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Everything posted by Ryugi
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Sadly I must report that the wonky positioning of LLL parts has not been fixed as of the .22 update and Playtest 3 release. They still weld, but the positions are completely incorrect.
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Ryugi replied to Fractal_UK's topic in KSP1 Mod Releases
You guys are monsters. Poor dumb Kerbals. =( I use them for the mundane tasks that don't require a bunch of smartness, like running fuel depots, manual labor, test-flights occasionally (you don't have to be smart to be brave and follow orders), long-term studies on Kerbal biology in space, and janitorial staff. Someone has to scrape the green mess off the launchpad and runway too, and that doesn't require a PhD, and neither does directing traffic on the ground with the glowsticks. -
I did, actually. It helped a little bit, but, when I tend to use more mod parts than default parts, not a lot. I tend to enjoy flying a "Sci-Fi" space program. My little internal universe was actually interesting. Summary of my little story is below if you're interested... I would have spoiler'd it, but that functionality doesn't exist anymore, apparently... My Kerbals were largely warlike, developing more and more powerful means to blow each other up. The surface got so bad that no one lived there (on the surface), and when they did, they wore radiation/atmospheric suits just to be safe. So, they built up advanced technologies in a race to wipe their enemies out, but never got to explore their solar system because anything would always get shot down, break apart, or get blown up somehow. Then, one day, some crazy nut named Jebediah is looking out at the night sky to stare at Minmus because he was hungry, and thought it looked tasty, and he thought he saw a glinting semi-metallic object circling it. He checked to make sure it wasn't some sort of metal shaving on his lens again, and was surprised, and a little weirded out, to find that it wasn't. After getting together some more of his comrades, they determined that what they saw wasn't owned by any of the other sects, and wasn't anything Kerbal-made. That could only mean it was extraterrestrial in origin, which was compounded when they turned a radio telescope to face it and started picking up faint signals. So, Jeb called a meeting with the other Kerbal sects, and got them talking about the thing. It was decided that a mission would be sent to the "Unidentified Alien Craft" to examine it. The KSA was formed (Kerbal Space Agency), and all this powerful weapons technology, computers, propulsion, sensors, cameras, antimatter etc. was put on a probe and sent to intercept the UAC, which they learned was actually orbiting Kerbin just outside of Minmus' orbit. After all, maybe the ship was hostile and wanted to blow up the planet like in those movies where the pink-skinned creatures invaded. So the probe gets there, homing in on the signal. It gets pictures, takes readings, and learns as much as it can about the strange craft (in case you're wondering, I used the USS Enterprise mod to stand in for the alien ship). It is determined that the only way to learn more is to send a manned mission. Jeb and his buddies Bill and Bob stayed behind to develop and run the KSA, and Milcal Kerman is selected to lead the charge in the KSS Genesis Zero spacecraft. It has a power core using matter and anti-matter to fuel a rocket-like engine. Once used to blow things up, the technology was being used to create a new future for Kerbalkind. So, Milcal pilots the ship and becomes the first Kerbal to ever go so far beyond the bounds of Kerbin. He arrives and disembarks for the UAC via EVA. He finds what appears to be a doorway inside. Against a stream of shouts and warnings, Milcal enters the alien vessel and finds his way to the command center. Most everything is shut down, but after some true Kerbal-style fiddling, Milcal activates the ship, and after some trial and error, somehow manages to fly it, not just in a straight line, but back to Kerbin. Also amazingly, he lands safely. Milcal returns a hero for all Kerbalkind, and the KSA goes to work deconstructing and learning from the alien ship. They then find something called a "Warp Drive" and find that it can run off of the same power source as Genesis Zero did. A mockup of the technology was created, and Jebediah himself makes the first faster-than-light flight in Kerbal History. Anyway, that was the initial basis of my little sandbox. From there they built orbital stations to make ships in orbit, and were going to go about exploring every body in the solar system. I never got that far because of constant crashes with large vessels and memory limits, but I was working on it, slowly. It's still lots of fun. Course I'll have to start over when .22 comes along since all the mods will probably be invalidated somehow. But, hey, it's a neat idea.
