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KSP2 Release Notes
Everything posted by OrbitusII
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Puffin Technologies Development Thread WIPs: 1. Heat Sink Plugin Team: Mekan1k (models), OrbitusII (plugin) Official Status: Version 0.1 Alpha available, In-Development release available Description: Overheating SRBs got you stuck on Kerbin? Fear no more, for this plugin will cool those overheating engines down and prevent unwanted catastrophic failure! 2. Revamped Frameshift Models & Plugin Team: Mekan1k (configs), OrbitusII (models, plugin) Official Status: finalizing model Description: An overly powerful, sci-fi inspired engine that can get you to the speed of light in under 30 minutes! Soon to have its own plugin, which will help prevent spontaneous disassembly of your ships. 3. Radiation/Magnetosphere Plugin <No Preview at This Time> Team: OrbitusII Official Status: KSP API research Description: This plugin will add realism to KSP by adding radiation to Kerbol and magnetospheres to the celestial bodies. Parts with ModuleRadiationDamage will lose health and eventually break down and become unusable, but reparable by EVA'd Kerbals. In-Development Plugin Download Known Issues SolarHeating module has some jumpiness when testing using raycasting (to be investigated) Thermostabilizer fails to save stableTemp variable (bad OnSave setup?) Please Note: As this is an In-Development build of the plugin, it has a special license contained inside the .zip file concerning redistribution of the download link and the parts and code contained inside. Changelog InDev1: Initial Release– added powered coolant systems, solar heatingInDev2: Fixed raycasting check for parts that have SolarHeating ToDo List –Fix powered coolant system stableTemp saving Expanding Sytems: –Add in code to decrease part temperature to 4 Kelvin if not detected by raycast (optional) –Add in Greenhouse effect (warmer temperatures in atmosphere)Bugfixing:Postponed Temporarily ----------------------------------------------------------------------------------- Known Issues There appears to be an issue where the stage requirement of the resource consumption is broken. I think this is fixed but it will require testing. Please Note: As this is an In-Development build of the plugin, it has a special license contained inside the .zip file concerning redistribution of the download link and the parts and code contained inside. Changelog InDev1: Initial Release– Frameshift PartModule ToDo List –Check the staging requirement of the resource consumption Expanding Systems: –Action group support (next) –Add support for multiple resources being consumed (maybe) –Re-implement FractSpc resource –Add near-instantaneously accelerating Alcubierre DriveBugfixing:
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Puffin Technologies Development Thread The place to go when you absolutely, positively MUST have ridiculous solutions to space. Part of the United Rocketry Coalition (maybe?) Welcome! Please enjoy the small group of mods we have created thus far. More are on the way, so be sure to watch the livestreams on Fridays! Twitch.tv Team Mekan1k: Models & Configs OrbitusII: Models & Textures 3_bit: Publicity Frameshift Series radial standard Version 1.0 and 1.0 (To be compressed into one package) Info: Sci-fi inspired engines with ridiculous ISP and power. It is recommended that you use lots of struts to attach the engines. They use lots of electricity, so be warned! Requirements: Be sure to place the custom resource .cfg file into the "Resources" folder, otherwise these engines will not function. Improved Turbojet Model/Puffinjet Engine click image for spaceport link Version 1.1 Info: An improved model for the stock turbojet engine plus a custom engine with more thrust gimbaling, among other changes. Requirements: None besides the full version of KSP MonoProbe click image for spaceport link Version 1.1S Info: A single part probe to minimize part usage on large interplanetary vehicles. Also comes with a custom carrier for easy transportation of multiple probes. Requirements: Mechjeb 1.9.8 Heat Sinks & Coolant Systems click image for forum link Version 0.1 (alpha) Info: A plugin that will help cool down parts. Requirements: Full version of KSP All Puffin Technologies mods are licensed under the Creative Commons Attribution 3.0 license. External Means of Contact OrbitusII: Twitter, Twitch.tv, Youtube
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Editing the .craft files works, but I've found that the Subassembly Loader takes 90% of the pain away from switching or duplicating stages or even entire rockets. Try out both and see what you think!
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Dear Modders (show off your mods like a sir)
OrbitusII replied to SPACETECH's topic in KSP1 Mod Releases
If Squad got the Sketchfab viewer implemented on the Spaceport... So much awesomeness! I'm not even sure if there is a way to get the .mu files back into a useable format... I can send you the blender files and you can look at those. I'm kinda busy right now, so not much getting done for me in general though... -
What Squad is planning to do with expansions/DLC is to finish the game, make another great game, and then come back with additional, but unnecessary content to playing the game, so things that aren't necessarily space-related, like submarines, alien life on Laythe or other planets, etc. Resources and everything that Squad has planned will be implemented by the time of KSP 1.0.0's release. As for paying for these and the crap that people have been giving Squad about it, I say the veterans need to deal with it. We are no different from the people who are buying KSP now except that we payed less, so if anything we should pay more (I do hope we don't, however). You may not agree, but this is how I feel about the payment situation.
