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Everything posted by Araym
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Araym replied to Angelo Kerman's topic in KSP1 Mod Releases
I could say that, actually, a bit of my trouble were caused by me not being a native-english person, and then misinterpreting your brief "guide" on how do it: I kept going around the planets the whole time using warp engines, trying to figure "how gravity could bend the orbit", rather than using a bit of "newtonial knowledge" that any orbital speed at periapsis is WAY higher than those at SOI edge, and I just needed first to tune an acceptble periapsis altitude, go in toward the planet/body with warp engines active (freezing, relativistically, the lower SOI speed), then back to SOI with engines shut down and only with the game's TIME-warp, not actually "engine powered warp", to loose again speed... rinse and repeat... PROFIT... orbit achieved. . Basically up to now I was just bouncing with warp engines from low to higher orbit, sometime even GAINING velocity, rather than loosing it. Now it's time to "speed-run" the process: how many days could I shave off, with more accurate burnings???? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Araym replied to Angelo Kerman's topic in KSP1 Mod Releases
And beside being happy for my patches release, I can also pop a champagne bottle because... <...Drum-roll...> I learned (at least in my way) how circularize orbits everywhere, using a bit of time-warp, aside the warp engines themselves!!! I launched myself in orbit of Kerbin by using the "cheat" (just because I was testing how the IXS behave in space, not killing myself on how get it in kerbin orbit), then aimed to Jool.... ... 28 kerbal days later, with a bit of back and forward from low Jool orbit and SOI limits (leg-in with the warp engines, to "freeze" the ship relative velocity, leg-out leaving me drifting happily, warp generators and engines shut down save gravioulium, to loose velocity... rinse and repeate...) I got a stable orbit in the joolian system... Then I aimed to Layte: Again, bouncing in and out from her SOI and lower orbit, in a total of just 48 days from the Kerbin departure, stable orbit around Her!! Not a single ounce of "conventional propellent" was used, just warp navigation, a bit of patience (the whole took me about 10 mins of real life, from Kerbin to Jool then Laythe) and gravitational forces! -
Slight interaction issue between the latest Scatterer (v.0.770) and (i think) Waterfall shaders: I was testing my latest released modified "IXS warsphip for Blueshift", that alike the parent mod "Blueshift" by @Angel-125 make heavily use of Waterfall to create the warp distorsion, and once added scatterer (just to testing purpose), I got these weird effects, when the "warp field" is not active. Basically it seems that the models used for "shape" the effects are not really "transparent" to Scatterer's graphic effects. Very evident in this image how, basically, it reverts all the lightning and surface modification to stock situation: the sea back to its standard stock dullness, compared to the different one visible "outside" the bubble. Also visible (from "inside" the bubble created using Waterfll) how all the sky effects are basically deleted, and, if paying attention, how also are noticeable the shapes (from the ship) that supports the "warping plumes" when they are active. This also happens in space, for any Scatterer related effects: A very zoomed out view (in which are very noriceable the Sun light halo and lens flares)... ... became very "dull" from the "inside" of the bubble itself. (This issue is also been communicated to Waterfall author, not sure about who has the better chances to resolve it)
