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KSP2 Release Notes
Everything posted by Araym
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[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
Araym replied to Eskandare's topic in KSP1 Mod Releases
Interesting: I have to try that... -
MACROSS VF-1 VALKYRIE MECHA
Araym replied to Colonel Cbplayer's topic in KSP1 The Spacecraft Exchange
I was just playing with my F-14 replica again in 1.2.2, feeling again my pride for aving it working with foldable wings.......... ... then I saw your Valkirie in "BDArmory continued" thread... Like @tater, I'll feel ashamed, now, by YOUR creation ç_ç By the way: GREAT CRAFT! -
[1.10.x] Stockalike Mk1 Open cockpit ( 7 nov 2020 update - NEW PARTS )
Araym replied to NESD's topic in KSP1 Mod Releases
ADDED! IMMEDIATELY! GREAT JOB THERE! -
Basically, the "stock" visor is made by a flat, full color. Despite the stock behaviour, in which it is semi-transparent, Texture Replacer (at least for now) handle it making a full-opaque visor, as probably the original stock one has not set any trasparency for it. Solution to make them semi-trasparent: find any of the suit pack in the first post that have an "EVAvisor.png", handle it with a photoshopping program (to have a little colored one, but mostly trasparent, use a 20-30% opaqueness on the layer... use an higher one if you like a more colored visor), save it as png (trasparent), and then, in TextureReplacer folder, find the "Default" one and put in it your new "EVAvisor.png". IF you cannot make your one, find in the first page any of Green Skull's suit packages: any of them has an "Alternate Textures" folder. Inside it, at "Visor Colours", there is plenty of NOT TRASPARENT visors (the one labelled as "Reflective") and also some TRASPARENT ones (the ones labelled as "Tinted"). Select the one you could like and use it
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Araym replied to sirkut's topic in KSP1 Mod Releases
Not tested, BUT I found THIS line in the setting cfg of the whole game: AUTOSTRUT_SYMMETRY = True MAYBE (it's BIG as a skyscrapers) editing it to "False" could help to the issue for folding rovers??? (In KSP 1.1.3 there was, for example, the "wheel collider fix" in the setting too, that almost ruined any wheel. I found that disabling it, for me, gives almost not any problem in my games, and also it was not accessible by setting menu, so I learned to "read and do experiment" with the whole game setting, to sometime find the right solution for me) -
[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
Araym replied to Eskandare's topic in KSP1 Mod Releases
Oh... I see... Yes: I had KJR and ALSO that "IR fix" to use Infernal Robotics. So, basically, I have to choose between the two. Not a big issue (I'm actually just using it to practice naval landing with an F-14 reproduction :P) BUT even disinstalling KJR, those problem where still present... ... or worse: previously, with KJR, they just "bend" in weird ways on their surface attachment origin point. Without it, they just FALL APART on loading the carrier: engines and rudders directly on the ground, the bridge and its "radar" tower jumping in the air and the whole carrier itself sliding away from the launch clamps, like all the parts are unable to kept their surface attachments. I tried them in a fresh install, so dunno what could be the issue... ... so then no ships, for me, sadly, rather than leaving myself without KJR. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Araym replied to bac9's topic in KSP1 Mod Development
Oh... basically coming here to find news about this problem about "flaps", I found your comment. So, basically, we have to add them one by one? -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Araym replied to Claw's topic in KSP1 Mod Releases
Someone already reported some "bug" still present (docking port, mostly), BUT there are a LOT of useful addition from StockBugFixes that I never thought to be so an improvement: - ParachutePlus: It was nice to set the angle of parachute spreding, and other related options - ControlSurfacesPlus: setting/inverting their deployment was a nice touch in some creations - GimbalPlus: have those upgraded control on gimbal also make a lot of use Maybe in a less intrusive manner, as there is a lot of improvements up to 1.2.2, but sume old addition should be kept alive (... by the time I'm testing if the latest 1.1.3 of the above still could work as they are... I'll report findings) -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Araym replied to sirkut's topic in KSP1 Mod Releases
Having the same issue of @iamihop, in 2.0.9: any creation works fine as launched, but resuming an old launched vessel, or reverting at launch blocks any IR to work. (And I already disabled KJR config that bothered IR) Just passing by, going to test 2.0.10... -
Open Source Construction Techniques for Craft Aesthetics
Araym replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
