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KSP2 Release Notes
Everything posted by PolecatEZ
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I've got about 1000+ hours now. I can throw together an SSTO and put it up in just a few minutes. The learning curve is long on this game, but once your brain starts working like that, it becomes fairly easy.
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Would you buy expansion packs for KSP? How much?
PolecatEZ replied to ngianoplus's topic in KSP1 Discussion
They're still one of the best selling games on Steam, money for the team shouldn't be an issue. I said no because if you bought it before a certain date, all DLC is free from my understanding. Some of us were in before the cut-off. I would still buy it at a steep discount even, no problem...but this is sort of a silly thread as the original game is nowhere near feature complete. -
I just bought 3 more copies for future use, I'm always trying to sucker people in, but strangely no takers. They act like I'm selling Amway or something.
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Who won the Space Race? Community poll
PolecatEZ replied to czokletmuss's topic in Science & Spaceflight
Raytheon, Boeing, McDonnel-Douglas, and a handful of others won the space race. -
Or launch it all up in one piece
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while people are excited about new features coming,.....
PolecatEZ replied to lammatt's topic in KSP1 Discussion
You're also looking at a lot of limitations imposed by the Unity Engine, which is itself under heavy development. The Squad team has been pretty quick about translating applicable updates to the game as the Unity engine updates also. A lot of optimizations and the memory limits fall into this category, but as long as Squad and the Unity dev team keep up with each other, all should be well in the end. -
Somehow your detectors aren't getting enough juice. Also note that satellites are on the "dark side" of a planet half the time if they're in a typical equatorial orbit (a poor orbit for scanning, BTW). Try doing a ground test and watching how fast it drains on the runway, then you can calculate how much power you'll need in orbit. They are electricity hogs for sure, don't underestimate them. My first satellite was dead half the time because I didn't take in the dark side. Best orbit I found was a straight polar orbit, launched at dawn or dusk...satellite stays in the sun and you get 100% coverage as the planet rotates.
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That's the limitations of this method. I would also love to see "midpoint transforms" as well. Basically, if it requires activation of any kind, you get one of any given type in your model. Multiple engines, for example, all function - but all except one will always have their shrouds permanently attached. Its pretty much why you don't see much that I did in the "utility" section, as the parts behave nicer if you just attach the animated/activated parts. That being said, some parts do properly function in multiples, like RCS blocks, but this is an exception and not the rule. Also, if you liked this pack, please up-rate on Spaceport...somebody decided that it deserved 1-star because he didn't know how to refresh a web page and killed my rating.
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That's very much next on the docket. I've gotten the Firespitter plugin to work in this way on a few parts I'm still testing. With that also installed, you'll be able to choose your recolors right from the VAB. For now, most of them have // texture code in the cfg, simply edit the .cfg and point that to the folder/texture you want. I had some wings using textures from the Flags folder, for example. Its very easy to see how to edit that, usually model000 is the color texture and model001 is the bump map, though not always. I suggest just changing model000 if you want to try it out. It is CASE SENSITIVE (file folders and such). You have been warned.
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AeroKerbin Bath and Beauty Products Division proudly presents: These entirely STOCK parts are sure to spice up any build you can dream up, and are the natural successor to KSPX and other stock-like parts packs. So what's so special? Very simple, they take up NO SPACE* on your hard drive and don't effect your load times by more than a few seconds. Nearly 40 new parts, zero calories. The pack includes - 5m rocket parts and 4x4 multi engine adapters 5 new wing sets, including airliner wings Mk2 Chassis additions and improvements True 5-way balanced RCS blocks Several new engine types Space Drydock Parts (Proof of concept) VTOL Thruster Blocks Rockomax-Sized Adapters and Hubs 1m Cupola, Tank Chassis, and other cockpit requests moar! Each part file is just ~20kb or so, and is entirely constructed from existing Squad parts. Your original Squad parts are untouched and remain as is. Get her HERE. ==================================================== These parts were constructed by .cfg editing, and not by traditional modeling methods. Most are carefully translated re-sizes, but some are clever combinations that make entirely new functionality for the parts. None of these can be simply duplicated with standard .craft procedures in the SPH or VAB. Its important to note that the system sees each of these, regardless of part count, as a single physics object. Center of mass is calculated for the whole part, and the whole part is destroyed if you clobber it. ==================================================== Except where noted below, license defaults to Creative Common License You may: - Include any part of this pack with your STOCK .craft files, so long as you retain the file structure (so updates will overwrite). - Directly copy any part to use as a template for your own part. You must leave author's name, in order = (Original Model Maker), PolecatEZ, (Yours) - Redistribute this pack in your own add-on pack, provided you do not alter the file locations and this pack is not the majority of material (i.e. don't add one model and then distribute the whole thing). - Update this pack and re-distribute it provided you use the Author Name scheme noted above and provided I have not been on the forum in over 30 days. *no space in a Newtonian physics sense. ====================================================== Please get to me with any requests and bug reports ASAP. I'm going to try to get 10-12 more parts in the pack and then lock it up tight.
