Synthesis
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Posts posted by Synthesis
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I had no idea this even existed! How did I miss this when I was scouring the website for a unpackable munar rover and other surface equipment.
I absolutely need to download and install this, even if it'll be a while before I'm doing any sort of manned mission (just restarted my campaign today and am still at the weather balloon stage). Awesome mod!
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5 hours ago, JoePatrick1 said:
v0.3.2 Released for KSP 1.1
Changelog
-Recompiled for KSP 1.1 -Lift limit tweakable removed and replaced with a new automatic system -New settings in each part.cfg to tweak said system
The song is Jump by Two Steps From Hell. If you like it you should listen to other songs by them and Thomas Bergersen (the composer). Zack Hemsey is also very good.
edit: and 3 hours later I've only just realised how relevant this song is. I didn't even think about the name when I chose it, I just used it because I like the song.
Huzzah! I FINALLY got my 1.1 career off the ground, launching a few weather balloons and gradually working my way up the tech tree! Works flawlessly, can't wait to see your future visual updates down the line.
I'll also need to check out that music.
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Wow, can't wait! What song is that by the way?
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Just now, JoePatrick1 said:
Been playing around with removing the lift limit and instead having it automatic. It works much better and is nearly finished (just testing & balancing) so I will release the 1.1 update when that is done. 22:45 here so probably not tonight but tomorrow most likely (again...lol)
That's what I get for waiting for one particular mod to be updated before I start a new game.
I'd use the old release in the meantime, but it's flat out not compatible--no idea what might've been broken in moving to 1.1....
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1 hour ago, Sandworm said:
(1) A new version of TextureRrplacer for 1.1 is out. Ignore the thread title. Check the github page.
(2) KSPRC looks great under 1.1, but a couple things obviously are borked. Visors reflections just aren't there. Not a big issue imho. But I just did a night launch and the smoke/plume textures aren't rendering. It looks like the rocket is climbing up a big pile of confetti. Deleting the various smoke/plume textures from KSPRC solves the issue.
Could just be how I got it working, but additionally, one Kerbal is missing a head texture (or rather, his head is just a blank white, like an untextured part)--the one in the lab coat. Pretty minor issue.
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1 hour ago, JoePatrick1 said:
I'll try and release an update tomorrow that is 1.1 compatible and has a few changes I have made.
Awesome news! I know as mod-users we're not in a position to demand anything, but make suggestions, but it's great to hear you're addressing this. Between this and KSPRC being updated tomorrow (possibly), I'm pretty much all set for restarting KSP.
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On 3/30/2016 at 5:18 PM, JoePatrick1 said:
Thanks. Trying to get v0.4 out with the official 1.1 release if I can.
Can't wait to see your 1.1 release! Since I have to start from scratch (I guess we all have to), this and Umbra's sounding rockets are definitely how I want to get started!
EDIT: Haha, looks like I'll be waiting, since the 1.0.5 version isn't compatible with 1.1. We'll be waiting on your next update, JoePatrick.
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2 minutes ago, Probus said:
Well... It was not that easy as I had a bit of trial and error. If one of the creators gives me the OK, I will post how its done. I don't want them getting bombarded with questions that might slow their work on this beautiful mod.
Ah, I see--I wasn't aware it wasn't available knowledge yet. That's fine, I have plenty of other stuff to play (like everyone else). If Proot does put out the update tomorrow that's fine with me--it'd just be nice to get a heads up on it.
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1 hour ago, Probus said:
This is really awesome. Especially now that I have it working with 1.1, but I am wondering one thing about the graphics. There looks to be floaty particles all around the space center that look a bit like cottonwood drifting by. Can that be turned off?
May I ask how you got it working on 1.1? I wouldn't mind getting it working this weekend myself even if it takes a little bit of fiddling, but obviously I can't fault the creators for not wanting to rush their work. ):
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1 hour ago, SkyKaptn said:
My heart skips a little each time a new post is available in this thread
Since I'm going to have to restart my campaign from scratch (since my 1.0.5 save isn't compatible), this is pretty much the last thing I'm waiting on.
Very, very excited. I've spent about ten minutes with 1.1 so far, heheh.
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20 hours ago, JPLRepo said:
Seeing how 1.1 has now been officially released, I need to get on with fixing all the bugs this mod still has under 1.1. I expect it will take me some time given the number of bugs and issues I have identified under 1.1 pre-release. I was hoping for a number of things to be changed by Squad that would assist, but that doesn't seem to have eventuated. This week is very busy for me with real life and real work so I can't say when I will have this mod ready for 1.1. Stay tuned.
