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KSP2 Release Notes
Everything posted by nothke
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Here is a nice recording of how the space actually "sounds" like... It's a bit strange though cause the mike is in the top and most of the time the rocket is going supersonic so probably 99% of the sound you hear during ascent is what is transmitted through the hull. But still it's nice to hear the crackling, stretching sounds through the rocket's hull xD. Don't miss an epic landing sound =) One question, does the sound pitch up in low air pressure or does it just diminish in volume? EDIT: Found an answer, actually the PITCH DOESN'T CHANGE, just the volume.. Bell in vacuum experiment:
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DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
With infernal robotics, yes. -
If I just see there is a toolbar folder in the mod's package, I just don't install it.
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That just sounds like a normal laser rangefinder. I could make a rangefinder part that would output the distance to nearest object, something similar to lazor's lidar, but the data could be used in a Jebnix program. Hell, now I see something like a wiremod only for KSP xD Parts interconnected by the computer, screens, sensors.. =P That would be appropriate, yes, but the reaction wheel rings (the advanced 2m SAS part especially) are already reminiscent of the Apollo IU. About the modular system diomeda was talking about, interestingly, the early Apollo mockups had a sort of like a plug-in system where individual instruments would be inserted in a frame: The apollo guidance computer on the other hand looked like this: (the computer casing on the left, and the cockpit interface on the right) The casing looks like something that could be radially attached to the ship in KSP =P The Shuttle computer was designed to fit in one of the racks: (older version on the right used 2 slots) This format is quite similar to my MIX drawers While on the ISS, astronauts simply use laptops (Thinkpad 750s with special cooling cause heated air doesn't move in microgravity) for controlling and displaying data of onboard systems and apparently there is a central computer too.
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I am in full support of this mod. What kind of parts are you planning to have? CPU and additive hard drives separately? In-line and radial? If you need my modeling services I'm available for a few parts.
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It's my take on KSPARP. I guess you missed it in previous posts, I made it after I actually suggested a barrel icon. The font I am using is Bebas Neue. You can find it on dafont.com I think. Very clean and technical looking, I used it for traffic signs earlier I think. but I didn't know how it would look on such tiny icons, and it actually looks good. I was trying to find something more like this in modern airplanes, technical, clean, readable, but couldn't find something similar so Bebas Neue is a good replacement.
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Hi people, I'm back from holidays Here's a little update, I made the text based MJ buttons, similar to those seen in aircraft real cockpits. The players will be able to chose between the text variant or the picture icon variant. And I just started correcting the tint of the icons to match KSP gui label color to better match and improve visibility on the optional KSP skin style you can see in the picture the first row icons are old tint that I matched according to Kerbal clock icon, and the MJ's text buttons are the new tint (except RVR AP) The "active" buttons will have a white icon with a slight glow around (like the crew manifest in the picture)
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Hi guys, I am sorry to disappoint you, but I was not able to finish the first version of FLEXracks before Christmas as I promised. I have been increadibly busy with a lot of things in real life and in few hours I am going to go on a holiday trip. I will continue the work on the project as soon as I return. I am sorry again and thank you for your patience.
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That is really cool and interesting. I actually did not try to base my design on the real shuttle, but I wanted to make my own shuttle space program and think in the way that shuttle designers were trying to think giving myself a similar task, caring about flexibility, (imaginary) cost, safety, etc. And also run a program that I would closely care about and log every mission =) So I really wanted to go through this "design process" where I was always adding something new to improve reliability or safety or to cut costs, and you can clearly see that by the improving mission successes. Not to say that I was even developing some mods, for example DROMOMAN robotic arms, primarily cause of using it in my program, therefore the mod is sort of like a "spinoff" of my program xD That is why intend to make the cockpit too. I am currently developing the third generation KTS orbiters, right now using the weaker shuttle engines (FSX2), and with them I can carry only up to 10 tonnes, and for that I also don't need a big booster, I am using 8 KW rocketry engines under the orange tank, but I need to turn some on and off during flight to keep the thrust balance. I also made an access tower with elevator and the "white room" on the top. I am using multiple small engines to reduce cost and speed up production since the tank is produced new every time. I have tested the "heavy" variant that can carry up to (what I tested) 25 tonnes with big engines and similar to real launcher with 2 KW thor SRBs and an engineless tank. That is sort of the weight you need, there is no really need to carry more than 25t cause you You are correct, I extended the cargo bay cause I really needed more space. I introduced a new docking and airlock module made out of Fustek Kuest module. I've done 35 missions so far, and will continue it
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how to make a command module??