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If there's a config file for the kerbals themselves, the Firespitter plugin lets you choose textures for game objects while in the game. This could possibly let you pick uniforms for your Kerbals.
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[Testers Wanted] ReStock Add-on (WIP)
PolecatEZ replied to PolecatEZ's topic in KSP1 Mod Development
I'm not sure you understand what this mod is exactly. If you can describe how to make a Mk2 cargo bay with stock part pieces, I would be glad to do so, but so far all levering mechanisms don't "stick" to other parts. I could try to shape a bay from squished ends and some way to hollow out the middle (wing sections maybe?). I'm also not sure what you mean by cheat parts, as none of them are "cheating" in any way, just reshapes. All parts combined or modified use the stock guidelines for power, mass, lift ratings, etc. You won't have any real advantage with this pack other than being able to do things you normally wouldn't with stock parts. The whole point of this pack is that there are no new textures or models. Everything is made with Squad models and textures, using their files (not copying them and modifying). This keeps the whole mod pack to under 100kb or so for 50-100 new parts, less than a single added texture file. =========================== Updates - 4 New Engines finished, shorter Nuke, Rockomax nuke, medium ion engine, rockomax solid booster (same size as orange tank). - 5 New wings added, 3 are resize/stretches, 2 are multi-part mashups...1 more to go I think then no more wings. To do list: - Escape Tower (nailing down exactly how to do this, can be done though) - Tail Boom engine part - giant Rover wheels - thinner stacked mono tank (request) - cubic cubic strut with 6-way node connectors (request) - mini SAS/ASAS (finishes up the entire KSPX pack redux) - Large battletank-like body - maybe with crew, maybe not, 2-man with front window and rear hatch. Next release Wednesday. -
[Testers Wanted] ReStock Add-on (WIP)
PolecatEZ replied to PolecatEZ's topic in KSP1 Mod Development
About to wrap up work for tonight, a few losses but also some major wins for the project. The RockomaxMk1 Combo worked as predicted. The model looks and functions great, but 1st-person blockage depends greatly on exactly what you stack on top. Some objects don't or barely obstruct the view, others block it completely. The stabilizer wings look the best when transformed into airliner wings. I needed to put an engine/intake holder there in order to cover the crack, however. The big win...RCS 5-way block looks ok, but functions awesome! RCS is apparently individually tied to the underlying model, ergo, adding more little thrusters means more thrust. Look for yourself. Now I need to wonder about my VTOL thruster block. Generic resizes are coming soon also, those are generally pretty trivial. I'd like to do something more elaborate with the Ion engine and NIRVAs though. All of the above and a lot more will be in an update on or before Wednesday. Maybe tomorrow, maybe not. Lots of papers to write. -
[Testers Wanted] ReStock Add-on (WIP)
PolecatEZ replied to PolecatEZ's topic in KSP1 Mod Development
If you want to fix the navball problem, you need to leave the cockpit centered under the shell and stretch it to where the cockpit pokes out how you want. I had to do this with the MKII cockpit...this may block your view though. On the other hand, see if Mechjeb can control it properly with the twisted balls...if so, then I could probably live with it. You could also try angling the cockpit under the cone a bit and see if that straightens things out. I'll be happy to add it to the pack when you get it fully ironed out. ---- Ahhh, I see that it was actually a clipped part. I thought it was already fused. I got it now. Let me finish my uni work and I'll take a crack at it. You can also just make a copy of the MkIIb cockpit file in the ReStock pack and change the file names in the top lines. Its fairly self explanatory. -
[Testers Wanted] ReStock Add-on (WIP)
PolecatEZ replied to PolecatEZ's topic in KSP1 Mod Development
I can, but there is one caveat with the Mk1 cockpit. Anything you place in front of the cockpit will fully or partially obscure the view. Fusing it with that particular piece means that anything you put on the nose cap could possibly kill 1st-person view. I could do a test with both that and the white rockomax nosecone pieces, no problem. That would be an interesting thing to try out. I'll put it on the docket. The RCS content and thrust generation seems to be a function of the model itself, so this may be doable. On the other hand, it may render it non-functional. We'll see. 1 - Sounds doable, though I'm not sure the practical usefulness. Any less thrust and you might as well bump it down to the .5m size category. I do have plans to make a rockomax size NIRVA like found in the KSPX pack. 2 - Took me a second to figure it out, but should be easy as described. There already is a solid cube in the game that can be up-sized as well for the same effect. I'll put it on the docket. 3 - Easy enough, but shouldn't the creator of the fairings have something like this already? Low priority I think. 4 - Easy as well, you want me to stick to the same yellow/white stripy color or try to find something else? Next big release is looking like Wednesday. Came up with a way to make caterpillar tracks, we'll see if the experiments work. ---Update---- Playing with wheels is utter fail so far. There is probably a way to do fun things with them, but I haven't figured it out yet. -
[Testers Wanted] ReStock Add-on (WIP)
PolecatEZ replied to PolecatEZ's topic in KSP1 Mod Development
I didn't think much of it, I may squish it flatter actually so we get the "TIE Fighter" window effect. The standard little black pod has a barely perceptible tiny door as well. Mass could be upped into the 1.1 to 1.5 range. I'll work on it. RCS needs turned on and you need a source of air. They work great, try again. Dupe in the zip. Squished. Dupe name squished. White piece will be squished also. These parts were just proof of concept for making giant space-based dry docks and other superstructures. Not meant to be pretty...possibly useful though. Octocan was also fixed. Just need to download it and give me feedback. If you create something you'd like added to the pack, just make a post. You can cut'n'paste using [code ][/code ]. -
[Testers Wanted] ReStock Add-on (WIP)
PolecatEZ replied to PolecatEZ's topic in KSP1 Mod Development
That's one thing to test. My RAM loads fluctuate so much I can't tell whether this is installed or not. I assume the additional RAM usage is negligible...needs testing. Soviet Parts Pack, for example, crashes my system outright unless I take out Squad folder. -
After a few days of trying to figure out my niche in this whole mod thing, I finally got it. Here's my fresh contribution to the KSP community. Ahhh, but you say you've seen some of these things before. Maybe, maybe...but here's how its different: For 20+ parts already included, this add-on takes up about 30kb in space. No new textures or models. None. In addition, it also does NOT touch or modify the Squad folder in any way. All your stock files are still there. My goal is to have about 50-60 parts added to the game which take up nearly ZERO additional space. Like the KSPX inspiration, all these parts are also balanced well to the original game. No cheats in disguise. Unlike KSPX (or any other parts add-on so far), they actually pull from the Squad models and don't fatten your hard drive. Testers wanted. http://kerbalspaceprogram.com/0-21-restock-parts/ Future editions will make use of Firespitter's re-paint feature to let you choose the skins of just about everything in this pack...again, with no extra textures for you to load. Again, I emphasize, these are all made using a different method which takes up NO space and does not alter Squad's files in any way. These are very tolerant to most other add-ons except ones that re-shuffle the files into different folders. ==================== .1b Update – Fixed some minor bugs. Please note you need to turn on RCS and have a source of air for the stabilinators to work properly. Thanks Mihara for the thorough testing. Currently working on a nice tail boom engine, hidden landing gear, rocko-sized bi and tri-couplers, heavy radial decoupler, larger solid booster, medium and heavy ion-thruster, heavy NIRVA. Taking requests always.
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There we go, I'll add an RCS block and make it run on air and see what happens. The whole goal of this project is to make it from completely stock modules and part combos. I already have about 6 other very well strung together combo parts, I was just needing some kind of velocity stabilizer for the VTOLs for the project. And yes, using InfiniteDice's or Firespitter's airbrake code/parts helps a lot combating drift for VTOL landings, as most of your "drift" is solely in the forward direction. Dampening or zeroing this gives you a lot more precision. Unfortunately, this is outside the scope. ----------------------------------------------------------------------- Air-fueled RCS blocks work fairly well, and give you good taxi power to boot, but still no dampening effect. If you want fine control, you need to use the translation keys in addition to piloting the jet with the normal keys. Still, I just did a 10-X bullseye precision landing on the VAB roof.