Looking forward to it! This and IFI LS are my go-to life support system mods.
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Sumghai, that flotation system looks great! I'm a sucker of cosmetic finishes (I'll have to remember not to drop the heat shield if I'm landing on water).
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Hey, has anyone had the problem where the Kerbostar helicopter's main rotors don't spin? Only the tail propeller? Reinstalling Firesplitter didn't do it.
It's only the animation that won't work--it still generates lift, and makes noise.
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A question--does anyone know if there's a way to edit a Kerbal if he/she has bugged/incorrect information--for example, no missions despite having been on multiple missions and having the associated experience, or missing medla ribbons?
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23 hours ago, Avalon304 said:
There isnt one built in.
Ah, OK--that confirms my suspicion. Just wondering if I had a broken file.
Maybe it's worth it for the creator to include one? Of course, that's not required, there are so many good antennas you could just attach to it.
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1 hour ago, Avalon304 said:
Antenna as in?
As in a communications antenna for sending crew reports, instrument results, etc.
When I sent a crew report while flying the orbiter (by itself), it said there was no antenna.
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So, I was using the orbiter for powered flight tests (Enterprise style), and found out something: am I wrong in thinking that the default craft designs don't come with an antenna on the orbiter? Or did I some how unintentionally detach it?
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3 hours ago, pacbard said:
Have you tried this patch?
On another issue, does anyone have problems loading the antenna configs with the latest module manager (v 2.6.20)? It looks like I have to remove the
:NEEDS[!RemoteTech]
and change the
/= 1.414213
in the commDish section to
*= 0.7071068
Does anyone have any idea on why this might be happening?
I tried to patch--both my AIES and Squad antennas show up as beyond range, even in near-Kerbin orbit.
Full disclosure: I'm using 64-bit. If Antenna range isn't compatible with that, I understand complete.
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So, I just discovered docking cameras and they've official become my favorite way to dock.
I know this isn't your responsibility at all, but is there a way to exploit module manager to add docking cameras to all my mods that have their own docking nodes--they seem to be compatible with Squad's docking ports, so maybe the camera function can be applied to the actual docking function rather than individual parts?
Either way, fantastic job, Albert!
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7 minutes ago, V8jester said:
I can help you rewrite that patch file to another parachute and then tweak the aero drag to make just about anything work. We could even make it use an unrealistically small parachute and go like 1 m/s if you wanted to. just PM me what you are trying to do and I'll help you out.
No worries on the credit. My name is on it anyway That's how I knew it was mine.
It's a tempting offer, but honestly what I'm looking for is cosmetic as much as anything else--your code was clear enough I could apply it to an umbra parachute, and I have a general idea how to scale things--really, I just want a large personnel parachute that would look appropriate on a kerbal in a suit--I could probably modify the parachute by default open at a very low altitude and slow the kerbonaut to just under leg-breaking speed (or do it in Realchute, though then I'd have to do it over and over again).
I may still take you up on that offer if I find what I'm looking for.
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7 hours ago, V8jester said:
Cool, Somebody found my patch You can thank WarEagle1 for that one. It was his idea.
I would have credited you, but I am literally incompetent at posting on these forums.
That being said, thank you. Now I wish there was a smaller, tiny parachute (outside of the Vanguard one which looks...kind of odd) to use than the Umbra Sound Rocket one.
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Thanks Igor, but I actually found the post that described exactly what I needed. Here it is for anyone else with the issue:
PART
{
name = parachuteRadial_FPS
module = Part
author = NovaSilisko / V8Jester
mesh = model.mu
scale = 1
rescaleFactor = 0.25
node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0
buoyancyUseCubeNamed = PACKED
sound_parachute_open = activate
TechRequired = survivability
entryCost = 2800
cost = 400
//category = Utility
subcategory = 0
title = FPS Backpack Parachute
description = For those times you actually do care about those brave Kerbals you carelessly tossed out a hatch and 20,000 feet.
