-
Posts
1,442 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Eskandare
-
[1.0.4] Stock Clamshell Fairings (June 1)
Eskandare replied to xEvilReeperx's topic in KSP1 Mod Releases
Niiiice! -
You read my mind. lol Yes I plan to make a MK2 and Mk3, and my next which will replace the ramjet (basically the Masamune already does the job) is a 2.5m version. Edit: When I mean my next, I mean my next model after the Muramasa release.
-
I updated the heat generation for the next update, it's currently sitting in my dev folder.
-
Ooooooooooooooppppps! My bad! My Module Manager Patch Reads: @PART[*]:HAS[@RESOURCE[IntakeAir]] { MODULE { name = ModuleResourceIntake resourceName = IntakeAtm checkForOxygen = true area = 0.01 intakeSpeed = 10 intakeTransformName = Intake } RESOURCE { name = IntakeAtm amount = 0 maxAmount = 1 } } It Should Read: @PART[*]:HAS[@RESOURCE[IntakeAir]] { MODULE { name = ModuleResourceIntake resourceName = IntakeAtm checkForOxygen = false <------------this right here... area = 0.01 intakeSpeed = 10 intakeTransformName = Intake } RESOURCE { name = IntakeAtm amount = 0 maxAmount = 1 } } I'll just release a hot fix...
-
That's not right... :-/ The slashed out section is a testing section for the engines before I decided to go with IntakeAtm. There should be a Module Manager Patch that makes all intakes have the following added... MODULE { name = ModuleResourceIntake resourceName = IntakeAtm checkForOxygen = false area = 0.01 intakeSpeed = 10 intakeTransformName = Intake } RESOURCE { name = IntakeAtm amount = 0 maxAmount = 1 } I'll fly something to Duna to check it out. It was fine on Eve maybe something to do with Duna's thin atmosphere? I'll see what I come up with. Edit: Also, a preview of the Muramasa... Credit: propellers by nli2work.
-
Ahh, I knew I forgot something... Smokescreen!!!! Well then I'll have that packaged with the next release. Which will have the MURAMASA Nuclear Turbo Prop.
-
Okay, so... Emissives without Squad's broken heating effect: Nuclear Rocket mode without Hot Rockets installed:
-
Odd let me investigate this. Edit: Also looks like your heat is working. Edit 2: just to be sure I completely removed my copy of hot rockets, it is running fine as intended. double check your installation, the folder structure most be exact. Also effects folder cannot be *.dds because it uses alpha channels. Also, another thing... I like your SSTO.
-
No, hot rockets isn't meant to be a dependency. The nuclear engine effects are included as well as credit given to Nazari1382 for the hot rockets effects. It should all work. I'll run a few tests on the distributed package. Perhaps the *.dds isn't showing up. Also you need to run them for a while to get them hot. I kept the heat low in air breathing mode to keep them cool but amped up the heat in rocket mode. Still cooler then the LV-N, but I'm still in the process of tuning the engine heat. I wanted the engines usable without everyone getting frustrated that the engines made everything explode. My original tests had the engine heating as the same as the LV-N but things blew up too fast. Also part of the heat effect you're seeing in my pictures is the buggy heating effect and gauges (F10) showing where things are overheating, hopefully that will be fixed in KSP 1.03.
-
Ran an engine test again to make sure the emmisives worked and that they were getting hot like they're supposed to. Also engine lighting from the Engine Lighting mod.
-
Unfortunately the module (MultiModeEngine) doesn't keep certain modules active, this is why the turbine spools down (FSplanePropellerSpinner) and other modules won't work during the engine switch. Alternators don't work either. They will run in 'Airbreathing' mode but will stop working in 'Rocket' mode so there wouldn't be any power generated when you need it most, in space. When I make the Indirect Air Cycle Engines, they'll use a separate reactor that makes a resource called thermal energy and will generate electricity. The engines will be a hair lighter, run cooler, but have to haul a big bulky reactor supplying energy. Best solution for the Direct Air Cycle Engines is to add either fuel cells, solar panels, or RTGs to your craft. I changed the IntakeAir to IntakeAtm in v.0.1.3, it should have CRP and MM included with the package. Please let me know if you're still having problems. Oh thanks, free thinker, I had already done that with the 0.1.3 release, it has an MM patch giving all intakes an additional intake, for IntakeAtm.
-
Hmmmn... I'll play about with it tonight. I always thought it was hard coded to planet atmospheres. If anything, I'll make a new MM patch to all intakes to add IntakeAtm. EDIT: Ok well that works but I only hope that IntakeATM doesn't require Kerbonite (because I have it installed) EDIT 2: Nope you're right, sorry I doubted you, chap. Updated to 0.1.3.
-
I would but one caveat, the planets' atmosphere does not contain the resource IntakeAtm. IntakeAir is, if I'm not mistaken, hard coded in KSP so a plugin modifying all atmospheres to contain intakeAtm would be required. This I'm surprised isn't added to the community resource pack. If you notice they are heavy, Kunai 3.75, Masamune 4.25 (heavier then the LV-N). Not quite op once you are in the upper atmosphere if you watch the engine output it will decrease thrust due to the air being the fuel.
-
I made every attempt to keep the memory footprint low, and maintain good quality. I currently run in open gl and make sure that most textures are *.dds.
-
[WIP] The Cities of Kerbin (Hex Blocks)
Eskandare replied to Eskandare's topic in KSP1 Mod Development
Sorry I don't understand, do you mean the logo? -
Released 0.1.0 Alpha Pre-release! Oops I goofed on the M.A.S.A.M.U.N.E. description, fixed with 0.1.1 patch.