When you decouple a pair of docking ports, their "magnetism" is turned off untill you back up a good amount of meters... ... so if this creation is launched with both pair "connected" (or at least 1 connected and the other one overing in its own magnetims), once one (or the "only one") is "detached", the other one kick in its magnetism and dock. BUT once you detach the second pair, the first is still not magnetized because the moving part never backed up enough, so the "levitation" is not working. -
[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
Araym replied to Eskandare's topic in KSP1 Mod Releases
Loaded the mod in KSP 1.2.2... ... and I'm experiencing some weird stuff: - bridge, sometime, bends on its own inside the carrier body... - engines start turn, spin, bend on their attachment point in the hull... Nothing major, As I'll use the carrier just as a eyecandy (moved around by Vessel Mover) and as landing strip around, rather than a real craft. -
I do not wanna ruin people axpettation, so I put all my thoughts (but they are pretty obvious at least for me): DO NOT OPEN THE SPOILER
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- totm mar 2024
- kerbfleet
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[1.8.x] KSPWheel - Physics Based Alternate Wheel Collider [API Only]
Araym replied to Shadowmage's topic in KSP1 Mod Releases
Basically, "heavy duty vehicles" HAVE adjustable springs "on the fly". The most used one is the "compressed air filled suspension", where a spring is incapsulated in a "rubber casing" (maybe actually no more rubber ) and filled with compressed air to vary stiffness and height, to change the response . Give to the end user the possibility to change "stiffness" and "running height" as loads vary could improve: - heavy duty vehicles, that have a lot of weight differences from empty to loaded - "All-terrain" vehicles, that could improve their behaviour on "smooth" terrain (a bit more stiffness, less height) to rough, bumpy one (less stiff, more height) - rovers that need special settings on low and high G bodies (both for small planets/moons than Kerbin, but also for a rover ending its lfe in a planet like Eve) - racing vehicles (!!!): someone colud like to build up racing cars, both for some "flat use only" (like F1/Indy/NASCAR/GT etc etc race vehicles) or for "dirty tracks" (some creations meant to travel fast like "rally car" on bumpy terrains) -
As Italian, I'm more stuck on different pronunciation than english one: I voted "Laythee", but in a weird different "3 syllable": LA-Y-THE <--- with the italian sound of each vovels: "LA" like "LAnguage", "Y" like "Italy", "THE" like it could be in "THEory" Vall for me is totally in rhyme with "hall". Pol, also, is definitely like "pollen"
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... the best that >I could imagine is mixing all the feature from your mod, with the request by Enceos, and (as it seems pretty fallen into oblivion, as BD-Armory team is focusing mostly on BDarmory, being the most time consuming) the yet not updated Bahamuto's "Improved Chase Camera" one... That could be the ultimate "visual control mod" for those that works on videomaking @zentarul @Papa_Joe you should contact each other: I'm pretty sure that a lot of tricks used to update Camera Focus Changer could be useful to update Improved Chase Camera too, at least if those two could not be mixed
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I was guessing too... ... but as far I remember (and my memory is "swiss" **, in regard), evil-Jeb is actually within the Kermulan "Despair", with his fighter complements... ... and even evil-Jeb was involved in talking about the "misterious Legate". Who is he really??? ** Araym's "swiss" memory: not to be meant as "precise", like watches, but "full of holes" like the cheese. Because I'm probably a bit of both "Kurt" and "not-Kurt"...
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- totm mar 2024
- kerbfleet
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SPACE STATIONS! Post your pictures here
Araym replied to tsunam1's topic in KSP1 The Spacecraft Exchange
There are A LOT of mod involved: - Tantares (for the russian segment) - CxAerospace and HabTech mixed for the other elements - obviously Infernal Robotics, but also some from RKE-Kanadarm, for the robotic arms, but also for the main moveable antenna on the Zvezda module - surelly, involved, little bits here and there from a tons of other mods I have and actually forgot, because I'm not playing a lot lately (just waiting the new pc, and, as I didn't moved to 1.2.1, I'm wasting not so much of my time with this dying 2008 laptop ) ... in the sig there a bit more of pictures (in the "old mission reports" link) involving that Station... -
I use an image viewer: XnView. It cannot open mbm file, but it can with dds. Then "save as" the image in any format you like (tga, png, jpg... etc etc) for your image editor program you using (so not only photoshop)... ... for conversion back, I use DDS4KSP, a miniprogram published time ago here on this forum, to convert any possible format back to dds.
