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Everything posted by Raptor831
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Raptor831 replied to Nereid's topic in KSP1 Mod Releases
I'll throw in my two bits about the ranks. I like at least a pseudo-military style of naming. I mean, Kerbals are crazy, but they certainly aren't incompetent. Anyone who can make a spaceship from garbage and space-tape has to be pretty amazing! And giving them ribbons already reminds me of a military-ish system anyway. Even if you toss in some kerbal humor. But, I think that this could be something that can be edited by the player. Start with a basic something, and then allow edits to be made, just like with the custom ribbons. Seems like something that would be useful for enhancing the role playing aspects. -
HotRockets! Particle FX Replacement + Tutorial
Raptor831 replied to Nazari1382's topic in KSP1 Mod Development
It's essentially additional cfg parameters with the additional plugin. If I'm reading the threads right, you should be able to adjust the size of the effect based on mach and atmospheric pressure. Check out the SmokeScreen thread for details: http://forum.kerbalspaceprogram.com/threads/71630-0-23-SmokeScreen-Extended-FX-plugin -
[AAR] The Grand Tour - Voyage To The Planets
Raptor831 replied to czokletmuss's topic in KSP Fan Works
I knew...wait, yeah, ok, obvious. But hey, I'll take that as proof that we'll get some darn closure on that thing! -
HotRockets! Particle FX Replacement + Tutorial
Raptor831 replied to Nazari1382's topic in KSP1 Mod Development
That would be amazing, Nazari! It's such a bummer to have awesome effects on the stock engines and then have the stock effects on all the others I have. I really have too many mods... -
HotRockets! Particle FX Replacement + Tutorial
Raptor831 replied to Nazari1382's topic in KSP1 Mod Development
Can we see the configs for that? I've been trying to get the effects near the engine bells for days and haven't been able to! Though, it's possible the positioning is FX dependent... -
Can't figure out the Hohmann Transfer to intercept Duna
Raptor831 replied to Kookas's topic in KSP1 Tutorials
You could get MechJeb and see how it plots the Hohmann transfers. It'll at least get you to see where the nodes need to be and the delta-V requirements. Using the nodes without MechJeb or at least Precise Node is a pain because those transfers need to be very precise. And ditto on the mid-course correction. It's a bit less fiddly out there, and you can fine tune it much better. -
On the note of KW configs, is there a way to offset the effects in the negative direction? KW's engines seem to have the FX point rather far from the engine bells, and I can't get the effect to move. For example, the KW Griffon XX effect point is like 1 meter below the engine bell. I've tried everything I can think of to get the offset to push it up into the bell. localOffset in the EFFECT{} node, fxOffset in the ModuleEnginesFX{} node, and even putting a negative number in the offset = 1.0 -1.0 in the new MODEL_MULTI_PARTICLE_PERSIST{} node defined in this mod. Positive numbers work in the new node, but negative doesn't seem to (i.e. I can push the flames further down, but not closer). Is there anything I missed?
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HotRockets! Particle FX Replacement + Tutorial
Raptor831 replied to Nazari1382's topic in KSP1 Mod Development
You need to make sure you have a ModuleManager_1_5_6.dll in your GameData folder, and you need both the MP_Nazari folder and the SmokeScreen folder in your GameData folder. These only replace the stock engine FX, so if you're looking at a mod engine it won't be any different. So: GameData/ -ModuleManager_1_5_6.dll -MP_Nazari/ --FX/ ---(bunch of files) --MP_Nazari.cfg -SmokeScreen/ --SmokeScreen.dll If you've got other ModuleManager configs that change the stock engines for other mods, they may conflict with this. Not likely, but possible. -
HotRockets! Particle FX Replacement + Tutorial
Raptor831 replied to Nazari1382's topic in KSP1 Mod Development
I checked out the other 2 smoke effects on my system. Nothing gave me any extra noticeable lag. I don't think it's helping my overall stutter (my system stops for a split second every so often then resumes), but this happens with or without HotRockets/SmokeScreen installed. Oh, and just in case, my specs for reference: Mac OS X 10.9, 2.8 GHz quad-core i7, 4 GB RAM, 512 MB oldish video The effects "feel" right to me. Which is what you were going for, I think. The jet flame effects are my favorite, I think, simply because it improves so much from stock. Now I just wish my mod parts had these same effects! Guess I'll be tinkering with .cfg files now... -
[AAR] The Grand Tour - Voyage To The Planets
Raptor831 replied to czokletmuss's topic in KSP Fan Works
Glad you can rest a bit easier, Czok. Looking forward to the next chapter. -
HotRockets! Particle FX Replacement + Tutorial
Raptor831 replied to Nazari1382's topic in KSP1 Mod Development
After testing the new smoke effects, I do really like them. They don't seem to lag at all, unless I switch collision on in the cfgs. The SRB plumes look amazing now. Well done Nazari! Pics: (rocket is at the very top of this image) (with collision on, only time I noticed framerate issues) -
[AAR] Voyage to the Unknown - The Grand Tour
Raptor831 replied to Bengsch85's topic in KSP Fan Works
That's tough! Take care of yourself! -
Kommitz, for the docking port might I suggest something similar to the THSS docking part? I like the alignment fins and I think it adds that something extra to that part. Alternatively, why not simply weld the senior docking port to the short piece you already have? My two cents. Really like the look of these parts, thanks for sharing!
