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KSP2 Release Notes
Everything posted by TouhouTorpedo
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MK4 fuselages will work fine with 0.23 if you use the download instructions on the page or in the included readme file. It uses an older mod format at this time that doesn't run in Gamedata folder. I'm planning to update this soon anyway. Very nice! Good to see a video with Pitch Vector Engine in finally. You'll probably be pleased to know I'm updating Pitch Vector Engine to version 3, which includes at least 1 new engine (maybe 2 if I can figure something out), tweakables (set up the memory angles in the SPH/VAB before flight and save them) and a few new animation tricks for the new engines. I've got it to playable standard now, just need to get the animation included and possibly the 2nd engine, If I decide to make it. pictures of new engine in action: I know Pitch Vector isn't exactly the most in need of update, but it was a bit content lacking (only 2 engines) so felt this was a good thing to get back into it with.
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TT NeverUnload - Vessel Unloading Preventer
TouhouTorpedo replied to TouhouTorpedo's topic in KSP1 Mod Releases
Lazor will interfere with this mod. Just run Lazor on its own and at the KSC screen up the top left is an option to change the unloading distance. (at least, thats where the option was last I used it) just push that up to as high as you need it. -
TT NeverUnload - Vessel Unloading Preventer
TouhouTorpedo replied to TouhouTorpedo's topic in KSP1 Mod Releases
I've got a post in the other thread about that, but a good reminder, got to find a chance to fix the MK3 IVA this week. The rest probably isn't getting updated still tbh, no time for it at the moment. -
TT NeverUnload - Vessel Unloading Preventer
TouhouTorpedo replied to TouhouTorpedo's topic in KSP1 Mod Releases
Only if someone else does it. This is the only mod I've so far given permission that someone else can take over it. It's really just a tinkering tool I made quick for a purpose. Indeed as some have said if you land something, then switch far away your vessel will explode. That's nothing of my doing - KSP reduces surface detail when further away on a planet, and this includes the said planets collision mesh, which can instantly put your vessel under ground. So put in a simple way - don't use with a landed vessel you intend to keep. Probably best to use with a fresh save. -
Its a Spaceport problem. It does work if you log in. Irritating, but out of my control, reupload wouldn't fix it. If you don't have a spaceport login, here's a mirror on Mediafire: http://www./download/0d55xrsrgfex3xl/TTModularWheels+v0.6.2.3.zip If any others on the spaceport are playing up in the same way let me know and I'll mirror those as well. I did get all the PM's incase you're all wondering, thanks for all the interest. I'm still not ready to give up the mods entirely yet, but not quite in a position to do much with them either. Over the holiday I hope I can find a few moments just to repackage those parts that need it, especially the MK3 IVA (as it doesn't work without file fiddling at the moment, but can be made to run). Did some mod testing for KSP 0.23, only thing not functional out the box is MK3 IVA, so I'll fiddle with that some point. Either way, main point is everything but MK3 IVA runs. just install old style (put in KSP root directory and press extract here) and they're good to go.
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TT NeverUnload - Vessel Unloading Preventer
TouhouTorpedo replied to TouhouTorpedo's topic in KSP1 Mod Releases
I think its down to the auto tessellation of the terrain, as I believe both the visual model and hitbox is generated this way. So as soon as it visually changes in the distance, anything still loaded on the ground is either now falling or underground. Its definitely a limitation, but shouldn't effect anything going upward. If anyone can fix the source code that drives TT never unload and improve it doing their own version, I'm not too worried. Its more or less what Lazor does without any GUI anyway. The models I'd rather keep for myself though since its basically a changed version of the TT Rover ASAS model. -
Command pod scale is wrong by the looks of it. Check your scales again and the notes on that in the tutorial, otherwise make sure the origin points are relatively in the same position on both models. Proptools is in the parttools system just check through the hierarchy. You need to add the Proptools in then browse for props folder in the KSP folder to get the props. The proptools config export is more or less the same as the parttools one. It'll make an internals file holding all the neccesary information for placing props. I normally pull all that out and put it in the config cfg for the internal. Hope it helps and glad to see someone making use of the tutorial!