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- totm march 2020
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Still playing in 1.1.3 (as I'm waiting some plugins for 1.2) I completed my take on ISS (almost: i forgot Pirs, Poisk an Razved) just to take some photos of her before closing my saves to restart again from scratches. As I already posted multiple time this effort, I just add here the 2 images I like the most: ... Kerbin background... ... and Kerbol background (with guest appearance, as tiny specks, of Jool, Moho and Eve)
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... It heavily depends on your (space)plane gliding capability: - with my "brick heavy" shuttle (a couple of post above there are some images of it), I retro-burn little less half orbit away from KSC (basically, on the other side of Kerbin) to put a 15km periapsis deep in atmosphere in front of the space center, on the sea west of it (halfway to the peninsula that close the "indian ocean-alike" in front of). Kerbin's Rotation will put a bit further KSC. Then I start to glide, changing my angle of attack to "compensate" were the PE mark will stay, once I bite the air: the glide it's a "bounce on the atmosphere" one. First leg on the atmosphere, it goes down, starting bleeding speed but then reaching lift with it, altitude again: this "upgoing phase" is the one I use to "tune" the landing. With Angle of Attack between 5° to 15°, generally I can keep the speed and extend a bit, if needed... AoA at 20° generally keep it a stable and slowly bleed speed... AoA above 30° is pure "atmosphere breaking position", to shorten my glide and burn velocity... ... this procedure all to have the PE mark hitting 5000m a bit in front of KSC (to compensate Kerbin rotation in the last leg), around the small airfield's island in front of it. It's generally enough to have the final descent leg based only on visual: if I pass the "OhNoehTooShort!" mountains eastward of KSC without crashing on it, I can make a perfect land on the runaway. If I screwed, I pitch down hard to land in a suitable place rather than mountains/highlands ... then... it only means of "tuning" the initial burn a bit, once you get the basics on your plane (it's way smaller, a "double edge sword" on reentry: "lighter" = it could probably glide better; "with more lift" = it could probably glide better; "it is lighter and with more lift" = it could generate too much lifting drag and bleed speed too fast and make shorter atmosphere legs, when the above are combined, at lesser AoA.......) but it is not an impossible task. In any case, try to be "consistent" on your runs: try to burn at the same orbit altitude... try to retroburn the exactly same amount of Dv - m/s every time, to have only to change the moment you burn will start, to compensate where you land... ... mark your own "deorbit procedure lists", to be almost the same each time, to make it perfect And make "deorbit procedure losts" on every spaceplane: every different design will return from orbit differently (even if with some basics being the same)
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(*_*) Shiny!!! I had to change my PC too (today I'm starting my runs around pc retailers here in Italy )... ... as I'm pretty rusted on today knowledge about the best buck-hardware (... I started to build my first pc based on a 486, 25 years ago... I build my last one in... uhm... when it was "the best" having dualcore cpu -around 2000's...)... I need some advice in this modern day, 16 years after! *_* (Directed to ANYONE, please ) Can you help this poor 40 y.o. caveman to make a "wishlist" of PC hardware parts in this modern days??? PrrrrettyPlease
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Araym's K.A.S.A. - Kerbal Administration of Space Adventures
Araym replied to Araym's topic in KSP1 Mission Reports
I end always a to use the "previous KSP version" (in this days I'm transitioning from 1.1.3 to 1.2) to run some project that never had space in the actual career gameplay. This time was the ISS turn!!!! ... and obviously, leaving yesterday my International Kerbal Space Station in orbit lead me there today too: I didn't settle "her" just to do nothing. She was happy and quiet... ... all alone but safe... ... with all her labs happy and builded... ... it was in full sunbath, but also fresh and cooled... ... and then... ... ... ... ... ... THE MENACE!!!! A shuttle was sent to BOARD "her"!!! ... "biiip-biiip-biiip!" Nope: it's not the sound of some signals sent by my Station in search of any help. It's just the sound alert of the Shuttle going backwards (... or upward, as it was going to dock with the dorsal???? Who cares: FIRST, there is "up" or "down" in Space! SECOND, I was controlling by the docking port, so I had a different point of view I'd like to commit myself in manual guided-strument assisted IVA docking procedure, having Raster Prop. <--- story to seem koooool> ... but in reality I just discovered how is difficoult to use RCS translation on an unbalanced vehicle like a Shuttle Orbiter U_U Mechjeb failed to keep it stable, so only using the game SAS, to spare monoprop (the shuttle itself has left 100-120 Dv in it's tank, barelly enough to deorbit), I had the idea to use the built in docking camera from RPM as reference to do not crash and aim my docking procedure: NAILED! FIRST THING TO DO IN A ISS REPLICA??? Obviously run in the Cupola module to take some glamour images! SECOND THING TO DO IN A ISS REPLICA??? EVAs!!! I didn't travelled up to there, with some kerbals, if not to "swim" around her! Happy and sound, I recovered the poor Engineer Kerbalnaut back in the station, then (he was in reality on service duties, repairing some little fuel tank leaks... dang on DANG-IT! mod, always liking to fracture monoprop tanks) Then I liked to add more, classy, images, for eventually desktop use: a station, a shuttle, a sun in background... -
... and obviously, leaving yesterday my International Kerbal Space Station in orbit lead me there today too: I didn't settle "her" just to do nothing. *** ATTENTION: SPOILER ALERT! IMAGE HEAVY ***
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Daily kerbal player routine: ... some of the needed plugins are still not update for 1.2... ... a lot of my customized/edited parts must be updated by me to 1.2 standards... ... I'm lazy, lately... ... so I restarted the 1.1.3 install, as I had an ongoing project that was a shame to left incomplete. So in the end, aside Poisk, Pirs and Rassved, it is flying as I planned originaly: