-
Posts
4,553 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Tw1
-
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Tw1 replied to yongedevil's topic in KSP1 Mod Releases
I came across the same bug, except also there was no turn on scrubber button, or anything about eva oxygen that I could see. Trying a new install of the mod. A little inconvenient, needing to go back each time, hopefully the issues can be sorted out soon. -
Gone... Attempted to move my crew list from my sandbox to career mode, and it didn't quite work. Yet. But somehow, none of the kerbals I added are there. But, in other saves, he's standing on the Mun with about 20 others, dead after an accident with experimental rail track, and standing around having just played an important role in a scene for a story I've been making.
-
St. Jeb came! Today, I did SCIENCE without all the parts. And stayed up 'till 3am.. *facepalm*.. This is how I made my first career mode orbit. No struts, SAS off to save power. LV-30 chosen as it generates power, and I kinda used up all the fuel.. He had to abandon his ship in High Kerbin Orbit, as without power, it could not be controlled. But, his adventures must have given the scientists lots of good info on orbital physics, and atmosphere density. Here he is over Kerbin City. Geof here is about to supervise the launch of the first unmanned rocket, with remote control systems invented so they could get poor Barfrod down from there. He, and his valuable science made it home safe.
-
It's a little misty at KSC tonight... Damn it! Krackenised on my first go! No wonder she wanted to go back to the ship! A perfect crash landing. I like these. Awesome. Accurate: The new space center is just awesome. It's like they've done something to the colour, or maybe my computer likes this version better. Everything looks awesome.
-
They'd have to be big, and heavy, but that would be cool.
-
I am waiting in hope of a 0.22.1 for this reason. And because something's making my downloads very slow. Edit: Wait, broken? They are stronger than they look? Maybe time to try and download again.
-
Welcome! But be careful, you might not have the delta V to escape...
-
Quick! They're coming back! Everyone get mopping! Sub-commander Seetop fell over in shock when he saw that the use of electric light had become widespread on kerbin. Things will never be the same again. Bill stood over him, to make sure he was alright. I sorted out the two things on landing legs I had, to avoid trouble when I update. ... Why do my kerbals have no confidence in me? Kerbin has spots. Lastly, an experiment.
-
Nice! You could write the next one. Poems are fun.
-
I'm glad you guys are all enjoying it . It's still making me giggle on the inside too. It may be my new favorite out of the things I've written here. Yep! The update hasn't been delivered yet....
-
Only My Second Venture into Space. Need just a bit of help...
Tw1 replied to ellindar's topic in Welcome Aboard
If you're not adverse to modding your game, there's a great plugin called KAS, which has means of carrying and attaching things, but there may still be a bug hindering orbital attachment. You launched that in one go? Most impressive. I'd like to see the launch vehicle, that would be quite a sight. Welcome to the KSP forums! -
Just one thing that's been bugging me for a long time. Shouldn't it be Spatial battle club? You're not on the ocean... (And think how much cooler it sounds!)
-
Context: This was inspired after the game developer took the unusual step of announcing the version .22 release date one day early. Seeing as we know what's coming, I decided to ripoff write a nice poem. Enjoy! 'Twas the night before 0.22, and across the inter-net, Many creatures were stirring, with keyboard and mice. The router was checked, by the desktop with care, In hopes that St. Jeb, soon would be there. The kerbals were nestled, all snug in their saves, While visions of SCIENCE! danced in their large heads. And mama in her kerchief, and I in my cap, Closed down our computers for a short summer's nap. When out on the street, there was such a loud clatter, I got up again to see what was the matter. When, what to my wondering eyes should appear, But a big shiny lander, with long landing gear. When the pilot jumped out, and bounced on his head, I knew in a moment it must be St. Jeb. "Hey Bill, Hey Bob! We're in the wrong spot! "Engines on, legs up, we need to lift of!" "To the top of the porch! to the top of the roof!" "Above the modem, that's where we should stop!" And then, in a second, I heard on the roof, The thump and the crash, of the lander's big legs. As I drew in my head, and was turning around, Down the chimney, came Jeb in a fiery cloud. His eyes were so bulbous! his skin so green! His head like a coke can, his neck, seemed thin. His very big mouth, was a wild, crazy grin, And the space suit he wore, looked tailored for him. He spoke not a word, but went straight to his work, Updated the program, then turned with a jerk. And laying his finger aside of his nose, With a huge fiery blast, up the chimney he rose! He sprang to his ship, to his team gave a whistle, And they all flew away, like an unguided missile. But I heard him exclaim, as he faded from sight, "Have fun with 0.22, and to all a good night!"
- 16 replies
-
- 33
-
This is just a CFG change right? Is the steering mode the only thing you've changed, and the tanksteering torque the only thing you've added? Cansteer is set to true? And when you steer, nothing seems to happen right? What about when you steer while at speed? It could be that you don't have enough steering torque, but that's not likely. But, if it can turn a bit while moving, it could be your steering curve is too low. This is the steering curve for the Rovemax model 3: steeringCurve { key = 0 150 0 0 key = 13 90 0 0 key = 13.5 0 0 0 } The first number is the speed, the second number the angle the wheels steer at that speed. This is the one for the medium wheel: steeringCurve { key = 0 10 key = 10 6 key = 30 2 } As you can see, smaller angles, but a larger range of speed. You'll need to beef the angles, and maybe turn down the speeds you want to turn about on the spot like a tank. Interestingly, I somehow ended up with the steering curve for the Model 3 in the CFG for the medium wheel one time. Odd things happened.