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Yeah its something you can fix yourself. Theres a value in the CFG "contactDisplace" Which is a tuning value for the height of the graphical wheel. Unity Wheels aren't wheels you see, they're sticks. And you make a wheel model follow a stick, but for some reason its not entirely accurate for me (probably something I did who knows) Anyway, it means if you rescale the wheel just tweak this value until it looks right. Try dropping it down to zero, then see how far past where you want to be you went.
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Yeah, Real life is kinda crushing lately. I've got a pretty demanding job but got really ill recently, recovered a week ago, and now I've just got offered a trip abroad that I just can't say no to, and I've got enough holiday entitlement from work to take, but I'm gonna have to really work hard at it to make it worth the while. So indeed I'm still gonna be dead for quite some time. Aside from that, I've got a project I'm planning to start soon to build a rocket of my own, so that's taking time too. (when you're ill at home for a long time, old ideas come up - heck the trip was an old idea and I bumped into a chance) Thanks for the consideration localSol, I really appreciate it. Sometime down the line I think I will consider giving up my mods to someone else entirely. I'm not at that phase yet where I want to say this for sure though, but I think it isn't long away. I don't have much interest in making the parts career compatible, but I don't mind if a CFG replacement is made for doing that. When I get some free time I'll repack and reupload some mods with the new structure so thats easier to do. Since really I dont think the modder can so easily black and white when things should be available, career is a bit weird with mods like that.
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I've not been here as long as you certainly, but I've been here a while and maintained a few mods, seen a lot of versions and changes in the game. Now let me first start off by saying this - I like 0.22, as a user who's been around for a while. The research system is fun in my opinion, and I'm enjoying the challenge it adds into the game as things are slowly unlocked (I know you can do the same experiment repeatedly and grind in one mission to research a whole load, but thats up to the user if they want to do that) The important point I wanted to address was tutorials and introduction for NEW USERS. Which has ended up strangely waysided at Squad, who have had two separate Tutorial systems, both valid, end up cast aside. There was the original 0.13 rocket building and rocket flying tutorials, and there's also the newer few short ones available - but don't really hear much of these anymore and don't think there was a rocket building one. The other thing is that the testers and developers are all people who know how the game works and how to play it, which leads to a problem of "implied knowledge" - this has been mentioned in a few previous posts in this thread. For instance you're expected to know right clicking on parts does something, that ALT , . control physical timewarp, that mousing over the altimeter gives more options. Those talking about game versions and how its not "Version 1.0" yet, or "Wait for future versions!" Please no. That isn't how this type of game works, it never has been. Minecraft 1.0 was never "final release" and nor would a KSP 1.0 if that ever happens. Infact Minecraft development still hasn't stopped, and its still packed with underdeveloped features like powered minecarts which have been left relatively useless not only by newer features, but older bugs that aren't resolved. Something KSP desperately needs is a real shakedown of the bugs in the engine, and a re-evaluation of how some of the features work. Far as I'm aware seats still aren't a crewable part in KSP 0.22 for instance. Kerbals still fall through Kerbin ever since the terrain update but now do even more damage when this occurs. Quickload sometimes makes a horrible mess and acts like you've just re-entered the atmosphere. Chunks of kerbin occasionally drops to minimum Level of Detail when in orbit. To clarify though, I do like this update. The recover vessel button helps with one of the games core issues, which was it being horribly long winded to end a flight after a mission in Tracking Center (now don't need to go there) the tech tree adds something new and fun to do, (even if it is exploitable and argue-able in its layout) and the KSC changes add some new area for quick messing about. The new Landing Legs are pretty snazzy, and I don't mind having quirky science. I do hope bug and feature fixes gets some priority in the next update though, and if there are going to be Tutorials, make sure like another user said, its pretty slap in face unless turned off in the settings. That way you can appeal to new users significantly better then giving them a smaller playground but still leaving them to click and mash at random till something good happens.
