Ledenko
Members-
Posts
166 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Ledenko
-
They're working on manned scenarios now, there are survival aspects and I don't honestly know how fleshed out it is beacuse it's pretty janky (daily dev build). Looks to be fun though.
-
Procedurally generate surface objects of scientific interest
Ledenko replied to 0x7be's topic in KSP1 Mods Discussions
Persistent or not, I'd be all for this kind of exploration in KSP - right now you have to play Take on Mars to do it And I'm not sure but I think ToM might be doing it procedurally too, if there are rocks, you can probably do something with them, lots of stuff to do (even if it does get boring after a while). -
I did a simple test, I'm not much of a pilot but but this was simple enough to do. Basic rocket, first stage 2x FL-T800 on an LV-T30, second one FL-T800 also on an LV-T30. Mk1 pod and some canards and away we go! (Slowly though, TWR at takeoff is 1.27) First launch: straight up to 10km, turn to 45° and reach an apo of 80km. The whole turning at 10km happened, but sloooowly, the craft did NOT want to turn. Final result, 3684dv spent getting to 80x80km orbit. Second launch: Go at full throttle, at 100m/s begin gravity turn. Went uneventfully to 80km apo and circularized. Used up 3439dV. Final tally: 245m/s dV saved. Here's the thing though - with a different configuration, I'd probably get completely different results. TWR, shape, ISP, thrust etc all influence what the best ascent profile will be for a craft.
-
K-P0110 - Apollo-like crew module, now with source files included
Ledenko replied to Ledenko's topic in KSP1 Mod Releases
Heads up, doesn't look like the parachute part is working -
New Mobile Processing Lab mechanics
Ledenko replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
There's a few prerequisites - the lab has to be crewed by two kerbals (preferably scientists to boost the science output, the higher level the better) and apparently a manned pod/probe core on the same craft. Next, you need data in the form of science experiments, if you run an experiment you should see another icon that tells you how much data it'll add to the lab, lab can hold a max of 500. After that, you just start research, it'll eat up electricity and slowly give you science. I think that's more or less it. -
Yup, plan is to make containers for TAC LS resources, some others too probably, radially attachable to a 8-way node for mixing it up.
-
So by slapping a bunch of these on a central hub: Wedge with rails by ledenko on Sketchfab one could make a neat resupply ship
-
Well, I decided I need a set of particular parts (containers) and since I couldn't find something that fits my ideas, I set out to make my own. After hours of whacking my head on the keyboard, I came up with.... A warped box! Wedge by ledenko on Sketchfab And since I either whacked a bit too much or too little, I messed up the WIP textures too! There will be lots more head whacking so things will change and improve (probably(possibly(hopefully))).
-
[WIP] Stand-alone (no dependencies) Alcubierre drive
Ledenko replied to RoverDude's topic in KSP1 Mod Development
Well, I launched a ship with the drive, saw I will not make circularization, so I activated the warp drive. Something scary happened in the blink of an eye and now I'm on a Kerbin escape trajectory. The problem is I can't activate the drive any more. The warp bubble effect will sometimes appear for what seems like one frame, but nothing happens. It's fully loaded with exotic matter, there's electricity and I've no idea what's going on Edit: never mind! -
[WIP] Stand-alone (no dependencies) Alcubierre drive
Ledenko replied to RoverDude's topic in KSP1 Mod Development
"Uses exotic matter generated slowly via an on-board reactor." -
KW has been one of those staple mods for me, so thank you Kyle and Winston for creating this awesome collection of parts Completely/mostly off topic though, in the presentation video during the launch of Saturn-like, there's a shockwave effect going off, is that a stock effect? FAR? never mind, as winston said on youtube: "just something I painted in photoshop and slapped over the footage in premiere with a few movement, scale, rotation and opacity keyframes"
-
K-P0110 - Apollo-like crew module, now with source files included
Ledenko replied to Ledenko's topic in KSP1 Mod Releases
You're more than welcome to edit the part to suit your needs, in fact, I encourage it! Feel free to share it with others as well, I'm hardly working on this, most I can promise is I can update first post with new parts/configs with full credit. -
