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Climberfx

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Posts posted by Climberfx

  1. 14 minutes ago, Kerbinidiel said:

    another thing:

    the docking port crew module have an issue with the green ball attachment point... i mean in the vab i connect the docking port crew module to another part... and than i cant connect any other part to it

    For now, you will not be able to connect anything to the docking port of crew_two part, only on top and bottom parts, beside the surface attachments. This is because the docking port should be in extended mode to use it. I can change this in the future, but i don't see much purpose. 

    Next update will follow with sound fx on some parts and the animation solved for crew parts;

    :wink:

  2. Próximo update:

    - Micro dock node, for exchange of resources between ships;

    - Implementing refrigeration on the seats parts, and doing a new part, the refrigeration module (for heat exchange purposes);

    - Intakes now have it's own air cooling/compress system, for engine use and reentering heat compensation;

    - Cleaning example crafts from other mods other then the needed ones for Omicron, so anyone will be able to open then;

    - Adjusting ModuleCargoBay for correct shield for what is inside it, when closed;

    - Some minor tweaks/updates;

    - Sound FX for movable parts and start using FSanimateGeneric to control animations, fixing the problem on parts with multiple animations and enabling revert animation on the fly;

    - Tech Tree implemented;

    - Add FSinfoPopup to cockpit;

  3. Next update:

    - Micro dock node, for exchange of resources between ships;

    - Implementing refrigeration on the seats parts, and doing a new part, the refrigeration module (for heat exchange purposes);

    - Intakes now have it's own air cooling/compress system, for engine use and reentering heat compensation;

    - Cleaning example crafts from other mods other then the needed ones for Omicron, so anyone will be able to open then;

    - Adjusting ModuleCargoBay for correct shield for what is inside it, when closed;

    - Some minor tweaks/updates;

    - Sound FX for movable parts and start using FSanimateGeneric to control animations, fixing the problem on parts with multiple animations and enabling revert animation on the fly;

    - Tech Tree implemented;

    - Add FSinfoPopup to cockpit;

  4. 4 hours ago, Kerbinidiel said:

    the mod is really awesome... but there are some bugs

    when i set the action groups with the toggle windows or hatchs some animation not works... or stop animating

    That is a limitation of the module animation, from KSP. Happens when we have more then one animation on same part, like crew modules. I will update the mod with an 3rd part mod that solve that, and able for sound fx too, i will probably use Firespiter modules, because i already have used it for engine, and have it already dependent. That module support for multilayer animation and sound effects.

    Soon

  5. Next update:

    - Micro dock node, for exchange of resources between ships;

    - Implementing refrigeration on the seats parts, and doing a new part, the refrigeration module (for heat exchange purposes);

    - Intakes now have it's own air cooling/compress system, for engine use and reentering heat compensation;

    - Cleaning example crafts from other mods other then the needed ones for Omicron, so anyone will be able to open then;

    - Adjusting ModuleCargoBay for correct shield for what is inside it, when closed;

    - Some minor tweaks/updates;

    - Sound FX for movable parts and start using FSanimateGeneric to control animations, fixing the problem on parts with multiple animations and enabling revert animation on the fly;

    - Tech Tree implemented;

    - Add FSinfoPopup to cockpit;

     

    32191024446_525cf71f4e_o.png

  6. Omicron
    Walkable and usable interiors, hatch doors, docking ports, seats, all for your Kerbals Delight!
    Join the next era in space flying car playmobil like!
     
    Vtol Controls Configuration (On KSP)
    Please follow this post link to implement Vtol adjustable angle control with the latest version it's updated to analog controls that are not automatic set in KSP.
     
    Update 0.6.6.6 to KSP 1.12.3
    49877731127_4993b25bde_h.jpg
    Hello, Everyone. 

    So, this is my idea, from child, I dream to fly one of these. A flying car.

    The name is OMICRON!  

    Is a flying space car with a foot on reality and other in near future.

    The engine is in the same principle of a Saber engine, but Vtol too, and will accept stock rocket engines in the back. all parts are modular and you can build on your own. But i put some example crafts with the download.

