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Everything posted by Araym
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Araym replied to Nereid's topic in KSP1 Mod Releases
Tested for my first series (the "KerbFleet" - StarTrek-alike series also already shown here, pages ago) and IT WORKS LIKE A CHARM!!! And that was just a "small part" of my ideas I had (it was limited just by the 20 custom ribbons Final Frontier had previously): Now I CAN DO THE REAL IDEA: a full series with ALL the major army forces specializations. I'm italian, so my ideas will be take across the world, but a lot will resemble, by analogies with NASA choices: - Air Force (air) - Army (ground) - Navy (sea) - Coast Guard - Air Navy (because I know, in some nations that it's considered a sort of whole "different" army pilot type :P) - maybe something like the USA's Marines (or italian "San Marco", as I'm italian)??? KFMK (Kerbal Fleet Marine Korp)??? ... and obviously, now, i could be able to do ALL the ranks (from simple "private" to "5 star General" and equivalent in all the branches) I'm accepting ideas for names and branches (p.m. me if anyone like give to me any one) -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Araym replied to Nereid's topic in KSP1 Mod Releases
Oh-Oh-Oh I missed that in all this time *_* *Araym goes to experiment* -
Put a ride on the latest dev release... ... I have actually no photos of my test (they were not really so much worth of it) but, as I told you in the streaming, Cobalt, I'll review them like a tester report: overall, Titans parts are awesome: SRBs are really nicely done, and those separators you made are really like the real one (just used andegraf.com to view the similarities with real parts ) As someone prevously noticed, there is still the little gap open in the bottom of the Titan II decoupler (bluedog_Titan2_1875mDecoupler), when connected to the first stage tanks. I did some "eyeballing" tweaks on the bottom node: changing the bottom node to node_stack_bottom = 0.0, -0.34, 0.0, 0.0, -1.0, 0.0, 2 made it perfectly fit for any tank (bold one changed: I did some multiple test, going down from -0.346 to that number in decremental 0.001 changes) Then I tested the new Centaur... and I found also a little difficoult, sometime, to separate the engine mounting plate (and engines) from your decoupler-fairing covering it. I noticed a bit of clipping (more from the bluedog_centaur25mAdapterFairing, as I noticed that its model is a little smaller on the top than the straight 1.875 one) to the exposed ridge of the mounting plate: I didn't tried any tweaking, for the moment, but probably a slight adjustment downward on the internal node used to add the decoupler-fairing should be needed (nothing extreme, I guess: probably in the same range the Titan decoupler needed to be flush with tanks) to avoid collision-clipping that are not allowing a neat separation. (I advice it to you, if you are going to release a teakscale config for those parts: the problem, rather casual on the standard model dimension, is going worse on upscaled parts - I made selfmade config for me-, like the small clipped part between colliders is bigger on proportion and does not almost always allow a straight separation, untill you shake the rocket a lot with command inputs) BUT those are just "searching the tiny bits of problems in an overall awesome part pack"! Now... ... what next?? Delta rockets? IUS? Delta III/IV cryogenic stages??? Arf Arf Arf
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I found a little problem/visual glitch with Soyuz RCS: it seems that their model texture is still paired with the OLD engine model texture (checked the date of the model file, and it is the same from older one) so with ther reworked engine, they have no colors... (My fast fix was put both RCS and model in a different directory than the Soyuz one, changing the model path in the cfg and recover the texture file from an older release... ) Just to let you know the problem and work a solution for future release, Beale
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- totm march 2020
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I took a ride to the Titan parts: VERY NICELY DONE! Just a "minor bug" found about them: in the techtree, Titan IV first stage engines come BEFORE Titan II... ... probably in setting their node, you got them "crossed" with early engines version. I changed it in some ways, to make them more likely an advancement from previous researched version, putting the "upper stage" a node higher than the first stage engine, as they are already in your config (in a way that first were researched a better first stage one, then in the next node you get the better upper stage one) What I have now in my career tech tree (some were really not changes, as I moved not all the tech node definition, but actually I do not remember which were where :P): - Prometheus-I-700 "Perses" Liquid Engine (first stage Titan I) at TechRequired = generalRocketry - Prometheus-II-900 "Pallas" Liquid Engine (first stage Titan II) at TechRequired = advRocketry - Prometheus-I-250 "Leto" Liquid Engine (upper stage Titan I) at TechRequired = advRocketry - Prometheus-IV-1000 "Astreous" Liquid Engine (first stage Titan IV) at TechRequired = heavyRocketry - Prometheus-II-325 "Lelantos" Liquid Engine (upper stage Titan II) at TechRequired = heavyRocketry - Prometheus-IV-375 "Asteria" Liquid Engine (upper stage Titan IV) at TechRequired = heavierRocketry ... this way, at general Rocketry is possible to build just the first stage Titan I... ... at adv Rocketry, it is possible to build a full Titan I, and eventually an "hybrid" Titan II first stages-Titan I upper (I thought about a "first study" about a better rocket :P) ... at heavy Rocketry, the full Titan II is possible (developed a better upper