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This will probably interest @rextableand anyone having issues with the latest Scatterer release. I made some tests and experiments: the issue of the lack of Spectra's flares are definitely related to the change of syntax of the latest Scatterer version, defining how it shows the Sun flares themselves. Scatterer still is compatible to the old syntax method, but needs a full config to be able to interpreter it, not just a MM patch that changes just some of the (now different coded) parameters in its "Sun.cfg" file. I basically went back to an older Scatterer version, grabbed its own old "Sun.cfg", manually changing the related line using those provided by Spectra, and created a full config: @Scatterer_sunflare:AFTER[scatterer] { //This first line will "nuke" the new scatterer's Sun setting, wrote in the new syntax that does not allow Spectra to interact !Sun { } // Then I create a WHOLE new config, using past version of Scatterer Sun config, integrated by original Spectra settings author = JadeOfMaar // Config for Phi sunflare // Modified for Spectra by Avera9eJoe Sun { //path to sunflare textures assetPath = Spectra/Spectra_scatterer/Sunflares/Phi flareColor = 1.0,1.0,1.0 //Flare and spikes: Centered on the sun //intensity, aspect ratio, 1/scale // //sunFlare.png flareSettings = 0.5,1,1 //sunSpikes.png spikesSettings = 0.6,1,1 //distance under which the flare is faded out //to make the sun surface visible up-close //in scaled space coords, ie actual distance /6000 sunGlareFadeDistance = 250000 //distance over 0.5 of which the ghosts are progressively faded out //full fadeout at 1.5 * ghostFadeDistance //in scaled space coords, ie actual distance /6000 ghostFadeDistance = 13500000 // Ghosts, variable position along the sun to screen-center line // // each row is an instance of a ghost // 8 instances of each ghost maximum // if you want more ghosts or instances just contact me // for each row: intensity, aspect ratio, 1/scale, position on sun-screenCenter line // position on sun-screenCenter line: can be positive or negative // 0 is sun position, 1 is screen center //Ghost1.png ghost1SettingsList1 { Item = 0.05,0.8,0.5,0.9 } ghost2SettingsList1 { Item = 0.05,0.9,8,-0.2 Item = 0.1,0.9,12,-0.15 Item = 0.2,0.9,48,0.25 Item = 0.15,0.9,24,0.4 } ghost2SettingsList2 { Item = 0.05,0.9,12,0.65 Item = 0.1,0.9,6,0.75 Item = 0.15,0.9,48,1.2 Item = 0.05,0.9,6,1.6 //with ghost3 #2 } ghost3SettingsList1 { //Item = 0.05,0.85,0.49,0.9 Item = 0.05,0.9,1.5,1.4 } } } Copy-paste the whole code above in Spectra's Sun.cfg file (... it's in "<whereverer is your instal>GameData\Spectra\Spectra_scatterer\Sunflares\Phi" folder) Spectra's sunflares are then back in action.
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Slight interaction issue between the latest Scatterer (v.0.770) and (i think) Waterfall shaders: I was testing my latest released modified "IXS warsphip for Blueshift", that alike the parent mod "Blueshift" by @Angel-125 make heavily use of Waterfall to create the warp distorsion, and once added scatterer (just to testing purpose), I got these weird effects, when the "warp field" is not active. Basically it seems that the models used for "shape" the effects are not really "transparent" to Scatterer's graphic effects. Very evident in this image how, basically, it reverts all the lightning and surface modification to stock situation: the sea back to its standard stock dullness, compared to the different one visible "outside" the bubble. Also visible (from "inside" the bubble created using Waterfll) how all the sky effects are basically deleted, and, if paying attention, how also are noticeable the shapes (from the ship) that supports the "warping plumes" when they are active. This also happens in space, for any Scatterer related effects: A very zoomed out view (in which are very noriceable the Sun light halo and lens flares)... ... became very "dull" from the "inside" of the bubble itself. (This issue is also been communicated to Scattererl author, not sure about who has the better chances to resolve it)
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Little edit: It seems that the latest Scatterer version (v.0.0770) is giving an headache to more than one player in a lot of different ways and weird bugs. Beside the high chance that some of the problem involving Spectra sunflare are related to a very different coding in the related Sun cfg by scatterer, I ran a quick test (ehm... not so quick, in reality: my hard modded install take 30 mins to fully load) just removing the Spectra's sunflare config, but neither in this case (presuming that they could someway interfere) I'm getting any sunflare by the Scatterer ones (and now, noticing the problem with Spectra, I'm not even sure that I was