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Everything posted by Aknar
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Aknar replied to Nereid's topic in KSP1 Mod Releases
Ok, just letting you know about a compatibility issue (not sure with what though). It took me a while to figure out which mod was messing with my game and this one is the lucky winner ^^' (bummer, one of my favorites) . When loaded, this mod renders the "load" button unusable (you can click it but the window doesn't open), so you have to create a new game and then come back to the menu to be able to resume a save. It's quiet annoying but there doesn't seem to be anything else going wrong. I tried re-downloading but it won't do. I havn't seen any complaints about this problem so i'm guessing it has to do with a cocktail of mods that don't mix well. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Aknar replied to Cilph's topic in KSP1 Mod Releases
I'm really not sure about that... never had to try with dishes since I had antennas on the probes as well... -
Now-defunct-thread-that-should-not-appear-in-google-search.
Aknar replied to Cilph's topic in KSP1 Mod Releases
Below, a quote from a thread I started (http://forum.kerbalspaceprogram.com/threads/32138-Problem-with-Compatibility-patch-for-Remotetech) http://forum.kerbalspaceprogram.com/entries/491-Back-to-the-sources : One of my blog posts for more info about editing peristence files. For the dishes, you'll have to give them a target. I'll have to check, but I think this i the kerbal center: RTAntennaTarget = 5105f5a9-d628-41c6-ad4b-21154e8fc488 -
Alternative Planet Mapping mod - Ideas collection + discussion
Aknar replied to SirJodelstein's topic in KSP1 Mod Development
I spoke to you a while back (in January) and you told me that you where working on a display, somewhat like the hexagonal display you have for kethane for showing altitude, slope, biomes and more. Scan sat is a nice mod but I find it would be so much better with the kethane grid and your scanning units models that are both great eye candy. The display directly on planets would prove to be useful and it's simplicity would be truly appreciated as it would allow to scan the whole planet without those aggressive maps and annoying left undiscovered holes you can't get rid of. Science would be more rewarding and interesting. Also, this would allow for a finite amount of science points since once you scan each parcel of the planet, you retrieve all the useful data you can. -
[WIP] Renaissance Compilation (artworks remake)
Aknar replied to Proot's topic in KSP1 Mod Development
Looks fancy, i'll have to try it out and give you some feedback I'm mainly intrested in the sounds and rings that haven't been looked into much until now -
Alternative Planet Mapping mod - Ideas collection + discussion
Aknar replied to SirJodelstein's topic in KSP1 Mod Development
Yep, already checked it out, but I don't find it convincing enough, while Majiir is spot on. I hope to revive this thread since the mod idea isn't dead and I deamed fit to update by showing work is being done on this and I really hope to show there is still intrest in it so we can hope to see it come out in the next few months. -
Alternative Planet Mapping mod - Ideas collection + discussion
Aknar replied to SirJodelstein's topic in KSP1 Mod Development
This is too restrictive, and you can see the surface with telescopes or while in orbit around it. Plus it would be very compilcated to mod, just to make the game uglier. As Captaiin Sierra said: The probes are used for more precise readings giving you useful info like biomes (to be able to find every biome and visit it), and altitude readings that would sight anomalies due to altitude spikes. The mapping would be truly useful if they gave you 1 science point per hexagon of the grid, It would, over time, if you placed your probe in a nice orbit, a nice amount of science points that represent the amount of knowledge gained by radio wave readings that would give us info on the planet's composition but would have no use in-game. -
Alternative Planet Mapping mod - Ideas collection + discussion
Aknar replied to SirJodelstein's topic in KSP1 Mod Development
This is what Majjir told me on the 3rd of January, so it's underway, and this would be the most important mod for me. It would give sense to probes that could actually give you science over time and useful information you could use to choose your next landing site. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Aknar replied to Starwaster's topic in KSP1 Mod Releases
Yeah, the ones that are shielded don't break easily and the others seem to be a bit more fragile but it's still fine. I was talking about adding it as a modulemanager .cfg file to change the stock parts. I see this mod more as an overhaul for leaving and reentering atmosphere. I know the solar panels have a broken status and animation that any other part doesn't have but implementing a code that also allows parts to detach from each other under air pressure would be cool, and really complete the rest.- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Aknar replied to Starwaster's topic in KSP1 Mod Releases
genious! thanks, it works, 0.1 is way to sensible (even the slowest speeds breaks it), i'll try .3 , then .5 to see. I also will need to change it's crash tolerance as well to match it this should be added to the mod to make it more challenging. To this should reallly be added wind resistence for other parts to tear a ship apart in any case, many thanks.- 5,917 replies
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So here is my stock shuttle that I worked on some more, It flies well by itself but now, I need to strap it to the side of a massive rocket and hope it flies. But instead, I know it'll just tilt over and crash. Can you give me some tips as to how this extra weight can be compensated so that it holds in the sky even once the boosters are detached?