    My attempt is to have the EVA and the IVA all together, i mean, the Kerbals will be visible inside the craft, and all windows/doors will be openable, more likely the stock seat, but inside the craft. 

    The configurations you'll be able to do it, reach VTOLSSTO. I'm not creating new engines to put on back, only the Vtol SSTO ones that show in the pics, on the side of the craft.

    I hope all can joy this creation and use it in your voyages.

    Cheers commanders.

     

    List of things i still need to do (for full release):

    • Finalize cockpit panel extra functions;
    • Plate with 6 rockets and included legs;
    • Ejection system for seats and windows;
    • Parachutes;
    • Wings;
    • Rocket command pod with big windows;

     

    Download links (0.6.6):

    https://spacedock.info/mod/2413/Omicron Flying Space Car (primary)

    https://kerbal.curseforge.com/projects/omicron-space-flying-car  (secondary)

     

    Installation Notes:

    Quote

    Omicron Pre Release  0.6.6 - (KSP 1.12.3 - backwards compatible. Work on 1.7.3 too)

    Installation

    Extract this to KSP/GameData/Omicron.

    Dependencies:

    -     Module Mirror plugin (included) from KerbalFoundries, but the forum post is from Lo-Fi, so Thank you Lo-Fi;

    -     Module Omicron (included). First code for Omicron, in use on functional Cockpit Panel. (i'm on it, coding and texturing), and some vtol and cockpit panel animations;

    -     KSPWheel plugin, thanks to Shadowmage! Used in the landing gears! (no more included, download from KSPWheel;
       http://forum.kerbalspaceprogram.com/index.php?/topic/152782-122-kspwheel-physics-based-alternate-wheel-collider-api-only/)

    -     Firespiter Plugin for Vtol to work (please download latest update from Github, https://github.com/snjo/Firespitter/releases, only the dll is necessary, Big thank you Snjo;
       http://forum.kerbalspaceprogram.com/index.php?/topic/22583-firespitter-propeller-plane-and-helicopter-parts-v71-may-5th-for-ksp-10/

    -     Module Manager, thank you Sarbian for this one;
        (to automatically addon implementations, like config for Remote Tech antenna, TAC life Support, Filter Extensions, etc)
       http://forum.kerbalspaceprogram.com/index.php?/topic/50533-121-module-manager-275-november-29th-2016-better-late-than-never/

    -     Smokescreen for the particle effects of vtol engine. Many thanks for Nazari for the particles and Sarbian for the plugin;
       http://forum.kerbalspaceprogram.com/index.php?/topic/64987-121-smokescreen-270-extended-fx-plugin-dec-18th/

    -     B9PartSwitch to have option to switch from fuel types in parts that have fuel option (download from original forum thread), big thank you to Blowfish;
       http://forum.kerbalspaceprogram.com/index.php?/topic/140541-122-b9partswitch-v153-dec-8-switch-fuels-models-nodes-and-more/

    -     A temporary mod that will bring a middle cockpit camera is HullCameraVDS. Just install it to have a middle camera pressing "]" or "[" (this is what I choose on the plugin, you can put your own keys) to cycle between game and cockpit Camera. Big thank you for Linuxgurugamer that are supporting this mod, and the creator of it, Albert VDS;
     
    https://forum.kerbalspaceprogram.com/index.php?/topic/145633-18x-hullcam-vds-continued/

    -    TAC Life Support. Besides it it's not a hard dependency, i large recomment it, so some parts have volume just to accomodate Life Support Resources;

    -    KAS and KIS. This one too, is not a hard dependency, but will evolve the use of parts, for example, Omicron have Fuel hatches just to use with KAS connectors.

    -    Universal Storage 2. This is not a hard dependency too, but like KAS and KIS, have parts that can be better used, like connector just for US2 Life Support containers (US2 for TAC Life Support).

    -    Remote Tech. Will work with remote tech too.


    *Some of the example craft files need Universal Storage (US) to open;

    *Some particles for the vtol engine are from HotRockets, Nazari1382, So many thanks from that


    Any question, please use Omicron Development Forum Thread:
       https://forum.kerbalspaceprogram.com/index.php?/topic/95360-wip-omicron-flying-car/

        
    Have Fun.