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Oh, I've already been down that road. I'm running the game on a 32bit version of Windows XP on a system with 4GB of RAM and a very overworked Pentium 4 (Yes, I'm one of those "low-end" people you hear about lol). The fact that the game runs at all is a small miracle. Granted, before the .20 revision of parts and such I could run TONS more parts and plugins and the game ran just fine. I've got everything on Half-Res already, I believe. But dropping to Quarter-Res might be worth trying to see if things work any better. I'm just hoping .22 will remove some of that stress on the system with the new tweaks. _____________________________________________________________________________ On the topic of LLL again, to the previous poster, it isn't that the parts don't weld. It's that the parts don't weld in the correct orientation. The part that comes out of the plugin has them all wonky. It's possible that it could be due to the large variety of attachment possibilities of the LLL parts, since they can be attached radially, or on the surface, or via the nodes, and in all sorts of complex ways (which is part of why I like them). But, again, I know nothing of how this stuff actually works in the guts of things. Hopefully Ubio can fix the texture thing he was talking about with LLL, and it'll fix the orientation problem at the same time.
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I hope so. B9 hit my memory cap, so LLL is the only other option with a significant amount of "spacey sci-fi" parts, other than "KSP Interstellar" which I also have. My guess is that the plugin probably doesn't recognize the texture bits in the model, and so tries to spit out the closest approximation of what it thinks it is. It's possible that the collision meshes are where they should be for the parts, but the placement of the texture or what you see isn't properly translated. Granted, I know nothing about coding or how the guts of things work, but if you fix the compatibility issues with the textures in the model files, maybe the rest of the data will fall in line, and things will line up. If not, well, it sucks, but them's the breaks... Either way, thanks for this mod. Truly awesome. =D
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After messing around ingame for a few minutes, I can safely say that the plugin does NOT work correctly with Lack Luster Labs parts. It does merge them together into a single part, yes. However, it doesn't save the orientation of the parts correctly, and what emerges is a horribly disfigured and conglomerated mess of floating boxes, all disjointed and merged in strange ways.
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This plugin is, by far, the single most amazing thing I have seen for KSP. Granted, it doesn't let each part behave like its own physics object anymore, which takes away SOME of the fun of things, but I'd rather have great FPS and huge, complex ships than have each light, RCS tank, strut, etc have its own physics that bog the system down all the time. Thank you so much for this. My KSP experience will never be the same, and in a good way. =D
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[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
Ryugi replied to rbray89's topic in KSP1 Mod Development
Sounds to me like this mod could use some help from the Universe Replacer folks to get true, epic, awesome, moving clouds on Kerbin. -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Ryugi replied to alexustas's topic in KSP1 Mod Development
This is awesome. It might just be me, but I feel like I can never have enough lighting options. I'd love more sci-fi style lights like this one that are both practical and look amazing. -
Looks much better with the silvery-blue tone to it. That said, there's now a "more true" warp mod out there, but, the model itself is freaking gorgeous. I might suggest you contact Fractal_UK over in the KSP Interstellar mod thread and ask about if he has a use for your model in something. They're always looking for models for stuff, as far as I know.