stage) for Gemini-like missions, or an "heavy duty" Titan like the Titan III series (those used, for example, to launch the MOL-Gemini mockup - the first stage engine was very likely the same as Titan IV) as an "hybrid", again, with a Titan IV first stage-Titan II upper stage ... at heavier Rocketry, the last Titan IV upper stage, for a full developed Titan IV. Real life notes: actually, there was really not so much differences but what was a Titan III and a Titan IV, for the main rocket: both first and second stage engines were the same. The real change were about the solid boosters: Titan III had the first generation solids like in the Gemini-MOL launch (in various lenght but with the same engineering layout, with those side tanks to "stear" the solids), then came Titan IV with the newer solids with actual, real, gimballing nozzle. But to not mess too much with tech nodes, I found the Titan IV upper stage already were it was in your config, higher than the first stage ones, so I "build up" the idea of a "scalar development" of first stage first than the upper one
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A couple of questions, looking at 0.2.0.0 USI-LS settings: - are the Vets names in in the setting corresponding to their actual name in the game? because if it should be yes, Jeb is not "Jeb" but should be "Jebediah" (asking just in case i wanna promote to vets some future crews :P) - is "NoSupplyEffectVets = 1" meaning that ALSO oranges (as Vets) will starve and becoming tourists? Should it be "0" to mantain the old "oranges immunity" from starvation? - Looking to actual values, I understood that a "Greenhouse" (the small one) should be able to feed 1 kerbal. But if a Kerbal eat "SupplyAmount = 0.00005 //Supplies consumed per Kerbal per second", and the Greenhouse producing 0.000025 (per second, I guess), is it actual feeding only "half kerbal"?
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The Titans, in greek mithology, were the old deities that were before the Olympic Deities: Kronos/Saturn was their leader, and he was Zeus/Jupiter's father. To not use the "Kronos" name itself (maybe you can reserve it for a future Saturn-like rocket :P) choose maybe between some of his brothers: -Oceanus -Hyperion -Coeus -Crius -Iapetus and Kronos/Cronus itself... ... plus their sisters/wifes: -Mnemosyne -Tethys -Theia -Phoebe -Themis -Rhea (wife of Cronus and Zeus' mother) Then there were the "second generation titans": Hyperion's children Helios, Selene and Eos; Coeus' children Lelantos, Leto and Asteria; Iapetus' sons Atlas, Prometheus, Epimetheus and Menoetius; Oceanus' daughter Metis; and Crius' sons Astreous, Pallas and Perses. Use one of their names for the rocket... (I like Hyperion - "God of Watchfulness, Wisdom and the Light"- or Prometheus - which stole the fire for the humans and teach them to be civilized :P) ... but I have no idea about the engine name
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Araym replied to Nereid's topic in KSP1 Mod Releases
From the pool: I'll add the third option: Add an option to add custom ribbons (add a +1 in this vote) -
Dunno if Bahamuto will be pleased by my intromission, but for all curious about the doppler effect, there is already a (probably incomplete) .dll file in the Github link in first page (the "source" link). Just go there, click on the "bin/Debug" directory, click on "CameraTools.dll" file, then the "Raw" button. Save it where you placed the original CameraTools.dll in your KSP install. For me is working, probably it will be refined in the future, but it is a nice preview of the effects...
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There was also some different meaning of "Engineer" and "Architect" badges (I earned mine with gentle concession by Inigma), building their own version of a Space Shuttle, or helping to develope the original one (I did very poor attempts a long ago, then I went sideway with some little addition from some mods, on my own)... ... I never did with my creation the explicit parts of the challenge (mostly I'm now following my career save for the comic, and I'm long away to Space Shuttle technology :P) but the original challenge was not so strict to "stock only". It's surelly a good point be stock (to develope sharable crafts) but is not the only possibility (I will feel shameful, but in the day I'll arrive at shuttles in my save, with life support mods and so on, It will be challenging probably more than the "stock option" :P) Original Inigma's open form could open a lot of options and partecipation (I did also a Buran-like shuttle, not stock, as I use AB launchers and Tantares for the "russian-like" rockets), and a different "Kanadarm-like" module for the cargo for the more Nasa shuttle- like (It was in 1.0.4... follow the link that is hidden in my "Architect" badge Actually the very same craft - after a bit of tweaking caused by radial mount model change - is still flying in 1.0.5, when the "Snowstorm" - the Buran-like - went a radical modification: less fuel, less kredits needed to launch, a lot more capapble in term of range, but still more costy than the Nasa-like, even if my "Olympus" uses old version Mk.3 modded parts that looked, for me, better than the latest released :P)
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[quote name='Starhawk'][B]Also Sprach Zarathustra[/B] is the name of the piece of music. A youtube search should turn up many hits. [s]Happy[/s] Concerned landings![/QUOTE] OOhhh... 2001 Space Odyssey... gotcha! (Sorry for me unable to read a pentagramm... I think the last time I tried was... uhm... at 12 y.o....... and it was A LOTTTTTTTTT of time ago)
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- totm mar 2024
- kerbfleet
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KOSMOS 3/14/2015 RD-170 Family Released!