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[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
TouhouTorpedo replied to ferram4's topic in KSP1 Mod Releases
Some things I'm pleased to see fixed here, But I don't get some people saying "1 stage to orbit is just wrong" It is somewhat feasible with advanced enough engines in real life, and just very large amounts of propellant. The big thing making orbit so much easier in KSP is the fact that the velocity differences for orbit between real life and KSP are so large, and the main thing making them as close as they are is the atmospheric treacle and poor drag modelling that FAR is intended to fix (making it even easier still to get to orbit). As far as making "KSP to real life" goes, is that just reducing the ISP significantly so you need a lot more fuel or stages? -
Kerbin City Community Project - Phase B - New Islands
TouhouTorpedo replied to nothke's topic in KSP1 Mod Development
Curses, looks like someone else had the same idea! Ah well, still got a few unique ones I plan to try out as well. -
Kerbin City Community Project - Phase B - New Islands
TouhouTorpedo replied to nothke's topic in KSP1 Mod Development
First pics of testing the car park It does seem fairly large but once you're using it, and driving around it, its probably about the right size. I might at most bring it down to maybe 90%, 80% at worst. Next step I guess is dump it in Kerbin City and see how it looks there, where it might fit, then look at adding some of the buildings I'd been working on. I may need to look at reducing the polys as well, its probably got a few too many (used the polygons as a trick to make shapes I wanted on the floor without new textures, but probably too many) Also Nothke I'm moving forward with it but as a word of warning Unity importer doesn't like the DAE file its exporting, so its probably going to be a pile of OBJ files instead for each different texture. (with the same origin for each so they'll just overlap no fuss) Nah. Thats something you'd do with Kerbtown itself rather than this. Certainly dont want to launch rockets in Cities. -
Kerbin City Community Project - Phase B - New Islands
TouhouTorpedo replied to nothke's topic in KSP1 Mod Development
Hmm, I've hit a snag. Only some meshes are exporting in Blender. I don't know why some of them aren't doing so. EDIT : Believe I've found the cause, had put two textures in one mesh. Blender lets you do it, but just Blender lol -
Kerbin City Community Project - Phase B - New Islands
TouhouTorpedo replied to nothke's topic in KSP1 Mod Development
Fair enough I suppose then lol Also I think I got the scale off, but ready to try a prototype of this building with Kerbtown now as soon as I've stuck it on a pedestal to get it off the wobbly terrain -
Kerbin City Community Project - Phase B - New Islands
TouhouTorpedo replied to nothke's topic in KSP1 Mod Development
...you spoilered you own easter egg? its not much of an easter egg now is it lol -
Kerbin City Community Project - Phase B - New Islands
TouhouTorpedo replied to nothke's topic in KSP1 Mod Development
MrTheBull from what I'm understanding here by continuous he's meaning that its part of the same model. You walk from outside to inside without transition. So if you can model the outside, you can model the inside, its all the same model. There are no doors, hatches, anything. Doorways sure, but not with openable doors on them. -
Kerbin City Community Project - Phase B - New Islands
TouhouTorpedo replied to nothke's topic in KSP1 Mod Development
That was originally the plan, then I figured if the deck is big enough, it would be possible to set up a slalom in there. The spiral ramp was something I accidentally found out how to do a few minutes ago really easily, so I went ahead and added it. Originally I'd planned to have up/down ramps in there. -
Kerbin City Community Project - Phase B - New Islands
TouhouTorpedo replied to nothke's topic in KSP1 Mod Development
So before I go too far with this idea to hear it may not be feasible, heres a snapshot of what I'm doing. No exterior walls yet but I know what I want to do for those. The interior was the real hard bit, so I got that out the way first. -
Kerbin City Community Project - Phase B - New Islands
TouhouTorpedo replied to nothke's topic in KSP1 Mod Development
Hmm, the interior is pretty critical to my idea but its real basic though. Pretty much just uses your built in textures throughout so far (though I'll add at least one of my own maps to it) I figured if we were gonna be able to spawn in some vehicles, might as well have something fun to drive around that fits the theme. I'll grab a screenie in a second. -
Kerbin City Community Project - Phase B - New Islands
TouhouTorpedo replied to nothke's topic in KSP1 Mod Development
Got photoshop reinstalled finally, took mashing up the registry and finding every little adobe reference (even flash player) to finally get it going but it is. So I'm in a position to get going again finally. I've changed focus, I was going to have a big main building, but I think a multistory car park has my biggest interest, so I'm gonna do that first. My HQ building I wanted to do I think I will simplify as it was going to be horrendous to finish and a bit over detailed. EDIT : Quick question Nothke, how confident are you with open buildings that can be entered and making that work in Unity?