-
Biggest disappointment with the game would have to be the changes to Airstrip island's terrain. I miss parking stuff on that beach. In the game, that's hard to say. There have been many times when things just haven't haven't worked. Discovery a carefully thought out grand plans are deeply flawed, small mistakes, things just not working as expected, glitches, lag, kerbals dieing, all at once... It can leave you feeling pretty disappointed at times.
-
Simple Railway mod in development. Kerbtown based.
Tw1 replied to Tw1's topic in KSP1 Mod Development
Continuing from the above post- Another way to make joining up separate rail lines practical, which I thought of this morning, would be through further improvements to Kerbtown. If Kerbtown was given the ability to rotate an object towards one of the specially named gameobjects (I called them "snapping points" here), then aligning two pieces of track would be simple. You'd have to get the alignment close first. There would be parts designed to swivel in a way so that allows them to be used for tiny course adjustments. Then, the trick would be setting up two parts like this: The problem is vertical and horizontal alignment cause gaps and bumps in different ways. Because of this, is possible that two types of link/fine adjustment track would be needed. The elimination of bumps and gaps is where procedural tracks shine. So these are the issues around track assembly and connection. Any thoughts about this? With just the snapping ability, basic construction is fine, but when it comes to more complex connections, it could be pretty cumbersome. -
But we don't! Doesn't that matter? I reckon make the box out of large structural panels, put the kebal in the box using a chair, decouple a load of girder parts, and roll the box around. As long as you don't switch to him, or hit F4, or visit the tracking station, etc, he could be dead or alive, and we won't know.
-
Simple Railway mod in development. Kerbtown based.
Tw1 replied to Tw1's topic in KSP1 Mod Development
Today, I was thinking about how track building is going to work. It's something I'd like to hear you guys's thoughts about. For some time now, the plan has been to string parts together via kerbtown. I made a suggestion over on that thread, asking if they could add a feature so an object could take position and rotation data from a specially named GameObject in another object. Basically, snapping them together, like so: This would allow seamless connections between segments and fast creation of long railways. But what if you want to connect two separate rail lines? What If you want to join on to the rail lines of Kerbin City, or another thing that pops up using rail lines? Using the above system, you can only grow out from the point you started. You'd have to completely replace a line if you want to connect it to another. You could try and get the lines to match up manually, (I thought a lot about ways to do this) but there is always a good chance they won't meet right. You'd need super precision to get both lines exact. Kerbtown isn't that precise. And so far, hasen't taken that much of a jolt to disturb the train. One way to link two segments smoothly, would be with a system based KAS's pipes, to procedurally generate the final link. However, KAS does some odd trick to generate its pipes. I have no idea if it would be possible to generate track this way, with colliders, and the right cross section. If it could happen, the procedural track would play a very useful role alongside a few non-procedural pieces. But I'd need some idea how to get it to work first. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
Tw1 replied to rbray89's topic in KSP1 Mod Development
..But I can only think of one moon that needs clouds. None of the others have any atmosphere last time I checked. Also, how is this going in terms of memory use? I imagine the same textures could be combined to achieve different effects. One of the drawbacks from universe replacer was extra lag, I always stuck with the lower res versions to keep things fast. With Eve- please don't go for total coverage. My probes and soon - to be colonist would like the occasional patch of sky visible. (just tiny bits.) I'll try out the current version soon. -
Lifting body aircraft in KSP?
Tw1 replied to WhiteWeasel's topic in KSP1 Gameplay Questions and Tutorials
Not quite the same, but a while ago I made this Jet rocket thing as an experiment. If flown right, I can get half way and then a bit, with the one tank. It had a 3 to 1 intake to engine ratio- a second jet is behind that one. -
Kerbin City Community Project - Phase B - New Islands
Tw1 replied to nothke's topic in KSP1 Mod Development
I'd say yes to more cities, but my computer, and my desire to play this game without RAM overuse crashes says no... Let's just make this one the best it can be. On railways- I personally plan to build a line that runs from Kerbin City to KSC 2, via KSC itself. That mod will be a modular system, I'm going to make track parts you can string together via kerbtown- you put together your own routes. A heap more info is available in this thread. Still a lot of things to come, and I'm hoping the Kerbtown guy can implement the suggestion I made on his thread. It'd make it far more easy to make more than small sections of track at a time. -
Kerbin City Community Project - Phase B - New Islands
Tw1 replied to nothke's topic in KSP1 Mod Development
That'll be cool. Another thing I can link up with my railways. Eventually. These are looking awesome! Clever use of textures! Yeah, what I was getting at was more that you don't need to perform any computer witchcraft to get them in there. Texturing is pretty learnable, especially if your object is mostly squares. I agree about the military. One of my favourite craft is a military vessel, which I use for debris clearing and "resonance", but will never see active service. Subway will be interesting. But with Devo's monorail, and my heavier system already underway, we could end up with three different systems . We'll see. -
Today, Jeb had a great time trialing train parts, at high speed. Even though this one is stuck, he's still clearly having a good time. Meanwhile, I had Bob mow the lawn around KSC. It's a pull start! I love the nose they make.