    :D

     

    Change Logs:

    Quote

    Omicron Partial Pre Release - Change Log

    0.6.6 - Minor Fixes, updated to 1.12.3, Holes on Wheels when opened, using the included plugin Depthmask.dll

    0.6.5 - Particaly functional new part Cockpit Panel. Minor tweeks and fixes in cfg parts, like in Tac Life Support, fix on add on resources now are optional, no more Module Manager error messages if you won't have TacLF, ModuleMirror now are part of ModuleOmicron dll. Display for Altitude and Speed in LCD display now works. Wheels now got motors, taxing motors, not speedy like a car, but will move you around. Pe, Ap, Vert and Horiz Speeds. Some more functions, like Gears, Lights and Brakes. Doing fuel, battery, etc for next update, like extra display functions too (blue display will have extra info like dV, TWR, etc.)

    0.6.1 - New part, Back_docking, and more switchable parts, like Back_closed, Back_oepn, Hall_closed, Hall_hatch. They all have options (some need TAC Life Support). Some more tweeks on Vtol and RCS particles. (updated to latest Smokescreen). 

    0.6.0 - New part, Griffin to use with Omicron rocket parts. Adjusted some configs, update to 1.9.1 compatibility. New shaders that use stock shaders with some reflexes. Using B9 part switch to switch between Cockpit and Crew variants, Open and Closed (TAC resources)

    0.5.2 - Adjusted vertex normal of landing gear as updated inner textures, adjusted vertex normals for vtol engine, adjusted ladder, so kerbals now walk without glitches, custom RCS particles, adjusted normal vertex for intake C, updated Mr. Fusion config, so it works with oxidizer when no TAC LS installed, RGA/Normal map update on tires, fuel tank size2 short and medium as new parts, with decouplers, back ramp part so now you can ramp up small vehicles, other minor tweaks. 06/fev

    0.5.1 - Adjusted to NEEDS instead of FOR on ADDONS CFG’s, Docking port crew stand alone, some minor thermal adjusts on refrigerator parts, intake and seat refrigeration, new part egg to size2 adapter/decoupler, now you can connect to the docking nodes on VAB/SPH (only the size1 ones), fixed status for crew when used/not used seats (thanks to Linuxguruguy from Takecommand plugin for this one, cheers commander), removed the remote core code from cockpit, so now you will not be able to control the ship without crew, fished opening animation for crew windows, so it will not invade if there are any vtol engine on side, setting thermal behavior for RCS thrusters, ladder, docking ports, lights, and rcs tank, reaction wheels, Adjusted UVW for right window of crew one and two, adjusted vertex normals for windshields; (19/Jan)

    0.4.0 - Micro docking node, to exchange resources between ships, implementing refrigeration on seat parts and intake air cooling, and doing a new part to refrigerate as user wish, cleaned example craft files, for use only stock and preferably Omicron parts, Adjusted module cargo bay for better shield for what’s inside when closed, Sound FX for the movable parts, Tech tree implemented accordingly, add FSinfopopup to cockpit part, so you can see the hotkey configs, minor tweaks; (14/jan)

    0.3.2 - Upgrade in dual nose intake (C), Omicron ladder, some fine tuning, extra example crafts and update the ones already exist. (8/jan) 

    0.3.0 - Landing Gears! Many thanks to the plugin from Shadowmage, KSPWheel, that make it possible. (included)

    0.2.1 - Fine-tuning curves for vtol engine (velcurve, atmcurve) as well as nerf for it’s power. Add a part for energy generation. Minor adjusting in COM for example crafts and parts. Other tweaks. (30/dec);

    0.2.0.1 - *Micro update, rebalanced example crafts. Fixed vtol engine emissives. Some of them need KAS/KIS and US parts. Recommend to install this mods.