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Ryugi replied to Fractal_UK's topic in KSP1 Mod Releases
So... I was able to get my personal mods to work just fine with yours before this latest update. Now, however, I have no idea what I'm doing wrong. What energy source needs to be applied to the Warp Drive for it to work now? Before, I simply made my reactors generate Megajoules to power the drive. But, since you've changed the requirements, and none of the parts or cfgs I've looked at seem to indicate what kind of energy the Warp Drives use to generate "ExoticMatter" for use, I'm absolutely lost. I've tried making my generators create every type of energy I could think of, VacuumPlasma, ThermalPower, Megajoules, even ExoticMatter, but none of them seem to work. Could you please enlighten me as to what I'd need to have my reactors generate, or what I need to add to their CFGs, in order to power and run the Warp Drives? -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Ryugi replied to Fractal_UK's topic in KSP1 Mod Releases
As a random note (since I was curious about this myself) the 10c speed setting in the mod is equivalent to roughly Warp 2 on the ST:TNG Warp Scale. That said, the 20c setting doesn't hit Warp 3, which would be approximately 39x the speed of light. Small tidbit incase anyone was wondering as I was. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Ryugi replied to Fractal_UK's topic in KSP1 Mod Releases
I just wanted to pop in and say that, barring some tweaks and changes to my own parts for proper fuel consumption, I've managed to get my reactors producing the Megajoules needed to power your Warp Drive. As a first proof of concept test, I set my sights on Eloo, farthest planet and one to which I've never been. In a matter of a couple minutes I was warping across the Kerbol System and refining my orbit around Eloo after arriving near it. Once that was done, I decided I'd stop by Moho. That finished, I returned to Kerbin and managed to land without killing myself. That said, the whole time I was reminded of the comment in Star Trek Generations when the captain of the Enterprise B talks about how their trip would take them out past Neptune and back for a run around the block. You, sir, have given me my sense of interest and adventure back again. Thank you so much for this mod. -
Let me put it this way, as I said. .19 allowed me to have many, many more mods installed than .20+ does. My system loaded them fine, only occasionally crashed on launch due to the dreaded 2nd Launch Crash bug which has since been fixed, and I had a blast. Whatever changed in the way .20 handles loading parts or whatnot has effectively killed a great deal of my enjoyment of the game, because I no longer have even half of the options open to me with which to play within the sandbox. My system crashes due to the game maxing out memory where it did not before, even with, easily, twice the amount of part mods and plugins I am currently stuck with. So, if ENBoost can swap out system memory and use it along with GPU memory to even approximate what .19 allowed me to do flawlessly and with no loadscreen crashes, then I think it WOULD help a great deal.
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I'm going to second what Skunky said. I actually tried to force ENBoost to work with ENB for KSP to no effect due to incompatibilities and my total lack of knowledge on such things. The memory wall lots of us are hitting since the .20 release is the single most frustrating thing ever. I used to be able to have easily 2 or maybe 3 times the mods installed I can have now in .20. B9, Firespitter, ISA Mapsat, multiple sizes of stock wings since P-Wings hadn't been created yet... I've stripped the game down to my very small personal mods, one part from Firespitter and the DLL for custom sounds, the Warp Drive Mod, and that's it. As much as I love it, I can't even install B9 without my machine hitting the limit, and that's supposed to be pretty optimized. If there is ANY chance that ENBoost could be made to work for KSP to lighten the load like it does for Skyrim, I think it might just be the mod of the century for a LOT of us lower-end machine folks...
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Ryugi replied to Fractal_UK's topic in KSP1 Mod Releases
I made my own set of MARA engines and such to simulate a Warp Drive (more specifically Impulse Engines since they can't warp). They use a tiny bit of a special fuel and send it into a reactor that generates another resource that runs the engines and generates electrical power for the vessel. I can get all over the Kerbol system using them, and they have a nifty custom sound effect thanks to Firespitter's module. However, the closest thing I had to a true "Warp Drive" was the Hyperjump Mod which doesn't really work anymore, and never really worked so well to begin with. But this? I never really wanted a loading screen to pop up between things, and I didn't want to use HyperEdit to simulate a warp or hyperjump or what have you. I wanted a Warp Drive that I could use to point, click, activate, and then travel very quickly in a straight line to somewhere close to my destination, then use my own mod or whatnot as Impulse Engines to align my orbit and things like that. Your mod is the closest thing I've seen to what I always wanted in a Warp Drive mod. I do, however, have a question. Is the Warp Drive/plugin set up so, if one were so inclined, they could change the resource that the drive drains when active without breaking the mod/plugin combo? For example, I don't know if your plugin requires it to use your resource in order to function. If all the plugin does is say "the ship goes fast now in this