attachRules = 0,1,0,0,0
mass = 0.1
dragModelType = default
angularDrag = 3
crashTolerance = 12
maxTemp = 2500 // = 3100
emissiveConstant = 0.7
breakingForce = 100
breakingTorque = 50
bodyLiftMultiplier = 0
stageOffset = -1
bulkheadProfiles = srf
MODULE
{
name = ModuleParachute
invertCanopy = true
autoCutSpeed = 0.5
capName = cap
canopyName = canopy
semiDeployedAnimation = semiDeployLarge
fullyDeployedAnimation = fullyDeployLarge
stowedDrag = 0.22
semiDeployedDrag = 1
fullyDeployedDrag = 500
minAirPressureToOpen = 0.04
clampMinAirPressure = 0.04
deployAltitude = 1000
deploymentSpeed = 0.12
semiDeploymentSpeed = 0.5
chuteMaxTemp = 650
}
MODULE
{
name = ModuleTestSubject
useStaging = True
useEvent = False
situationMask = 8
CONSTRAINT
{
type = ATMOSPHERE
value = True
}
CONSTRAINT
{
type = SPEEDENV
test = LT
value = 200
prestige = Trivial
}
CONSTRAINT
{
type = SPEEDENV
test = GT
value = 100
prestige = Trivial
}
CONSTRAINT
{
type = SPEEDENV
test = LT
value = 100
prestige = Significant
}
CONSTRAINT
{
type = SPEEDENV
test = GT
value = 50
prestige = Significant
}
CONSTRAINT
{
type = SPEEDENV
test = LT
value = 50
prestige = Exceptional
}
CONSTRAINT
{
type = SPEEDENV
test = GT
value = 20
prestige = Exceptional
}
CONSTRAINT
{
type = DENSITY
test = GT
value = 0.2
prestige = Trivial
}
CONSTRAINT
{
type = DENSITY
test = GT
value = 0.1
prestige = Significant
}
CONSTRAINT
{
type = DENSITY
test = GT
value = 0.02
prestige = Exceptional
}
CONSTRAINT
{
type = ALTITUDE
test = GT
value = 1000
}
CONSTRAINT
{
type = ALTITUDEENV
test = GT
value = 4000
prestige = Trivial
}
CONSTRAINT
{
type = ALTITUDEENV
test = LT
value = 8000
prestige = Trivial
}
CONSTRAINT
{
type = ALTITUDEENV
test = GT
value = 2000
prestige = Significant
}
CONSTRAINT
{
type = ALTITUDEENV
test = LT
value = 4000
prestige = Significant
}
CONSTRAINT
{
type = ALTITUDEENV
test = GT
value = 1000
prestige = Exceptional
}
CONSTRAINT
{
type = ALTITUDEENV
test = LT
value = 2000
prestige = Exceptional
}
CONSTRAINT
{
type = SPEED
test = LT
value = 300
body = _Home
}
CONSTRAINT
{
type = SPEED
test = LT
value = 1000
body = _NotHome
}
CONSTRAINT
{
type = REPEATABILITY
value = ALWAYS
prestige = Trivial
}
CONSTRAINT
{
type = REPEATABILITY
value = BODYANDSITUATION
prestige = Significant
}
CONSTRAINT
{
type = REPEATABILITY
value = ONCEPERPART
prestige = Exceptional
}
}
MODULE
{
name = ModuleDragModifier
dragCubeName = SEMIDEPLOYED
dragModifier = 1
}
MODULE
{
name = ModuleDragModifier
dragCubeName = DEPLOYED
dragModifier = 58
}
MODULE
{
name = ModuleKISItem
shortcutKeyAction = equip
equipRemoveHelmet = false
volumeOverride = 0.004
equipable = true
equipMode = physic
editorItemsCategory = true
equipSlot = jetpack
equipMeshName = jetpack_base01
equipBoneName = bn_jetpack01
// Shift L/R ,Shift Up/Dn, Shift F/B
equipPos = (0.06,0.04,-0.05)
//ROT Up/Dn, ROT L/R, Spin
equipDir = (170,180,0)
//runSpeed = 0.8
}
MODEL
{
model = Squad/Parts/Utility/parachuteMk2-R/model
//texture = texture, BDArmory/Parts/AmmoBox/texture20x102
}
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Can someone help me? I've tried searching for an answer but cannot find it for the life of me: I want to make an equippable/carryable parachute (specifically the small Umbra sounding rocket) that my Kerbal can carry inventory, equip it, and then deploy it if they need to bail out of a craft in atmosphere. I can carry the umbra parachute inside the seat inventory, but for some reason, there doesn't seem to be any way to either attach it to the Kerbal in EVA or have them visibly carry it (it's just hidden in their invisible pocket).
Is there some way to make this possible? Either with KAS or KIS?
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I'm worried this might not be the place to ask, but does anyone know if there's an Antenna Range patch for 1.0.5-compatible AIES antennas? It's one of the best-looking antenna packs out there in my mind, but with Kerbal Stuff down, checking through the torrent seems to be a crap shoot.
[1.1.3] Surface Experiment Pack - EVA science for KIS/KAS (v1.4.2 6/30/2016) *Now with less explosions*
in KSP1 Mod Releases
Posted
Awesome work! It'll be a while before I can use them, but thanks for your efforts!