-
[WIP] The Cities of Kerbin (Hex Blocks)
Eskandare replied to Eskandare's topic in KSP1 Mod Development
If you have something in mind, go ahead and send it to me. I hope to release a dev layout; a standard that everyone can use. I never refuse community input. I intend to give Cities of Kerbin that community feel by releasing the dev models. Bronze statue of Jebediah of course! -
[0.23]Baha. Parts for Extraplanetary Launchpads v1.2 (3/2/14)
Eskandare replied to BahamutoD's topic in KSP1 Mod Releases
Oh thanx Baha, maybe I'll take a whack at them. -
Release of Thermal Nuclear 0.1.0 is imminent. I solved the issue of engines not able to use the atmospheres of Eve, Duna, and Jool with a bit of jiggery-pokery. It's not perfect but it works for now. A small bug with using conventional engines along with the nuclear engines will make them effectively nuclear... and chew up all the valuable liquid fuel. Also a small bug with the "turbine spin" when switching modes of the MASAMUNE where the turbine spins down in nuclear rocket mode and the unique turbine spool sounds I used for the nuclear turbine spools down and quits, so I won't be using them on the MASAMUNE either, but they will be available on the strictly atmosphere breathing engine (it is a real treat to start the engine at zero throttle ). A few more power and Isp tweaks to the MASAMUNE (for dealing with Eve's atmosphere) and it will be ready for pre-release.
-
[WIP] The Cities of Kerbin (Hex Blocks)
Eskandare replied to Eskandare's topic in KSP1 Mod Development
As implied above, Blender. -
[WIP] The Cities of Kerbin (Hex Blocks)
Eskandare replied to Eskandare's topic in KSP1 Mod Development
Sorry guys, just finishing up on the pre-release of Thermal Nuclear, I went ahead and redesigned much of the style of the mod, starting with creating the Hex Bases for the city blocks. I'm trying to keep it in line with the textures of Kerbin Side. I hope to have my first city block up for you all to play with. I'll also be releasing the Hex Base as a Blender model for all of you who want to make your own city blocks. Just a little while longer, you'll see what I'm up to... -
This for some reason this caused a cataclysmic event in KSP today. I was trying to translate using the RCS, I switched from Rotation to Linear, and boom my RAM blew up, mechjeb and planetshine failed on top of that. This line got spammed... (Filename: Line: -1) MissingMethodException: Method not found: 'ToadicusTools.Tools.getModulesOfType'. Then this happened... NullReferenceException: Object reference not set to an instance of an object at Versioning.get_version_minor () [0x00000] in <filename unknown>:0 at KerbalJointReinforcement.CompatibilityChecker.IsCompatible () [0x00000] in <filename unknown>:0 at KerbalJointReinforcement.CompatibilityChecker.IsAllCompatible () [0x00000] in <filename unknown>:0 at KerbalJointReinforcement.KJRManager.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.MeshFilter:set_sharedMesh (UnityEngine.Mesh) at SpriteMesh.CreateMesh () [0x00000] in <filename unknown>:0 at SpriteMesh.get_mesh () [0x00000] in <filename unknown>:0 at SpriteRoot.Delete () [0x00000] in <filename unknown>:0 at SpriteBase.Delete () [0x00000] in <filename unknown>:0 at UIListItemContainer.Delete () [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (Int32 index, Boolean destroy, Boolean doEasing) [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (IUIListObject item, Boolean destroy, Boolean doEasing) [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (IUIListObject item, Boolean destroy) [0x00000] in <filename unknown>:0 at ApplicationLauncher.RemoveApplication (.ApplicationLauncherButton button) [0x00000] in <filename unknown>:0 at UIApp.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1) And this... NullReferenceException at (wrapper managed-to-native) UnityEngine.MeshFilter:set_sharedMesh (UnityEngine.Mesh) at SpriteMesh.CreateMesh () [0x00000] in <filename unknown>:0 at SpriteMesh.get_mesh () [0x00000] in <filename unknown>:0 at SpriteRoot.Delete () [0x00000] in <filename unknown>:0 at SpriteBase.Delete () [0x00000] in <filename unknown>:0 at UIListItemContainer.Delete () [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (Int32 index, Boolean destroy, Boolean doEasing) [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (IUIListObject item, Boolean destroy, Boolean doEasing) [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (IUIListObject item, Boolean destroy) [0x00000] in <filename unknown>:0 at ApplicationLauncher.RemoveApplication (.ApplicationLauncherButton button) [0x00000] in <filename unknown>:0 at ResourceDisplay.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetGameObject () at UnityEngine.Component.get_gameObject () [0x00000] in <filename unknown>:0 at GenericAppFrame.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at ProtoCrewMember.UnregisterExperienceTraits (.Part part) [0x00000] in <filename unknown>:0 at Part.UnregisterCrew () [0x00000] in <filename unknown>:0 at Part.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at FinePrint.WaypointManager.RemoveWaypoint (FinePrint.Waypoint wp) [0x00000] in <filename unknown>:0 at FinePrint.Contracts.Parameters.SurveyWaypointParameter.OnUnregister () [0x00000] in <filename unknown>:0 at Contracts.ContractParameter.Unregister () [0x00000] in <filename unknown>:0 at Contracts.Contract.Unregister () [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1) It was as if every plugin I had installed just failed... And as a note my ram was okay, I still had a gigabyte left. (well until it was loaded up with NRE spam.) I couldn't close the debug menu after I opened it to see what when wrong.
-
[Spoiler] Easter Egg Stocktake 1.1.3 Done
Eskandare replied to MalfunctionM1Ke's topic in KSP1 Discussion
I'll talk to AlphaAsh about it, or perhaps look into it myself after I'm done with my engine mod. I'll be back onto working on the Kerbin Side stuff again, as well as a few new easter eggs to add to the ones in Kerbin Side.