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KSP2 Release Notes
Everything posted by jfjohnny5
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[1.1.2] K2 Command Pod: Two Kerbal stock-alike pod (v1.4)
jfjohnny5 replied to jfjohnny5's topic in KSP1 Mod Releases
I've been considering this. I'm playing through my own Hard Mode Career and I'm feeling like the K2 might come a little late. I'm still not 100% sold on moving it up sooner though (however its an easy change if you want to move it for your own game - just edit the CFG file). But I would be interested in hearing some other thoughts on its placement in the tech tree. -
[1.1.2] K2 Command Pod: Two Kerbal stock-alike pod (v1.4)
jfjohnny5 replied to jfjohnny5's topic in KSP1 Mod Releases
Possibly. Probably. But I likely won't get to it until I finish the UV mapping and texturing of the IVA. When I finalize though I'll just export everything as DDS. -
Hey I'm the author of the K2 Command Pod. Earlier yesterday I published an update to support KSP 1.0 and labeled my mod as version 1.2 in Kerbalstuff. It updated to CKAN just fine. Then late last night I published a minor update (added updated license info to the zip file) and labeled my mod as version 1.2.1 in Kerbalstuff. It still hasn't shown up in CKAN and I'm not sure why... The NetKAN file looks fine (to me). If I need to edit something, let me know. And if there's a better place to report the problem, same thing - just let me know. Thanks. Here's the mod's Kerbalstuff page: https://kerbalstuff.com/mod/445/K2%20Command%20Pod
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[1.1.2] K2 Command Pod: Two Kerbal stock-alike pod (v1.4)
jfjohnny5 replied to jfjohnny5's topic in KSP1 Mod Releases
super minor update v 1.2.1 added license information to download Hopefully its fully compliant and the links don't get removed again. Sorry about that all!! -
Minor update v1.1.1 added license information
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[1.1.2] K2 Command Pod: Two Kerbal stock-alike pod (v1.4)
jfjohnny5 replied to jfjohnny5's topic in KSP1 Mod Releases
Updated for 1.0 Sorry for the absence. Real life got in the way. Still not sure when I'll have time to work on an IVA. If anyone out there has the skills and wants to work with me in a collaborative way, just let me know! -
[1.1.2] K2 Command Pod: Two Kerbal stock-alike pod (v1.4)
jfjohnny5 replied to jfjohnny5's topic in KSP1 Mod Releases
Quick status update: Continuing to work on the IVA. Most of the models are blocked in. About half done with UV mapping. The tricky parts remain - getting it to work right in the Unity-KSP pipeline, then adding all the props. Whew, IVAs are a lot more work than basic parts. -
[1.1.2] K2 Command Pod: Two Kerbal stock-alike pod (v1.4)
jfjohnny5 replied to jfjohnny5's topic in KSP1 Mod Releases
Update 1.1 released - Minor adjustments to the texture (a shade lighter overall) -
[1.1.2] K2 Command Pod: Two Kerbal stock-alike pod (v1.4)
jfjohnny5 replied to jfjohnny5's topic in KSP1 Mod Releases
Wow, I didn't expect such a response to one bit of detailing. I absolutely welcome any constructive criticism. Still, I will say it wasn't an arbitrary or random decision. In the same way that Squad drew inspiration from the Mercury capsule for the Mk 1 design, and the Apollo capsule for the Mk 1-2, I drew inspiration from the Gemini capsule in my design decisions for the K2 capsule. I felt the Gemini had a few defining characteristics that I wanted to draw from, and implement into an overall style that fit with stock. I didn't want to make a straight replica of Gemini (as that already exists in the fantastic FASA pack) - just use elements of it to drive my own design. Some of those elements were the long "nose" section, the forward-facing windows, and the use of red as an accent color. Here's a link to one of the reference images used for inspiration. I'm very happy with the way the design came out. I'm incredibly appreciative of the response and feedback so far! -
[1.1.2] K2 Command Pod: Two Kerbal stock-alike pod (v1.4)
jfjohnny5 replied to jfjohnny5's topic in KSP1 Mod Releases
Just added two "daylight" images to the album - in the VAB and on the launchpad. I'll consider the tower for a future part, but the next task is adding an IVA to this one. -
[1.1.2] K2 Command Pod: Two Kerbal stock-alike pod (v1.4)
jfjohnny5 replied to jfjohnny5's topic in KSP1 Mod Releases
IVA will be coming soonâ„¢ I'm off work all of next week, so I'll probably try to knock it out then. It won't be RPM - at least not at first; we'll see how it goes. -