nothke replied to Deltafee's topic in KSP1 Modelling and Texturing Discussion
Since you made your last part, there has been a change in part handling. Make sure your .cfg is nested inside "part {}", the best is to copy one of Squad's .cfg-s Check if the .cfg refers to the model (model = ??.mu) Check if the part name is unique, if you copied a .cfg from something else, there might be a conflict (name = ??) In KSP go to debug screen (alt+12) and see if the game model has loaded. The module doesn't need to be in command folder, it can be anywhere in GameData folder (and subfolders). If nothing of this works check the size of your .mu file. If it's too light, the export might've not go correctly You should also update to 0.20 parttools, if you haven't already. -
DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
If infernal robotics does, then it works. -
Haha, did you steal my design?? xD Even the OMS and Shuttle engines are there.. Only the wings are different, I'm using FAR and it needs lot more lift. How does your launcher look like? I was planning to do a Shuttle looking and B9 styled modular cockpit that would fit on HL fuselage directly without the need for adapters, but I'm sort of overrun by working on other projects xD
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Hop in and scribble something.. http://www.moonmoonmoonmoon.com/ Maybe we KSP fans should occupy a piece xD
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Here's one of the older missions KTS-15, the maiden flight of KTS Damocles, where I delivered a truss section to Horizon-2 space station. No launch and docking unfortunately.
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
nothke replied to nothke's topic in KSP1 Mod Releases
You should definitely pay attention where the doors are facing when building the ship, as Nick documents the mishap: ..Or just don't open them xD -
Here are 2 requests from me: Make the background "frame" window invisible when not in edit position mode. I find it quite unnecessary and would clean up the design a bit. Could be toggleable if you really want to have the "toolbar" look. Add an ability to switch to the KSP standard skin (GUI.skin = HighLogic.Skin) in the side drop menu. I know you prefer Unity skin but some people (like me) still like the KSP skin better. I am also designing the icons to fit both.
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I've checked out ARP and I think it's ok, although the icon looks very similar to crew manifest. I might come up with something later, maybe a barrel, I mean something looking like a fuel tank? Although offtopic, but it's so annoying now to have a stock "resources" panel on the corner, just love the ARP.. Is there any way to remove it? EDIT: Just made all icons blueish, same hue as Kerbal GUI when "idle", when they are active they should become white (obviously without ARP) EDIT #2: Here I drew quickly a new ARP icon with just "levels" looking pools or sliders however you wanna call it:
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Just played around making new icons Here's for FAR: (white, standard button, no stall. yellow, minor stall. red, major stall detected) just need to refine colors a bit, maybe add some glow to make them more pronounced. Did one for TAC life support too: If anyone's interested in icon design for their mod, I'm available =)
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Part 3 of the preview, a bit of testing now:
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I don't understand, they do fit inside, that is the purpose of this mod, just like I placed 4 around the girder, they also fit in the same way inside a 2m cargo bay. 8 racks (+2 inside) can also fit inside 3.75m hulls
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0.23 is here, and the new "effects" module is what we were waiting for.. Well, not really.. No one really mentioned adding new particle systems, like NEW particles, designed by us, I don't mean reusing stock ones. I have seen the KSPParticleEmitter component, but the parttools don't export it. Anyone here knows whats going on? Is this one of those working-but-not-documented things, or are we waiting for part tools 0.23?
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Part 2 of the preview: Well, as you said it's already doable if you put an external seat, lots of rcs thrusters (and tanks) and a robotic arm on a small platform and you basically make a small "ship". You could even use KAS to build it in EVA.