getting any effects at all by Scatterer, as I have a simpler install just with the barebone mods for modding purpose). I'm right waiting the next 30 mins to reload my game, testing if the older Scatterer v.0723 (the latest with the previous compatible build to Spectra) will have any issue... See you once done. Little edit 2: Meanwhile I'm still waiting the test with previous Scatterer to actually load, I spent a bit reading from its related forum thread and I stumbled in this note from the changelog of "beta version" of the newer one. The newer versions, even with a new syntax, should be able to read any config made with the older one. Problem is that, as Spectra just patched some definition for the Sun but did not provided a full config, it could not be able to work. (I guess the way could be "nuke" by a MM line the whole new Scatterer_sunflare and then provide a complete new one, basically copying the base old scatterer version, just with the Spectra changes manually put in it) Related to the point that, in any case, Scatterer 0.0770 was not providing any sunflare, it could be related to this note I found in the "beta version" of the new system: ... there is the possibility that we have to manually set our graphic preference after installation, if the low" setting is disabling a lot of feature (posibly the sunflares themselves)
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You are even too much kind It's not about "not being interested", but more about "I'm too casual as modder to actually be sure to can handle it too" case scenario... Consider that up to this one, I simply lazily thrown my older mods online on DropBox, when I made something public: it's even a first for me using actively Github. (I t is just happening by chance to have an account there, because 4 or 5 years ago, for a little while, I used it to share some thought in a very, old, release of "Bluedog Design Bureau" that had some tests done by me). Once the issues with Angel-125's parent mods to these patches are sorted out, feel free to let me know even in private message if I have eventually to add something in my repository to be "more compatible" for CKAN. (Most of my actual concernes are about the fact that this release is in a very initial stage: stable to be playable for sure, but - and I will flesh it out just by playing it - in the probably needs of some other thoughts to spend on it, with probably A LOT of rapidly, consecutive, "newer releases" in the next future, as much I will actually play for fine tuning)
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I can report that I'm having, exactly, the same issue (no flares at all) using the lated "Scatterer". As I'm in a very similar situation alike rextable (returning to play after A LOT of time) and then not really remembering how "Scattered" handled the effect on the Sun, in a quick glance in both scatterer's cfg and then the patch provided by "Spectra", is very noticeable a totally, different syntax. My wild guess (I'm going to make a couple of experiments myself) is that is just needed to adjust that to actually fit. (I will try some wild reconfiguration to check it out, just eventually to point out where it could be the changes, but I'm not sure if I will achieve a balanced effect alike was intended, @HafCoJoe) My spec: simple Win10 user, latest Spectra, latest Scatterer etc etc... EDIT: YEAH! Indeed from Scatterer 0.0723 to Scatterer 0.0770, the Sun config are TOTALLY changed, so it's not a surprise that Spectra patches cannot be compatible. Comparison (code in spoiler): Scatterer 0.0723: and Scatterer 0.0770:
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Actually... ... it is weird to admit, from the perspective of a VERY early KSP adopter (I got my copy back in the prehistory, when KSP release was v.0.14... yes... you are reading right: zero-point-fourteen...) and an avid modded player since the dawn of "how hard kerbal rocket science can be"... ... but... ... I never really understood how CKAN works. I do not even know "how get mods by it", because I'm instead the "forum mod release hunter" type of person: check personally what I need, if I need something, sometime even sticking "behind" some releases because I feel better with "an old version" than a "new one" (unless