Araym replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
[quote name='Beale']Kosmos is no longer being developed? When did this happen?[/QUOTE] You are a really-really-really mean guy, Beale X°D (I sense something like the Korolev-Glusko rivalry, here... X°D LOL) -
Noooo... I cannot read music ç_ç :mad: What song is it?? GIMME A LINK WWITH THE MUSIC PLAYED!!!! ;.;
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- totm mar 2024
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Would You Save the Rocket Builders? RESULTS IN
Araym replied to YargJay9991's topic in KSP1 The Spacecraft Exchange
My 2 cents: I think that the original thoughts about "Rocket Builders" was to provide a section where anyone could organize a single thread to share maybe sparse single craft from "Spacecraft exchange"... ... but for the most was just a strange series of posts fictionig some "real life companies", but really very few were, actively, providing a catalogue of craft, but rather crafting some strange roleplaying features where "immaginaries CEOs" only posted wall of text and actual very few KSP vehicles. Not crying about the removing: if any "rocket builder" is actually having a real catalogue of craft, it is possible to open a thread here on "Spacecraft Exchange", to summarize all their creations. Simply it will be an "Hello, I'm --insert the poster's name-- and these are my various craft" + pictures/videos + craft's descriptions and links. Easy and simply to read. -
[quote name='hraban']Hello Beale, since the release of version 14 the "Tavio RD-01" decoupler lost. It is troublesome to restore the old files with every update. Please try to complete your update starting from the version 13.x. Thank you and have a nice weekend[/QUOTE] New TLV (the soyuz launcher) from release 14 lost its radial decoupler by Beale decision to not support it, if I remember correctly... ... that means (like I'm doing myself) that you can only save it by previous release (as I'm doing with the whole old TLV - tweaked to more stock-ish value of fuel, as the original was A LOT overpowered)
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- totm march 2020
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Araym replied to nightingale's topic in KSP1 Mod Releases
[quote name='ObsessedWithKSP'][URL="http://forum.kerbalspaceprogram.com/threads/138802-Kerbal-Space-Program-1-0-5-New-Issues-Repository#map_offset"]Yes, it happens when KSP has an aspect ratio different to your monitor.[/URL] It's a new issue for stock 1.0.5 which explains why the WM version for 1.0.4 works correctly - because stock 1.0.4 works correctly.[/QUOTE] Actually, playing in Full Screen, I have set the exactly aspect ratio of my monitor (a poor laptop at 1366 x 768), and I have no issues without Waypoint Manager... ... aside that: reverting to 2.4.2 fixed it just at the first load. As soon a new waypoint is set (by a contract or manually) the issue appears again. For the moment, I should (sadly) remove it... -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Araym replied to nightingale's topic in KSP1 Mod Releases
I'm experiencing a weird issue with the version 2.4.3 for 1.0.5: if any waypoint is active on Tracking Station Map, planets and background image (stars) are shifted to the right (leaving a black band on the left), with waypoints, orbits and PE-AP markers displaying where they are supposed to be... ... BUT if I'm using 2.4.2 (the latest build for 1.0.4) all is working as intended... -
[quote name='CobaltWolf']Fixed the tweakscale configs, update is pushed to KerbalStuff. Thanks to Araym for pointing it out. You can [URL="http://www./download/sn8isa32vbms3mh/tweakscale_compatibility.cfg"]download just the tweakscale cfg from here[/URL], drop it in your BDB folder.[/QUOTE] As I was still checking out my mods to update my Comic save to 1.0.5, I found your mod and I was driven to add it to my list just for having a working Atlas, but for size comparison to other launchers of mine, I made it a 2.5 meters one... and I found the issue with some parts not being able to be rescaled. As I did mostly of the tweakscale coding by myself, when needed in my saves, I'm pretty fast to find where the issues are coming from... ;)