K2 Command Pod version 1.4 This mod adds a single part, the K2 Command Pod. This pod supports 2 Kerbals (but only requires 1 - making it handy for rescue missions). This allows you to send pilots and engineers/scientists on missions together, prior to unlocking the Mk 1-2 pod. The K2 pod unlocks with the Flight Control tech. It is balanced to encourage a good base of initial single-Kerbal missions before stepping up to two-Kerbal missions, where you can start training your engineers and scientists to prep for larger missions in the future. Features Support for 2 Kerbals (min. 1) Fully functional IVA Stock-alike style inspired by the Gemini capsule 1.25m size with a top 0.625m node Balanced to fit between the stock 1- and 3-Kerbal pods Module Manager configs (included) support TAC Life Support and Connected Living Spaces right out of the box Download SpaceDock http://spacedock.info/mod/700/K2%20Command%20Pod Curse: http://kerbal.curseforge.com/ksp-mods/226484-k2-command-pod Also integrated into the CKAN mod repository. Get CKAN here: http://forum.kerbalspaceprogram.com/threads/100067-The-Comprehensive-Kerbal-Archive-Network-%28CKAN%29-Package-Manager-v1-6-12-30-Apr-2015 Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA Installation 1. Copy the files into GameData Images v 1.4 - Updated for KSP 1.1.2 v 1.3.3 - Updated for KSP 1.0.4 - Added Heat Conduction settings to part config v 1.3.2 - Fixed lighting being too low in IVA portraits v 1.3.1 - Had mistakenly left out a small window texture file v 1.3 - Added IVA - Converted textures to DDS - Moved 1 tier earlier in tech tree - Tweaked flag decal to fix z-fighting issue v1.2.1 - Added license information to download v1.2 - Updated to KSP 1.0 v1.1 Minor adjustments to the capsule texture (a shade lighter overall) v1.0 Initial release
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Help with Airlocks and Ladders
jfjohnny5 replied to jfjohnny5's topic in KSP1 Modelling and Texturing Discussion
Thanks a lot! Those 4 answers combined with watching IVA Part 1 video (the bit on ladders and airlocks starts at 15:42) was HUGELY helpful. I've got them both working and the Kerbals can even transition to ladders on other parts. Awesome! -
Airlocks and Ladders are going to be the death of me... I've gone through the tutorial at http://wiki.kerbalspaceprogram.com/wiki/Adding_Airlocks_and_Ladders_to_Parts and I've been digging through a couple threads including http://forum.kerbalspaceprogram.com/threads/25493-Airlock-and-Ladder. Part of the problem is that the threads I find end with "ok I fixed it" without an explanation of how. I started by creating my colliders as objects in 3ds Max, then bringing them in with my model, adding the various tags and setting everything up. I made sure Positive Y was up and Positive Z was pointing in to the model. And that actually mostly worked. I was able to get in and out of the airlock, and climb up and down the ladder I had defined. But the problem was I couldn't transition to ladders on other parts. I noticed my Kerbal was very close to the pod when exiting the airlock, the ends of his hands were actually clipping. I tried moving the colliders away, but it didn't seem to make a difference. So I decided to switch to just using box colliders straight in Unity. I tried having them intersect the model, stand off from the model, so many things my head is spinning. I could exit the hatch, but I couldn't get back in. When I did get the "Grab" indicator, my Kerbal tried to grab something a good ways off the side of the object, and was immediately thrown off. I wasn't even getting as far as I was with the imported geometry that I had turned into mesh colliders, despite the fact that box colliders seem like they should actually be simpler. The bottom line is that the tutorial on the wiki, while a nice start, is lacking some key details. It also has some information that is just plain contradictory to what I've read in threads. So, with that in mind: Can someone answer the following questions? Do the airlock and ladder collider pivots need to share the same coordinates? Do either of the airlock or ladder colliders need to intersect the mesh colliders for the model at all? How does the size of the collider affect anything; specifically it's depth (not height or width, relative to the hatch, but the amount of space out in front of the hatch)? What defines how far away from an object a Kerbal will hold while on a ladder; the center of the collider, the near face, the far face? fwiw: I really wish Squad would release the model and unity file for the MK 1 capsule. Being able to dissect that would answer so many questions...