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Would a random* part accident mod be good?
Raptor831 replied to AletzN1's topic in KSP1 Mods Discussions
I guess I wouldn't mind having some obstacles to overcome on a mission (Apollo 13 anyone?), but it'd need to be a mod or something toggle-able. And maybe not insta-death inducing. I mean, to have a random catastrophic engine failure and the whole ship goes up at once is kinda game-killing. The Kraken gives us enough "We have a problem..." moments, not to mention the design errors (whoops, I don't have the fuel to return to Kerbin from the Mun...again). Basically, any failure needs to be survivable and recoverable for it to be fun. Otherwise it's just a randomized way to kill more kerbals. -
[AAR] The Grand Tour - Voyage To The Planets
Raptor831 replied to czokletmuss's topic in KSP Fan Works
Agreed. ..10char.. -
[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
Raptor831 replied to ferram4's topic in KSP1 Mod Releases
Ferram can correct me if I'm wrong, but: 1) That setting affects how the thrust is scaled. If an engine is atm rated, the thrust on the tin will be what you get a 1 atm pressure, and it will increase on the way up. If it's vac rated, you'll need to be in space before you see the stated thrust. And I think it's the final ISP that matters, but I'm not 100% sure on that one. 2) If you want realistic engine/tank/fuel weights, according to the RealFuels mod, stock engines are about 3.2 times heavier than normal, and tank dry mass is about 4 times as heavy IIRC. the "FAR to Real Adjusted" mode though includes a fudge factor to "include" the extra mass. If you change the mass to normal (i.e. make it lighter) I think you can use the "FAR to Real, Raw" mode for added realism. -
[AAR] The Grand Tour - Voyage To The Planets
Raptor831 replied to czokletmuss's topic in KSP Fan Works
Greatness takes time. Rest assured that when Czok drops a new chapter, it'll be worth the wait. Though I do hope for sooner rather than later! -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Raptor831 replied to Orionkermin's topic in KSP1 Mod Releases
You can set up a custom drag model for FAR, if you want. It will ignore the nodes then. From the FAR readme: Other Drag (not normally needed; only for very strange objects)--------------------------- MODULE { name = FARBasicDragModel S = 1 //Surface Area upVectorName = up //takes up, forward, right as arguments; used to set 0 for curves below; defaults to up CdCurve //Drag coefficient at various angles { key = -1 0 //backwards key = 0 0.3 //sideways key = 1.0 0 //forwards } ClCurve { key = -1 0 //Lift coefficient key = -0.5 -0.03 key = 0 0 key = 0.5 0.03 key = 1 0 } CmCurve //Moment coefficient { key = -1 0 key = -0.5 -0.01 //keeping angle and moment signs the same results in pitch instability; it will try to flip over key = 0 0 //making them opposite signs results in pitch stability; it will try to angle fully forward key = 0.5 0.01 key = 1 0 } } I think there's been some update with one of the curves, I'd have to check ferram's code again... But, it should work. Oh, and I really enjoy the pods! Thanks! -
Seriously, you should drop these in the logo contest if you haven't already. They look great!