    0.2.0 - *Airbrake black version, Vtol Engines (Firespiter plugin dependent), Updated the example craft files with the new vtol engine and added one, Fuel tanks fix in amount of fuel for H types, added support for switch fuel with B9partswitch (you need to have it installed);

    0.1.8 - *Gained direct support for Omicron on last release of Take Command. Moved light parts to electric subgroup. Added new craft example on VAB. (26/dec)

    0.1.7 - *Implementation of Filter Extension custom menu for Omicron. You need to have Filter extension installed to this to work. (26/dec)

    0.1.6 - *Now was a fix on docking ports orientation. As some pics shown, it’s working correctly now, Seats can now be surface attached too. (25/dec)

    0.1.5 - *Fifth update, adjust the example crafts for the new orientation/config of airbrakes, implemented AVC version checker (not include the plugin), implemented config for TAC life support with +- 7 days of resources for cockpit and crew modules, Remote Tech (need Module Manager). Now the folder was changed from ClimberFX to Omicron to suit the contents.

    0.1.4 - *Fourth update minor tweaks in configs and a bug fix on airbrake, that was behaving opposite when on/off. Plus one more craft, this time in VAB and with boosters. (24dec)

    0.1.3 - *Third update implemented more two types of cockpit windows. (24dec)

    0.1.2 - *In this second update made some minor fixes and put 4 example craft files. (23dec)

     

    Source Code:

    https://github.com/rvalle7/Omicron

     

    Dev Thread:

    Dev Thread (Portuguese):

     

     

    88x31.png

    Omicron by Climberfx is licensed under a Attribution 4.0 International

    If you like this mod, consider doing a donation (just click the PayPal icon below.

    paypal_logo.gif
  7. 30 minutes ago, sal_vager said:

    Hmm, now that is strange, I have a ps4 gamepad here and it works in KSP, though I'm on Linux (Xubuntu 16.04 LTS)

    I do know that the controller has to be plugged in before you start KSP, or axis bindings won't work, that matches the symptom you describe.

    Another possible cause could be your computers language settings, KSP is supposed to be locale invariant, it's an option in the Unity engine to ignore the users locale and use . (period) for the decimal delimiter amongst other things.

    Some Linux users are reporting they have to use LC_ALL=C or their settings do not save.

    Maybe you can try starting KSP from the command line with LC_ALL=C KSP.app

    My system is always in original english language, but gonna try those other possibilities, besides the one that it must be already on and plugged before i already did, gonna try again.

    Gonna use USB instead of Bluetooth.

  8. 2 hours ago, Snark said:

    Hi everyone,

    This is a topic where emotions are running high.  That's perfectly understandable:  here's something that's really important to you, and it's been unexpectedly taken away, and that makes you unhappy.  Absolutely nothing wrong with that.

    And of course, there's a natural human reflex to want to do something about it (which in this case you can't), or to try to understand it (which you in this case you also can't, since you don't have the internal technical details of what happened or what's being done to fix it).  It's galling to be ignorant of what's going on, and powerless to do anything about the situation.  Totally natural and understandable, and there's nothing wrong with feeling that way.

    However... there's another natural human reflex, which is unhelpful despite its ubiquity.  That's the urge to try to make an explanation, or to predict what's going to happen.  Which is completely pointless in this situation, since any explanation you come up with is almost guaranteed to be wrong, given that it's basically impossible to make technical judgments without access to technical information.

    Here's the actual state of affairs:

    • A bunch of threads that lots of people care about went poof.
    • The folks at Squad are well aware of the issue and its impact to users, and are working to fix the problem.
    • It's taking a while, because fixing the problem requires a lot of work.
    • It'll be ready when it's ready.  All you can do is wait.

    That's basically it.  Speculating about what happened, or why, or what's being done to fix it, or how long it will take, or whether this was all preventable, or the competence or diligence of the people involved, etc. is unproductive, because in the absence of specific knowledge of all the stuff that's going on under the covers, you simply don't know what you're talking about.

    If that sort of speculation helps to blow off emotional steam, well... that's as may be, but please be aware that that's all that's happening here.

    For the curious, here's a FAQ about the situation in a spoiler section.

