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Synthesis

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Posts posted by Synthesis

  1. 2 hours ago, CobaltWolf said:

    @Rhedd @Synthesis @Calvin_Maclure @Mechtech make sure you grab...

    Surface Experiment Pack v1.4
    (Also available on GitHub)
    Changelog:
    -Updated for 1.1
    -Included new version of DMagicScienceAnimate
    -Added Surface Magnetometer
    -Added Surface Gravimeter
    -Added two sizes of storage locker
    -Added cardboard box to carry your equipment in
    -Added AKI flag
    -Added AKI as an agency

    Awesome work! It'll be a while before I can use them, but thanks for your efforts!

  2. 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! 

  3. 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. 

  4. 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. :D

    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....

  5. 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. 

  6. 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. :cool:

  7. 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. :)

  8. 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. 

  9. 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. ):

  10. 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. 

  11. 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. 

  12. 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!

  13. 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. 

  14. 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. 

  15. 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
     }
     

     
    }
  16. 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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