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KSP2 Release Notes
Everything posted by Eleven
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I saw the two teaser trailers and they weren't much help. We do know from the book that the Hab is a dome with 3 airlocks, the Hermes has a ring for artificial gravity, the MDV has an apollo style design in the respect that it leaves the landing struts and descent stage on Mars when it takes back off again. There was a quick glimpse of the rover in the teaser trailer but it looked generic, same thing with the MDV, it looked like an Orion style craft. I'm working on the designs for the rovers, hab and MDV right now, they're all pretty beta right now, and I'd love to be able to properly deliver and land them in the game as well as just use them in a scenario/challenge. Right now they are just basic designs, I think if I get them all to the point where I'm happy with how they look, I'll start working on delivery systems for them too. I'm also confident that KIS will be the only mod needed, and only because it would be more true to the book if you actually had to go pick up the RTG and place/store Solar Panels as you traveled around. I don't think there is a way to do that kind of thing with the Stock system Here's a couple shots of my first attempts at the Hab, Rover, MDV and a preliminary version of Hermes:
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I'm only half through the book, but so far everything in there looks like it could be recreated in KSP. There is a map in the ebook that shows the relative locations and distances used between landing sites and the book itself details scenarios fairly well. The same thing with the vessels, other than a physical description there are pretty good descriptions of systems and engines. Of course I'll have to finish the book and see how it turns out, but so far I think the challenge should start like the book starts, so some pre-planning and initial placement of assets would need to be done first. I think it could all be done with stock parts but KAS/KIS might be needed to keep it close to the book. For instance the main character takes solar panels from the Hab array and uses them on one of the rovers. He also travels and searches for a buried RTG to use in one of the rovers and actually takes it back and buries it later. So maybe being able to pick up parts and move them around would make the challenge even better. I'll go back today and make notes of the distances and relative locations so far and see if this would be actually feasible. If it can be kept to Stock Parts (Even allowing for KAS/KIS) then getting the challenge setup and ready to go could actually be saved and shared as a gamesave for everyone to try. As of right now, 50% through the book the main character has had to get rovers working for long distance travel, gone a few Km's to retrieve an RTG, gone a couple hundred KM's (I think) to retrieve the old Pathfinder and Sojourner Lander/Rover (For communications with Earth) and Mission control is planning on re-routing a ship bound for earth into a new trajectory for a near-earth rendezvous with a resupply ship, which will then head back to Mars to get the stranded Astronaut. His main mission at this point is to make it 3200Km to a waiting ascent vehicle to renezvous with the newly-inbound ship coming from Earth. The challenge will most likely change as the book progresses, I'll try and finish it quickly and outline the rest of the challenge accordingly. Best case scenario would be for me (or anyone who has had a similar idea) to build the ships, rovers and Hab and place them to start the challenge and then simply upload the save file and let everyone follow the order of the book. If anyone else has already done this, or has ideas, post em here!
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Eleven replied to Porkjet's topic in KSP1 Mod Releases
Is there a way to 'toggle' the way this mod changes the stock nuke engine to fuel only? So that if I wished I could build a complete stock vessel and have the stock nuke go back to using LFO like before? You know, if we can cycle through options on the tanks for fuel config, can we cycle through the engines themselves on which fuels they burn? -
[WIP] Kip Engineering: Now updating - Universal Docking Ports
Eleven replied to CaptainKipard's topic in KSP1 Mod Development
I loved the Universal Docking Ports when they first came out, the only thing I would criticize is the thickness of them, especially the smaller they got. If I remember correctly, the standard size one was actually thicker than the largest one. The only other thing I would change would be to make them have that 'stock like' look and feel -
That did it! Thanks again
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Right on! Thanks for checking into it
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Eleven replied to DMagic's topic in KSP1 Mod Releases
You sir, get a cookie for the DDS love! Wouldn't it be nice if every mod had a DDS version too -
Yea if I remember correctly that was Ovok. I was unable to get a good enough encounter with Hale for an orbit, I had a huge ship that was slow to control The only thing I had to do in linux was make sure the OPM config file was in the TR directory. I'm running Linux Mint 64bit. (Not that I don't have other issues, such as rings and textures missing when launching from a desktop shortcut, but as long as I start the game from the install directory, all is well)
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It all sounds good, I'm just sticking to Stock-like gameplay until this new release. Removing OPM now just makes me sad and knowing all the issues are actively being worked on is great news. On a side note, if it's an April fools joke, it would be a good one compared to the news I got this morning that someone in El Salvador used my credit card. That was *not* an April Fools joke, it was all too real
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Thanks, believe it or not, I actually kept a seperate Stock-Only install...this will allow me to just filter to stock-parts-only for my kerbally needs BTW, It seems that chutes aren't showing up in the Squad category. I do have RealChutes installed, don't know if that has anything to do with it...