      Reveal hidden contents
    • Q:  What happened?
    • A:  A bunch of popular mod threads got deleted.
    • Q:  Well, duh, I know that, but why?
    • A:  Because IT and computer stuff is hard and prone to problems.
    • Q:  But I want to know all the technical details.
    • A:  Won't happen.  "It happened because reasons" is basically all you get.  If they were going to release that sort of information, it would have been done already.
    • Q:  Will complaining about the lack of information help anything?
    • A:  No.
    • Q:  Did the stuff get deleted on purpose?
    • A:  No.
    • Q:  Did anyone at Squad want this to happen?
    • A:  No.
    • Q:  Did it happen because anybody is stupid, or incompetent, or doesn't care about the users?
    • A:  No.
    • Q:  Does Squad know about this?
    • A:  Yes.
    • Q:  Are they working to fix it?
    • A:  Yes.
    • Q:  Why is it taking so long?
    • A:  Because technical stuff is hard and takes time.
    • Q:  Well, I think it should be quick and easy to fix, and the fact that it's taking so long means they don't care or they don't know what they're doing!
    • A:  Okay.
    • Q:  Will complaining about it make it happen faster?
    • A:  No.
    • Q:  What's the ETA?
    • A:  As soon it's ready.  Folks are working on it.
    • Q:  Why hasn't an ETA been announced?
    • A:  Because they don't have one.
    • Q:  Will complaining about the lack of ETA help?
    • A:  No.
    • Q:  Will this particular thing happen again?
    • A:  No, because steps have been taken to ensure that it won't.
    • Q:  Well, if it's so easy, why didn't they prevent this before it happened?
    • A:  Hindsight's wonderful, ain't it?  Quick show of hands from everyone who, 1. has spent significant time working in IT, and 2. has never had anything bad happen that in hindsight could have been prevented?  <crickets>  Nah, thought not.
    • Q:  Will anything bad ever happen to the forum ever again?
    • A:  Probably.  Stuff happens, things break, people fix it and move on.  It's the circle of life.

    Thank you for your understanding.

    I'm waiting. The only part i can't agree is the speculating part. If it bring comfort to those unstoppable imaginative minds that can put themselves into horror, just by not knowing what happens, i agree that speculating can be a good treatment for anxiety and wait stuff.

  9. 3 hours ago, sal_vager said:

    I don't have one of these unfortunately, if there is no name in the file then it has no name that Unity can read with Input.GetJoystickNames, Squad might be able to work around that by assigning a name to the controller, I can ask for it to be looked at for the next update.

    One try it showed the full name when i click on settings menu, "Saitek Aviator for Playstation 3/PC", but last try, it show only JOY0.1, JOY0.2, etc.

  10. 31 minutes ago, Vou.Kerman said:

    Ei climber quais sao todos os mods recomendaveis e dependentes do omicron? pois eu instalei os que eram recomendados no arquivo txt do omicron e alguns crafts tinham partes inexistentes digamos assim

    Me diz quais partes ele lista quando aparece inexistentes. Ai eu te digo o que precisa instalar, e no próximo update eu tiro a dependência de tal mod ou listo ela corretamente.

    Estou dando uma limpada nos craft exemplo para poder abrir com o mínimo possível.

     

  11. 12 minutes ago, kstark said:

    Climberfx, locate your INPUT_DEVICES block in settings.cfg and look there. Probably you have something like " = 0", i.e. you have device 0 without a proper name. Than locate your axis settings. There for every axis you probably have "name = Joystick 0".

     

    If it is your case, than you can't change INPUT_DEVICES block, but you can change axis settings block so it will have "name = " instead of "name = Joystick 0". It worked for me.

    My input_devices field is empty.

  12. 1 hour ago, DStaal said:

    Is that going to be a dock, or some sort of KAS pipe?  Or something else entirely?

    It's like a dock. No need for other mods, just a simple small dock.  Retractable.

    I don't know if i can have a dock that game don't allow crew transfer, but if yes, will be, other else, a simple small dock.

    In my flights i miss a simpler way to connect to vessels, that don't have the larger dock that pass kerbals, when i use KAS cable in space, at some point the two vessels start to rolling and snap on each other (the way they move when docked via has cable is crazy, you can't click anything). So, just because that, i think i need a staple docking port. And compact one. I may do it compatible with the little stock dock.

    Next i go back for the other parts this mod need, and the things on the list...

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