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It's not so much for the functionality which for the bay doors, mechanic arms, ... will obviously need mods, but making something this complex that can fly, whatever mods you wish to use is the interest I see in this tutorial. The shuttle needs to be able to maneuverer in space and in atmosphere, so engines for both, dock (so rcs all over the place as well) land (even with realism mods such as FAR and DeadlyReentry, so wing sizes and tilts, how to control reentry, ... ), while the rocket needs to keep it's balance with a huge thing attached to the side of it, even once you let go of your two great boosters. All of those factors make building it very difficult and changing an existing model to adapt it to our mods and needs, would probably destabilize the whole thing and and put an end to the mission briefly after it lifts-off.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Aknar replied to Starwaster's topic in KSP1 Mod Releases
I have to disagree with that. If you don't just launch the probe straight up and let it reenter vertically at huge speeds, there is no danger... I have fun establishing satellite networks with RemoteTech and it's really disappointing that each time, panels break only after falling under 30.000m and heat doesn't burn a single part, and we can forget about g-force. I see all my probes crash on the surface while they where intact. What this mod really needs is to consider air pressure since kerbin is too small for real reentry damage, it would need to look like it's raining flames, the parts would tear off and slowly burn up.- 5,917 replies
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okay, will do I must say I was a bit disappointed by what I found in your tutorial :/ My goal isn't to offend you, but to be honest, I was hoping for a more theoretical approach to build your own shuttle on your own with your own set of mods. I hope there will be the approach to real life shuttles as you promised. Having you build one as an example only from stock parts and letting everyone personalize it to their liking with their own mods would open you up to a wider audience. Plus, the constraints you would have from using solely stock parts would force you to explain principals and work-arounds to different problems everyone faces at some point. I hope this isn't taken too harshly.
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I'l have to check this out, i've just started getting interested in building shuttles and found this right after I tried out a few things but the shuttle can't stay on target because of the weight of the shuttle, and as soon as it tilts to one side, the wings grab wind because i'm using FAR and it's screwed... Can a shuttle concept be reliable with FAR? Also, is it flown in the same way as the American shuttle since it tilts backwards right at launch but manages to stay that way.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Aknar replied to Starwaster's topic in KSP1 Mod Releases
Have it, doesn't change the speed at which it rips, only considers parts that act like sails better. Reentering atmosphere show shred a probe apart before it can even get a chance to burn up, and it would be logical to have deadly reentry set that up.- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Aknar replied to Starwaster's topic in KSP1 Mod Releases
Doesn't this mod also consider solar panels, and other parts ripping off with speed when exiting or reentering atmosphere? With the vanilla game, it only considers solar panels, and resistance is way too high.- 5,917 replies
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Is there a way to get other unique kerbals like jeb, bob and bill (not just attribute faces for one save)? I know the kerbals are generated by a mix of two syllables, but since there is already a code to fix a face to a kerbal, would it be possible to extend it to make those names come up in other saves, so the effort of giving a face to every kerbal isn't lost?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Aknar replied to rbray89's topic in KSP1 Mod Releases
Cool, I can't wait thanks for the update, I was really looking forward to it -
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Aknar replied to chaos_forge's topic in KSP1 Suggestions & Development Discussion
??? Is this a response to my post because it has nothing to do with it. Might want to add a quote so no one gets confused -
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Aknar replied to chaos_forge's topic in KSP1 Suggestions & Development Discussion
I can't really argue with that, polls are flawed from the start as they represent only a binary opinion of what people really think and only represent the people having participated. The steam-ksp community seems rather active and a bridge should be established to them so they can discover this forum where they'll have better results than asking on steam forums. The poll also needs numbers and percentages to be informative, the number of purchased games would be useful (once again, doesn't account for illegal copies and double purchases). The poll would be seen by a lot more people if put up on the ksp launch window. This would only work right before a new update since you can skip it with the other .exe the rest of the time. This would make it even more official since it's sponsored by the game and the devs would be looking at the results (thus, more people participating). Of course, this isn't your jurisdiction ^^ but that of the devs who don't wish to put sponsor mods. -
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Aknar replied to chaos_forge's topic in KSP1 Suggestions & Development Discussion
I'd be interested in seeing how the community thinks and I hope the devs are too. Would it be possible to have a poll for what the community believes should be implemented first (using the already suggested thread)? I believe there will be an interesting outcome. The thread would require a lot of the moderators attention to avoid discussion, only have left behind suggestions (I might be suggesting a moderator's worst nightmare ) A disclaimer is also needed since the poll results aren't binding for the devs which can turn the game whatever direction they wish, but it would give some added clarity of what the community wants most in the near future. -
On another note, what is planned for the next update? - Multiplayer made official? (from what they said, it is planned, but they didn't want to be pushed to that too soon, so I guess it won't be in the next) - Mapping planets? (as stated overhead, really necessary with science and exploration) - Improved tweakables? (it was only the tip of the iceberg, I was waiting for something ground breaking but there are very little options. They could be really numerous (change size of object, choose type of fuel in them, add modules to any object, giving adapter parts resources or instruments in order to make them useful, change color of parts, color of lights, list goes on (take exemple on mods that offer those sort of tweaks ...) - Change root part of a ship you are building? (why don't we have this yet, as useful as sub-assembly, they would actually be perfect for each other. Extremely useful for construction process, just hire the guy who made this ^^[0.22] [Oct17] SelectRoot: Set a new root part. 0.22 & fixes.) - Making a repair system for EVA? (so that solar panels and many other small parts may be repaired, they showed us a toolbox, so it's about time ^^) - Training and kerbals? (the training center was added but as all kerbals are the same, they are interchangeable. Courage and stupidity values only have effects on their expressions. To have their own identity, they have to have different faces (couldn't try it out, but kerbalizer should also allow you to add your own kerbals to the game) to have personalities, and they show gain experience from flights they were on, and events, tasks they performed while on mission. This would boost courage and decrease stupidity so as to make better science reports, repairs, ...) Harv talked about possibly implementing female kerbals, but it has been spoken of a lot and is a sensible subject.
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You are absolutely right, isa maps and ScanMaps are nice, but they are still insufficient since they don't show biomes, only anomalies (easter eggs). Majiir, Kethane Mod creator, is working on a new mod using his hexagon grid system to give that info. This will allow you to plan your trips according to what you haven't discovered yet. It would also be nice to have 1 science point for each tile, as it is valuable information.