the older behave weirdly/corrupt my game). Even less then I actually know "how to submit a mod to CKAN to automate the release". Partially because I'm lazy to understand "new way" (being one of those early adopter that grew in KSP having to manually put in the chosen mods), so CKAN is kind of a thing that was developed WAAAAY past my "time", but mostly because I'm more of that kind of person that prefer "manual control": I very rarely adopt a mod and left it as it is. I mean: I do not know coding and programming, neither 3d modelling, so for sure I cannot modify dll files or make my own models, but for sure I learned "my tricks" about cfg editing, game mechanics and, basically, very often, I take any mod and, more or less, rework it to fit my own playstyle. So an "automated downloader" is something that could "break" the balancement I hard trying to achieve each install (maybe just by overwriting some of my changes with some newer releases, as not always I'm making MM patches for myself, sometime directly recoding things in the original cfg files), and so never ever considered to deepen my knowledge about it. From there, sometime, alike these IXS patches, when the changes are worth to cover some niche left uncovered, I came here and make them public. (Some of the changes were early tested for myself directly on the coding of the original files: when they grew bigger I opted for some MM patches and then... well... here we are... to the point to be, actually, worth of being posted publicly...) Basically all my (few) modifications released are, in reality, add-on made that way. For the moment, also, even if the 90% of the ideas I have about the IXS conversion to Blueshift are already fleshed out and the patches are "stable enough" to be in a "releseable state", I'm now taking my time to check them in the long run: play with them, see if they need some afterthoughts/further balancements, ad polish them, basically, meanwhile I'm plying them. So probably it's a bit early for me to consider to deepen "how I release" them. Sadly then, for the CKAN users, for the foreseeable future, these patches will be available only thru manual downloading/installing from here... (I'm so lazy, I know... and it's strange considering that I spent my last couple of weeks of free time, basically ONLY over KSP to flesh out this conversion - so I can put effort when I want - but for another example of my lazyness: I don't even made a release on "Spacedock", one of the prominent way to get mods for KSP, just because I should first create an account for it and "It's too much of a work" to spend time submitting emails and such and waiting for an automatic answer, before being capable to post there... )
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Araym replied to Angelo Kerman's topic in KSP1 Mod Releases
To not bother further @Angel-125 and his own thread, FINALLY a proper release one for "IXS Warpship for Blueshift". Obviusly, Angel, if you like, you can add a link to that on the first page of Blueshift, to let know that IXS Warship has now support for it. -
INTRODUCTION I'm been always an HUGE fan of the NASA concept design of the IXS-Enterprise since its conception. Now, after a long hiatus from the KSP scene, I started back to play and sorting out all the mods that I could like to use, I found myself very involved adopting a lot of @Angel-125 mods for my personal install, and it was a bit of let down to find that the "IXS Warpship" mod, that brought the NASA's concept ship inside Kerbal Space Program, was not adapted also to "Blueshift", Angel-125's warping mod. So, I'm right here to bridge finally this gap! MOD DESCRIPTION As the "IXS Warpship" mod is currently mantained by @linuxgurugamer and @Denko666, this is NOT another release of the mod itself, but just a series of Module Manager patches that update it to work properly with Angel-125's "Blueshift", "Kerbal Flying Saucers" and related functions. It fully uses the assets provided by the "IXS Warpship" mod, but, in a lot of case, VASTLY modifing their function (and in some cases tweaking them to be more in line with the latest KSP releases and two functionally parent mods) to fully use all the game mechanics provided by Angel-125. WARNIGS AND DISCLAIMERS!!! I HIGHLY RECCOMEND TO USE