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Just a quick question to anyone knowledgeable about the base modules for the game. Is there any way (part or module), besides parachutes, I can make a toggle air brake using only base game modules. My VTOL's keep wanting to drift 5-10 m/s and I need a handy way to lock them down.
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I may be mistaken, but isn't the Quantum core basically just a re-skinned battery generator? Should be a fairly easy fix.
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If I attempt to resurrect a dead mod- am I allowed?
PolecatEZ replied to Tassyr's topic in KSP1 Mods Discussions
There is a way around this though also. You can make a patch for others to download which modifies the work. The catch is that the typical user must download the original files to his computer and then he must actively run your patch on his computer, clearly stating that this modifies the original content. This, however, also breaks the warranty and the original creator is in no way responsible for the result. Basically, re-write the config file for it from scratch (you're on your honor!), and then give a link to the original work to have people download it. The common metaphor is that while a man can sell his book named "Fire and Stuff", there's nothing stopping another man from sitting next next to him and selling matches labled "For Burning Fire and Stuff". The original content creator can tell you from where to get/buy his stuff (licensed/authorized download pages, for example), but he can't say what the user does with it once they take it home. He can put cutesy stuff on it like "only for reading in the bedroom", but it legally means nothing. I'm not even sure where this whole copyright thing came from, as anything uploaded to Spaceport is Squad's property as per their ToS. Personally, I would love to have personally copyrighted every design document I made as a game designer, as I still see my very specific ideas come out even 5 years after leaving a particular studio - but it just doesn't work that way. Everything I made at work is theirs and not mine, the exact same as any derivative work made for Squad and uploaded to their Spaceport belongs to them. The community may agree to abide by some "hands off my shiznit" rules, but it has no actual force of law, just Squad's community management. That being said, the community custom of protection of an author's original work is a cool thing, but there should be customary exceptions for abandoned mods and simple updates to make them usable. ------------- Found the "licensing thing" in the forum rules. ------------- Update 2 - You could petition Squad and see how far you get, they do legally own everything uploaded to the Spaceport and may grant an EtP (Exception to Policy). -
Dude, this is exactly why I'm doing what I'm doing. I've taken the best mods and stripped them down to the bare bones. Total load for B9, Firespitter, Quantum Struts, KSPX, NovaPunch, Infernal Robotics, KAS, and a few other minor ones now comes to about 300mb total, with about 500 or so parts. I'm in the middle of adding Remotetech and Mechjeb capabilities, as well as re-balancing everything to be in line with Kerbal Space Program and not "realism". It will be a tiny patch applied over everything that does the job, so I don't have to mess with licensing. Oh yeah, and intuitive reorganization as well (all RCS related stuff in Control, for example). My issue with mods in general has always been "cheat creep", however modders choose to justify it. They tend to make the stats on their stuff "just a bit better" than the base game's, leading to basically "Why don't you just use a cheat code instead?" On the other hand, you have the reality buffs that insist on making things very hard on the general populace, despite having really cool stuff. Either way, not in line with the overall game vision. Then, after about 800 hours (so says steam) of using only stock parts, I decided to try mods. Dear god, my game designer instincts took over and I just started seeing potential everywhere. Three main issues crept in: 1 - Redundancy - Every modder and their mother needed to make their own fuel tanks, tiny landing struts, boxy looking probe cores, boosters, etc that all did basically the same thing. A helping handful were truly unique, however. 2 - Balance with Base Game - Bearcat Boosters, I'm looking at you...'nuff said. Some things were obviously done to be creative, like Wayland's stuff which I love, but other stuff was very insidious in their monty haul creep. 3 - Feature Creep - Does every modder need to invent their own resources to do everything? The funny thing is that the biggest resource hog is KSP itself. Their parts alone take up 700mb or so, half of that number is internal cockpit components for your command modules. Not much I can do about that. Digging through the internals, my hat is really off to the B9 creator for his efficiency...his stuff got trimmed too though, mwahahaha... Anyways, results forthcoming probably by this weekend. I worked out how to do the patcher to kill stuff. So far I'm most of the way through the catalogue...1100 parts and 1.8 gb is trimmed to 500 parts and 275mb. A few mods were already so stripped that you can just download them straight without patching need (Kethane, for example). Other's, while beautiful, were beyond help (sorry Soviet Parts Pack and Kosmos Stations). There are also a few that I'll implement in the CORE Patch later as they become more mature. Anyways, hope that was a good answer. Now back to sorting... BTW, if anyone knows a way to get items to arrange alphabetically in the catalog without changing their folder structure, let me know.