we're off to a good start.
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17 minutes ago, Jack5.exe said:
What i'm looking for is one that can drive from the VAB to pad and can take clamps with it
Is it something like NASA's crawler-transporter? I remember there was a mod for one in development, but I don't remember seeing it released:
[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
in KSP1 Mod Releases
Posted
Sure, why not!
New version is now available. It reduces the scale of the plasma trail to something closer to what it used to be.