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Congratulations to all survivors! I hope that this tragic event does not occur again! As to what happened, read this article: http://forum.kerbalspaceprogram.com/content.php/161-KSP-Forums-and-SpacePort-are-back-up-Important-Notice-for-Forum-Members It has as much info as Squad has/is willing to share about recent events. Tip: look at the right side of the main forum page for articles and blog posts from the devs
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probe can turn without RCS why?
OrbitusII replied to sjpateys's topic in KSP1 Gameplay Questions and Tutorials
All of the command pods have built-in magic reaction wheels for rotation, so depending on the size of the probe you have, including all the engines, fuel tanks, etc, it will turn easily or with great slowness. SAS and ASAS only serve as stabilization systems (SAS kills rotation, ASAS tries to lock your attitude or heading) and RCS improves handling or makes it impossible (you have to place the ports evenly on both sides of the center of mass, and you also only need it for ships with lots of mass). Thrust vectoring allows you to steer by redirecting your acceleration, rotating the ship about its CoM. -
International construction ISS in Kerbal orbit.
OrbitusII replied to BobCat's topic in KSP1 Mod Development
I've been working on other mods and school stuff, so the last picture is where Quest is now, but all I have to do is finish texturing and it's ready! -
[AAR] The Grand Tour - Voyage To The Planets
OrbitusII replied to czokletmuss's topic in KSP Fan Works
Czokletmuss, please don't turn evil! Story for episode 1-3 wasn't the greatest, but you have to admit it was well done. A great chapter as well! It'll be good to have everything back and new stuff coming in! You may also look forward to the Proteus commemorative MonoProbe 2.0 textures (maybe a Frameshift texture as well? O.o) once we get around to it in our work cycle! The addons will return better than ever! -
Why are the KSP rockets so small compared to real ones?
OrbitusII replied to thaflya's topic in KSP1 Discussion
The reason rockets are smaller are because you don't need nearly as much power or fuel to get into orbit. Kerbin is 600km in diameter and space starts lower than on Earth, which is 13400 km in diameter with some atmosphere (even if it is next to nothing) up past 300-400 km, which is where things like the ISS orbit. Thus we also have to stationkeep in real life, whereas we don't have to do so in KSP since the atmosphere ends completely at a little less than 70km. -
I think that simplifying the addon installation system is unnecessary right now. After all, all you have to do is sort the files correctly and you're good. KSP is very easy to mod, especially compared to Minecraft, so while addon installation could be improved, it really doesn't need to be.
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LLL - Lack Luster Labs - Development Thread
OrbitusII replied to Lack's topic in KSP1 Mod Development
Lack Luster Labs– now with its own equivalent of the Bobcat DEMV mk4 rat! I seriously don't know why I haven't used these yet! C'mon, self! Downloading for use this weekend! -
Dear Modders (show off your mods like a sir)
OrbitusII replied to SPACETECH's topic in KSP1 Mod Releases
That looks amazing! I'll be sure to use this for the everything Puffin Technologies does from now on, it just looks so good! -
Duna is a lot better in my opinion. Lower gravity, so easy to return from. You also have to consider that it is a lot easier to add atmosphere than it is to remove atmosphere. It's still hard, but Duna is at least doable, not to mention that Eve is essentially Venus, so if Squad implements clouds then solar power will be out of the question.
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The decoupler/docking node is on the MonoProbe itself, not the MonoCarrier. I was having issues with the MonoCarrier so I didn't use the docking port inside of it. I'll experiment with this and it will be fixed for MonoProbe 2.0.
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The issue was the backups that Squad had, so me, joining in December, had to rebuild my account. Fortunately it's not too tough so I'm ok with it, the real pain is going to be remaking all of Puffin Technologies' threads. They're working on the backups so that this won't happen again (in theory) so let's hope we never have to again, save for a couple posts.
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Made it into a looping GIF Also, we appear to have a problem... And no, it's not the big ship crashing into Kerbin– that's expected. The problem is the solar panel impaled on the engine structure.
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It's good to know that the devs are trying to keep the forums safe. I'm looking forward to the next update, pictures or not.
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I can confirm this, even though I'm half-gone due to the forum failure... We'll be working on restoring pictures, threads, and other items for the next few days, so bear with us as this happens. There will be a livestream tonight at 23:00 GMT. I will be summarizing the article the devs posted, discussing some ideas and info for Puffin Technologies (maybe with Mekan) and showing off progress for PT. Just because we have to rebuild doesn't mean we have to start from scratch. -OrbitusII