THESE PATCHES ONLY IN A NEW SAVE, OR AFTER RECOVERING ALL THE CRAFTS USING PARTS FROM THE ORIGINAL "IXS WARSHIP" MOD!!! None of the craft eventually deployed should break, but upon istallation of these patches, a lot of parts could behave differently from what originally they could do! (No guarantees are provided for stranded Ships and Kerbals, not caring of this advice) Additionally, it is HIGHLY possible that other warp mods, beside "Blueshift" installed, aiming eventually to patch themselves the "IXS Warpships", would create conflicts and unwanted result, so the BEST results could only be achieved if "Blueshift" is THE ONLY warp mod in your game, as my patches for "IXS Warship" are envisioned for an install with ONLY IT AS FTL PROPULSION!!! DEPENDENCIES My patches will not work correctly if the following mods are not installed: IXS Warpship: "IXS Warpship" Forum Thread (obviously, as needed for the parts and related assets) - download ONLY the mod itself, not OTHER suggested warp mods, to avoid problems as stated in the above "WARNINGS AND DISCLAIMERS"!!! Blueshift: "Blushift" Forum Thread Kerbal Flying Saucers: "Kerbal Flying Saucers" Forum Thread (both needed to have the fully functional mechanics included in my patches) Waterfall: "Waterfall" Forum Thread (not "functionally needed", but HIGHLY recommended to have all the warping FXs) Community Resource Pack: "Community Resource Pack" Forum Thread (for the resources' definitions used) Module Manager: "Module Manager" Forum Thread (to obviously apply the patches: without it nothing is working) SUPPORTS: My patches support (but are not needed for correct work of the main functionalities): Space Dust: "Space Dust" Forum Thread (for atmospheric and exospheric resource prospecting and harvesting, very useful for some of the -rare- resources needed for warp propulsion) Community Tech Tree: "Community Tech Tree" Forum Thread (for a more balanced tech tree for career and science gameplay) Far Future Technologies: "Far Future Technologies" Forum Thread (for additional and challenging game mechanics) Outer Planet Mod: "Outer Planets Mod" Forum Thread (if you like, like me, to explore past Jool, with stock-alike similar planets of Saturn, Uranus, Neptune and Pluto, and using "Spacedust", I added the needed Graviolium resources) Download: WHAT ARE YOU WAITING FOR??? Get your copy of "IXS Warpship for Blueshift" subscribing it from CKAN Or manual download it just right down here: Spacedock: "IXS Warship for Blueshift" on Spacedock HERE!!! Github: "IXS Warship for Blueshift" Github release page HERE!!! (latest actually: v.1.0.7.1 - 04/09/2021) Manual Installation Guide: follow the above link select the needed version click on related "Assets" menu click on "Source code.zip" link download the .zip file once promped to do so go to your "GameData" folder inside your KSP installation delete (if present) older "IXSWarshipsBlueshift" folder, to avoid old file eventually not needed to be persistent AND/OR possible errors add, in the same KSP's "GameData" folder (where you should be already) the new "IXSWarshipsBlueshift" folder present inside the .zip file downloaded (inside its own "GameData" folder) OR go back to your KSP installation folder and merge the .zip file's "GameData" folder to KSP's "GameData" folder Changelog: (Sources and Licensing; here ) Some good pictures as eyecandy:
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Araym replied to Angelo Kerman's topic in KSP1 Mod Releases
It's done!!! I'm going to prepare a proper thread for her, but IXS Warpship for Blueshift is, finally, complete! Meanwhile I'm preparing it, anyone passing by here could already grab a copy: https://github.com/Araym-KSP/IXS-Warship-for-Blueshift/releases Happy Warping! (Pay attention to them, because I still fleshing out some little changes to achieve a stable release: some parts could still behave weirdly) -
Today: ... I'm near to finish my conversion of the "IXS Warpship" to Angel-125's "Blueshift" warping mod. Thanks to Angel-125 himself that created a little add-on for his mod, I'm just in the phase of tweaking some FXs prior a public release: ... but also, as the original NASA concept one was called "IXS Enterprise", I made my own: ORIGINAL REFERENCE: MINE: Pretty similar, isn't it?????