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I've copied my install, and trimmed out all other mods except E.V.E., DDSLoader and TextureReplacer in case it was a mod conflict, and the vanishing contracts issue persists. The thing I'm most puzzled about is how the issue seemed fixed the very first time I fired up the game after the new KopernicusTech update, then it went back to SNAFU.
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Here's a weird anomaly. I used Shaws converter and now a 'storm' hangs over the Space Center Sometimes it goes away if I switch around between active vessels in space or buildings...I can fly through it, it's doesn't seem to affect anything. I tried time warping and at the highest time warp speed the storm cloud doesn't move at all, but all other clouds do! At low time warp speeds, it moves along with the higher clouds, but you can see it regenerate itself when the edge seems to just clear the Space Center. I'm going to try copying the original cloud files back and see what happens.
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For me every time I accepted an OPM related contract, it, along with any other contracts I had active, vanished upon scene changes, every time. If I had no OPM contracts active, I did not have an issue. But...have you tried with the new KopernicusTech release? 0.13 was released last night. I just overwrote my directories with that new release and accepted a few different OPM contracts and tried all the usual things that would normally make them vanish and they did not. I don't know if it's a fluke, or something in the new KT release fixed it, I'll definitely test it more. I switched vessels, went back and forth between the space center and in and out of buildings and the contracts remained. Previously any one of those actions would wipe the contracts away but not now. Hopefully whatever they did fixed the issue? It may be too early to start celebrating but I was super happy to see the contracts remain after testing it for a few minutes
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I detailed it several pages ago, post 1415. Simply put, the contract system seems to reload itself on every scene change, if you have SHIFT-F12 open, you can see it in action. ANY OPM based contract that is active gets wiped clean upon a scene change. That includes being in the contract building and then just exiting. Also, any advance money you receive, you keep. That does not go away.
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There is a similar function in linux. A command prompt that you can pop up just to run stuff, but even entering the entire directory structure and executable in the prompt still fails to allow the rings to show up I've been unable to find a work-around for this as well, except in the instance where I can SHIFT-F12, accept and complete a contract with no scene change. I love the look of this mod, but until someone can get to the code that has broken the enviroment variables and contract issues, it's pretty much unplayable for career mode and normal game-play. If you're willing to start the game each time from a directory window and not deal with contracts, then I suppose it's working as intended.
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You mean Bonus built-in feature 'stop rotation by hitting . and , in succession!?!?!?! I don't know if I could stand to watch my vessels move while in warp...been used to the stopped action since I first got the game back in 0.17...but I gotta try this and see how it is
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Eleven replied to Ven's topic in KSP1 Mod Development
This is nice...I always kept a stock-only install in addition to my normal play-every-day game full of mods (As close to stock-alike as I can find) but this is certainly going to take it's place. Keep up the great work, this stuff so far is amazing... -
Post #704 from CaptRobau is a forward from a post I made in the OPM thread. Basically any contract concerning an OPM planet or moon gets wiped out upon any scene change. It looks like the game completely reloads the contract system on each scene change and for some reason if there is even one OPM based contract active, then all active contracts get wiped from the list. Here is some other relevant stuff: If I SHIFT-F12 and check, *sometimes* some of them do still appear there as active, but not in the games actual contract window. Most of the time they just vanish all together. I can SHIFT-F12 and accept a contract and it's all good if I can complete it without initiating a scene change, but, one scene change in the middle of that mission and poof, contract gone. CaptRobau thinks it's probably not an OPM issue, since Kittopia/Kopernicus plugin is what handles the contracts. All upfront money from contracts I accept stay when the contract vanishes, and eventually that/those contracts do show up again...I can repeat that cycle alone and become stupid rich. If you know of a way I can isolate and better show you what's happening, just let me know. There are a couple screenshots and the log from one instance of it happening to me back in post #704