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I'm trying to get Xamarin setup so that I can work on projects cross platform (my desktop is a PC, but my laptop is a Mac). One thing that's frustrating me is on building the solution, it is creating .DLL's for all my reference libraries as well as the plugin I'm building. In other words, my output directory not only contains MyMod.dll (or whatever I call it) but also Assembly-CSharp.dll, UnityEngine.dll, Mono.Cecil.dll, etc. This is frustrating because in Visual Studio it JUST outputs the library I'm compiling (MyMod.dll or whatever). That makes it easy to run a batch file to copy the file over for testing in KSP. It's driving me nuts that I can't figure out how to get the same behavior from Xamarin. Anyone have any ideas? EDIT: GOT IT! Posting solution here for anyone searching in the future: Expand the References section of the Solution pane on the left. Right-click on both Assembly-CSharp and UnityEngine and uncheck the "Local Copy" option for each.
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[old thread] Trajectories : atmospheric predictions
jfjohnny5 replied to Youen's topic in KSP1 Mod Releases
This mod is amazing. Definitely added to my list of "must haves" right next to Engineer and Alarm Clock. Especially now that I've discovered you can use the inherent lift capabilities of the command capsules to adjust your trajectory during reentry - I FINALLY have all the feedback needed to make accurate landings. Awesome job! -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
jfjohnny5 replied to erendrake's topic in KSP1 Mod Releases
Am I doing something wrong? SEALEVELPRESSURE always returns a value of "1" no matter what I select as the body. Here's the simple code I'm using to test: PRINT "Kerbin Sea Level Pressure is " + BODY("Kerbin"):ATM:SEALEVELPRESSURE. PRINT "Eve Sea Level Pressure is " + BODY("Eve"):ATM:SEALEVELPRESSURE. PRINT "Duna Sea Level Pressure is " + BODY("Duna"):ATM:SEALEVELPRESSURE. -
The mod doesn't seem to be loading anything for me... Anyone able to help me troubleshoot why? I'm running the 32-bit version of KSP. Details: I noticed my SCANSat wasn't displaying any biome data for Duna. I opened up the Custom Biomes menu and started paging through the planets on the Biome List page. Kerbin, Mun, and Minmus are there. But for Duna and all the others I don't see anything. I click "Toggle Map" and get an error that "There is no biome map for Duna" (or whichever planet I try). I confirmed that the Basic set is defined as the Default Set for my save game. I even clicked the "Load Biome Set" button for the Basic set. I confirmed in the addons plugin folder that there are maps and .att files for all the worlds in the Basic folder. Just to be double sure, I deleted the entire CustomBiomes folder, redownloaded it, and reinstalled it (v1.6.5). Still nothing. I'm at a loss. Everything looks like it should be fine... EDIT: Solved. Active Texture Management mod was the culprit. Had to create a CustomBiomes.cfg file with the following: ACTIVE_TEXTURE_MANAGER_CONFIG { folder = CustomBiomes enabled = false } That kept the mod from touching it and now it looks good. Hopefully that info might be useful to someone else down the road.
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Kerbal Construction Time/StageRecovery Dev Thread
jfjohnny5 replied to magico13's topic in KSP1 Mod Development
Really liking the addition of cost to Simulations! Just adds that much more to the realism. One question/request: could you factor the cost of the vehicle into the equation? I like to think of it as extra costs for the Kerbal engineers to factor in all those extra "rocket-y complications" as they would put it. -
[24.2] Karbonite Ongoing Dev and Discussion
jfjohnny5 replied to RoverDude's topic in KSP1 Mod Development
So on account of I'm a huge fan of "scope creep" (when it's not my project ) has any thought been given to this mod evolving into something similar to what the devs originally teased for resources? It seems like with all the work going into the extractors and converters, along with the ORS integration, that creating a more "complicated" resource structure is entirely possible. Just wondering where it sits on the radar (if anywhere). And please, don't come at me with the "angry developer" stick. I have my own one of those at work. -
[24.2] Karbonite Ongoing Dev and Discussion
jfjohnny5 replied to RoverDude's topic in KSP1 Mod Development
Wow! This has come a LONG way in a week. Very impressive. Great work to all that have been combining efforts to make this happen! Really looking forward to where this mod is headed.