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Araym replied to Angelo Kerman's topic in KSP1 Mod Releases
Just because I wanna have also fun: -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Araym replied to Angelo Kerman's topic in KSP1 Mod Releases
STOP EVERYTHING! @Angel-125 I'm officially an IDIOT!!! To cut load time (my main install, full of mods, needs around 30 minutes to load), I switched to my "testing install"............ ... that was NEVER updated to Blueshift 1.5.1!!! OBVIOUSLY there are no effects: THERE WAS NO "genericWarpEngine" there!!! Everything is in working order! Now I just have to work on the WarpCores and, basically, the conversion is done! EDIT: Tweaking a bit the FXs to fit the "more massive and powerful" IXS rings. Slightly more distant "bowshock", to give the idea of a more pronunced space distorsion; warp engine having their trail starting from the trailing edge of the external surface; warp sustainer from the second internal "coil ring". -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Araym replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm taking some time today to work on the IXS. I updated Blueshift... ... I added the new config... ... but the IXS warp FXs are not working on my end. Beside I tested the standard Blueshift's S3 Warp Ring/Warp Sustainer, and those are working. @Angel-125 What am I missing??? Above: IXS parts, but with Blueshift rings. FXs are working (so it's not a fault Waterfall install)... ... but then, once switched to the patched IXS rings (with your edited cfg files) they are still with no FXs. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Araym replied to Angelo Kerman's topic in KSP1 Mod Releases
Perfect. I just added them in my install, just waiting the updated Blueshift to check them working and then, eventually, make some final addition to other parts (namely, the other two, inline, Warp Cores, that probably need some love too for their warp FX). I didn't actually messed up so much with the sublight engines just because my focus, for the moment, is tuning the warp ones... ... and also I'm not sure if I want to mess with them too much. As I had to move/rework some of the original resources, to actually make the addition of the new resources needed by Blueshift (I'm talking here about the main parts needed to build the IXS, not all the other, reworked but stand-alone parts included in the mod), I basically displaced around some of the original resources, but grossly in the end leaving the original quantities. I have to check, but if I remember correctly both the 2 main engines have actually a TWR <1 for a full IXS, so thrust wise they are not so game-breaking... ... my concerns were about their actuall EC and Xenon Gas usage. But in that regard I will give me time to figure some comparison to more futuristic but balanced ones (namely, from Angel's "Deep Space" ships or Nertea's "NearFuture Propulsion"), once the warping parts will be working. Maybe. Or maybe, actually, leaving them are they are: my point was to "adapt" IXS to Blueshift, not taking care of EVERYTHING related to the original mod: I gave some toughts to some of the spare parts just to add a "different flavour" to some needs if using Blueshift (and Flying Saucers), by some of the iXS parts (a couple of different warp cores and graviolium generators, just aesthetically different but basically with the same stats - or weighted against those - of the original from Blueshifts; a couple of new warp coils - more suited for in-line ships, rather than those willing to go with external nacelles; a new Plasma Contactor that is less barebone/more trek-ish than those coming from Flying Saucer; a proper Graviolium scanner; an in-space, different looking, but with the same stat, Graviolium collector; rework of shience parts) It's already a roughly 75% totally rework of the IXS mod itself. and all just because (reality) I wanted the IXS to work for me and my install. But as it was a BIG effort, then valid to be then publicly released for anyone that enjoy already Blueshift and wanted maybe try also the IXS. If I step also into a sub-light engines rework, basically it will be a "parallel release" by me of the original mod, just shy to add the models and textures themselves. I'm not sure if I want to embark in such of a job. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Araym replied to sarbian's topic in KSP1 Mod Releases
Just an additional question: to properly find that warning list, should I leave the entire game to load, or could I "kill" the loading just after MM is done patching, but the game is still loading all the assests? I'm asking just because this is occurring in my main install, that is VERY HEAVILY modded, and it needs to half an hour to fully load all the game, each time.... -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Araym replied to Angelo Kerman's topic in KSP1 Mod Releases
IXS sublight engines are "unconventional", to say the least. I didn't touch them in any shape or form, so all it must be traced back to their original coding. Basically their plumes is governed by the plugin inside IXS mod itself (I think), that allows to change the color of the plume on the fly (alike it allows some similar properties in other parts, namely the old "RTGs" that I coded in the conversion as warp coils, that has a ring that can change color around them) But your report is kind of intriguing me, because I never saw them keep going when the engine is not running (beside their different properties as FX, in my instal are working as they should) -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Araym replied to sarbian's topic in KSP1 Mod Releases
Thanks. I will use this hint for future reference. In meantime I kind of worked back my latest installe mods (I changed a couple of things) and someway I reduced the culprits to a couple of them (pulling them from the install, untill I saw the error disappearing), so for the moment I have just to check them one by one to find what is behaving strangely -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Araym replied to Angelo Kerman's topic in KSP1 Mod Releases
Oh-Oh-Oh-Oh! IXS with FX!!! Beside the good news about that: how did you feel the parts converted? Are they, generally speaking, behaving correctly? -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Araym replied to sarbian's topic in KSP1 Mod Releases
Help question: I have an HEAVILY modded install, and suddenly it's trowing 2 Modulemanager Warnings that I never noticed before, just when it start to loads patches. I'm trying to find it on the log, but I'm kind of lost in search of it. Any hints about what I should look for in my notepad+ "search" function? -
Nothing really special: keep going in my "retro-style" save, I stepped up a bit from "single pilot propeller fighters planes" to "multicrew double engine propeller planes": Our engineering team is checking right now the Keinkel KE-111 "Kondor", the new marvelous light bomber transport plane, obviously inspired by WW2 German Heinkel HE-111. (I was actually planning to fly a "little bigger" plane, a B-17 ispired one, but I had to scrap it for the moment because the airstrip, not enough improved, does not support such big ones yet.)