direction" and the part config for the drive says "I drain THIS fuel at THIS rate", that means I could edit the drive to use my "M/AM-Capacity" fuel that I've already created for use with my own engines without having to worry about breaking the connection between the config files and the plugin. If that is indeed the case, that also means I would be able to finally, finally, have the closest thing to a true "Star Trekky" experience in KSP (without actually downloading the Trek model mods) and really start enjoying my little sandbox in ways I've only dreamed about doing before. Any clarification you could give on this would be awesome. ---------------------------------------------------------------------------------- EDIT: On the note of "OP CFG Edits" my personal mods are probably something like that, but I didn't start out with the intention to make an engine to "win KSP". If I wanted to do that, I could have just turned on infinite fuel, but that's no fun. My idea was to have the capacity fuel be drained slowly with use of the engines, and over time, the tanks would run out and need to be refilled somehow. Though, that would be after several missions to observe the system. Honestly I kinda wanted to put a refueling station in orbit to refuel drained vessels to keep the fleet moving, though collector parts would lessen the burden on refueling. But with the possibility of your mod being added to the combination, I could have a part that drains a proportionally greater deal of capacity fuel and make refuelling trips and collector parts more necessary than if I simply stuck to my Impulse Engines. That presents a choice between using Impulse, which is slower but far more sustainable, or using Warp which is faster, but less sustainable. That choice, I think, helps with balance concerns. Anyway... I went through a lot of trial and error to get the numbers right, learn my way around the CFG language, and what modules did what etc. I can't list the number of times I tore a ship apart from going to full throttle, or overheating, or not having lines of code correct in the CFG and pulling hair out over "fuel deprived" messages and drain rates. I even had a fun problem where I'd get to a destination and my fuel would be completely drained because the reactor coding was wrong. So, yes, my personal edits do not follow the mold of the standard game, and they make the game easier because I don't need multiple stages or big part counts to enjoy much of the game (my system is also very low-end). However, I don't tote my edits as being amazing, and everyone plays the game in their own way. Regardless, sorry for the rant. -
My intention was to really duplicate the "Trek" style of propulsion as best I could, within my personal preferences. Typically, they just had the Warp Core and the Deuterium Storage Tanks etc. I didn't want to create multiple fuels to mix together, so I settled for the single fuel that accounts for both. It DOES limit my designs a bit to using my own fuel tanks, but honestly I don't mind it. What matters to me is that I have the closest thing to a Treky Impulse Engine on my ships, and it makes me happy. Closest thing to a real Warp Drive is the Hyperjump Mod, which is buggy. But I use both my engines and the hyperjump mod on most of my designs. It works well enough for me. XD
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Funny you mention that... I made my own "warp engines" out of several CFG edits and gave them custom sounds. They use 3 parts. The first is the "MARA Engine", the second is the "MARA Reactor", and the third is the "MARA Tank." The tank holds the fuel, which I called "M/AM Capacity." That fuel basically counts as both matter and antimatter. Anyway, I mount a tank somewhere on the ship, and then, I pump the fuel through fuel lines into the reactor. The reactor then generates a metric crap-ton of "ElectroPlasma" for a very small amount of "M/AM Capacity" being drained. That ElectoPlasma is then sent through the whole ship, like electricity, and is used to power the MARA Engines. I had plans for "Bussard Collectors" or a similar part, but instead, to cut down on part count, I simply made the MARA Tanks very slowly generate their own fuel to account for the presence of something like collectors. Anyway, just thought I'd mention it. My engines currently have a thrust of 3000, and I still can barely manage to keep them from ripping things apart without using Taverio's engine mounts, which for some reason don't get blown apart. My biggest issue is that I need lots of struts, otherwise my spacecraft like to accordion under the thrust. lol When you release these engines, I'll probably swap them over to using my own system. Regardless, though, cool stuff. EDIT: On that note, I realized I had a couple unread PMs. >__< Silly me.
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Must. Have. This. Part. I already made my own system using CFG edits and such, using a stock ion engine, custom sounds, and things like that. But this? If I had this, I'd get all kinds of cool stuff done.
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The Mark 4 base presents: All you will ever need pack!
Ryugi replied to The Destroyer's topic in KSP1 Mod Releases
You should theoretically be able to replace the songs with anything you like as long as you rename the file to the correct name, as it appears the part file calls for the particular sound file by name in the config. When deployed, the part will call for the file named "sound_servomotor.wav.mp3". So, as long as you rename it correctly, and put it in the proper place, you SHOULD be able to listen to whatever you want. Including the Halo Theme. ...or the MLP Theme, if you're into that sort of thing...