K-P0110 - Apollo-like crew module, now with source files included
Ledenko replied to Ledenko's topic in KSP1 Mod Releases
Correct and correct! -
K-P0110 - Apollo-like crew module, now with source files included
Ledenko replied to Ledenko's topic in KSP1 Mod Releases
Nope! If I do anything it's gonna be stuff made for fun when I have time, I'm so not gonna go at another module with an IVA, it's a pain the rear. Besides, ALCOR pod is awesome and I think FASA has an equally awesome LEM module. -
K-P0110 - Apollo-like crew module, now with source files included
Ledenko replied to Ledenko's topic in KSP1 Mod Releases
https://dl.dropboxusercontent.com/u/27552313/LES2.ZIP Here's the LES with the bottom skirt corrected and a sideways thruster added. I was toying around with adding 8 RCS controlled thrusters (Orion LES style) but it seems there's a limit to how many RCS exhausts can be on a single part, so that idea went away. I also tried to give the side thruster a separate motor so it wouldn't be as powerful as the main thrusters, but that gave me a VAB icon bug, where the LES zoomed out of existance. It worked, but it seemed just a tad too buggy I don't know how to remove the staging icon though, so... -
The Linux Thread!
Ledenko replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
So it might get better at some point? Still, it's a shame, I always wanted a reason to switch to Linux and I always seem to have issues -
The Linux Thread!
Ledenko replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Interestingly, I have issues with linux KSP on my desktop as well. It's not a beast, but runs KSP fine with visuals mods under win7 and high settings. Base install in Ubuntu with proprietary nvidia drivers runs poorly if, for example, I look at the KSC during liftoff, timer is constantly yellow. -
The Linux Thread!
Ledenko replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Disclaimer: I don't know a whole lot about Linux I have a laptop with an Intel HD4000 gpu, is there any way to make it work smooth-ish? I tested it on a Win7 install which works very well, but I'd like to get it to work for reasons. I'm guessing Intel Linux GPU drivers simply aren't meant for this? fake edit: I did try upgrading Mesa, it seems the framerate is a bit better but physics calculation is slow. -
K-P0110 - Apollo-like crew module, now with source files included
Ledenko replied to Ledenko's topic in KSP1 Mod Releases
Maybe, hard to say Whenever I get the feel for playing KSP again (like right now, when I play when I get the chance), I also feel like making stuff for it... But the fact is I only have a business laptop available right now, all the software needed to make a complete 3d model is on my desktop which is not where I currently live and it's doubtful I'll move it any time soon, if at all. -
K-P0110 - Apollo-like crew module, now with source files included
Ledenko replied to Ledenko's topic in KSP1 Mod Releases
Won't be possible with configs, I'm afraid - I didn't put in a collision mesh for it because it would not separate after decoupling, meaning anything attached to it would end up floating just below the pod -
K-P0110 - Apollo-like crew module, now with source files included
Ledenko replied to Ledenko's topic in KSP1 Mod Releases
There was the idea of separating the automatic shroud and turning it into a decoupler, but that never came to be. With the files available though... Anyway, the tga textures are really peculiar, I've had the white material bug happen a few times, but a reload of the database helped. It's weird but the main texture(s) use(s) an alpha map for specularity and I'm not even sure png supports that, so I'm not sure about converting it. -
Valerian, I'm currently using it with Astronomer's Visual Pack, would you say it works with it as well or would you recommend BA over it?
-
K-P0110 - Apollo-like crew module, now with source files included
Ledenko replied to Ledenko's topic in KSP1 Mod Releases
Ugh, looks like I accidentally deleted those while separating the body from the skirt. Can't do anything about it at the moment, unfortunately. -
K-P0110 - Apollo-like crew module, now with source files included
Ledenko replied to Ledenko's topic in KSP1 Mod Releases
Uhh, well, that's because I named the folders in the zip wrong. Either go to gamedata\kerbontech\parts and move the three lone files to KP0110 folder or redownload the zip (fixed now) and extract again. Sorry about that. Afterwards, the LES should be in Utility