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Araym replied to Angelo Kerman's topic in KSP1 Mod Releases
IXS - "Blueshift conversion" news: I took some time off from KSP, because "other stuff" happening in real world. But aside that, I managed something. Good news: the part are working as I envisioned (so all the new functions are properly bonded to the corrisponding parts) and any remaining "legacy hardware" is removed. Good news: I also managed to fit them in the tech tree (Angel-125's "Blueshift" and "Flying Saucers" - and related dependencies - needed, for proper "tech nodes" requirement, both for Stock tech tree and Community Tech Tree - the patches can detect one or the other) BAD news: I cannot wrap my head on making any "warp effect" working. NONE. The part are "mechanically" functioning as intended, but with none of the cool effect bonded with "Blueshift" parts. Good news: For ANYONE (with a bit of knowledge of ModuleManager and KSP cfg coding) willing to help, or just to test out the parts and give me thoughts, i can provide a link for a VERY ALPHA RELEASE : obviously as stated, you will need as dependencies "Blueshift" and also "Flying Saucers" by Angel... and obviously the IXS mod itself:Once you have those three installed, you can grab my own little add-on, install, and (GOD HELP US) everything should work properly: IXS "Blueshift conversion", v. "Alpha01": THIS LINK---> https://www.dropbox.com/s/o79d6u2h6k41uai/IXSWarshipsBlueshift_alpha01.zip?dl=0 TESTERS NEEDED!!! I spent all my ideas (and probably even too much time: I made a full 18 hours session between the last saturday and sunday and probably burnt myself to the point to not seeing any solutions even if in front of my eyes...) Any idea about fixing the warping FX Thoughts on balancement: aside the converted parts related to "warping tech" (that follow, mathematically, the "Blueshift" balancement) and some tankage converted to it, I basically left the core of other parts as they are: warp rings and main hull has still TONS of EC and Xenon Gas (more or less on the same level as they have in the original version) for feeding their own, sublight, Xenon engines. That are indeed WAY POWERFUL. I dunno if they are well suited for a "realistic" gameplay, compared to other mods. I was thinking about different tech tree placement but I do not have any clear thoughts about it. If anyone is willing to help, I can then eventually push a more public release. Thanks in advance to anyone that could spend a bit of time on it with me. EDIT: as "licensing" (dunno if it needed, being posted here on the forum), it's totally fine for me a "grab it, modify it and rework it as you want, if you are mentioning me" , because I do not know a lot about "related legal stuff" to choose, at the moment, a proper licensing. As stated, I'm plenty of willing to make it a public release, once the patch is ironed out, with a proper one once done (and that will be then the final one related to this work, once the "testing phase" will be done) -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Araym replied to Angelo Kerman's topic in KSP1 Mod Releases
ADDITION: ... and if could it be possible an "interim" solution, where I'd link the "bowshock" effect (not the transform itself, but just the coded waterfall effects) to the same controller that create the warp distortion effect??? That way it will not be an effect appearing just "after becoming faster than light", but just a progressive effect build up (maybe it will not be so "awesome", but...) (Just wildly guessing... ) Nevermind.... A bit of waterfall tests gave me the answer...