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Everything posted by CaptainKipard
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My kethane operations require me to land tankers right next to my mining/converting rig within a several meters AND on the right side of the rig AND oriented correctly. Right now I deorbit and approach the rig but before touchdown I have to manually hover and position the tanker correctly. Only then do i land proper. Sooooo we need a hover module that allows manual (for now) RCS maneuvers just above the ground. I've already started work on it, but I might need some help understanding PID algorithms. Since I'm already here I'll design the test vehicle.
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kOS Scriptable Autopilot System 0.9
CaptainKipard replied to KevinLaity's topic in KSP1 Mod Releases
Ok start one. -
Very nice. Thanks for updating! Time for some orbital assembly
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kOS Scriptable Autopilot System 0.9
CaptainKipard replied to KevinLaity's topic in KSP1 Mod Releases
What steps are you taking? I've just tried it and I'm able to create a new txt file in the archive folder by switching to archive and editing and saving a script. EDIT: Did you install it to Gamedata or by using the old directory structure. -
kOS Scriptable Autopilot System 0.9
CaptainKipard replied to KevinLaity's topic in KSP1 Mod Releases
Good idea. I should have thought of this but it's been years since I had to debug a program. While I'm on the subject: BUG REPORT The whole game freezes when your brackets don't match up. Anyway you're probably right. I just added this into the loop and ran the thing for 5 minutes: print (mass*9.81*((radius/(radius+altitude))^2))/(maxthrust*(mass*9.81*((radius/(radius+altitude))^2)/maxthrust)) Now every teenager will tell you that should equate to 1 because everything cancels out but I got 0.999999999 about a dozen times, so yeah, the thrust is just a little bit too high. I'll try that, thanks. I just looked up PID controller on wikipedia and it's way over my head. We should probably get a script exchange and tutorial section going somewhere. Second. Can't wait for automated docking. -
kOS Scriptable Autopilot System 0.9
CaptainKipard replied to KevinLaity's topic in KSP1 Mod Releases
I'm having a lot of fun with this plugin but I've got a little problem. I wrote a little script that allows me to keep a constant vertical speed in the atmosphere (also useful for hovering) by keeping my TWR at 1. I've taken into account the mass, maxthrust, and even compensated for gravity changes at different altitudes, but my test rocket is still accelerating ever so slightly (about 0.15m/s^2). Here's the script set radius to 600000. sas off. lock steering to up+r(0,0,180). until stage:liquidfuel = 0 { lock throttle to (mass*9.81*((radius/(radius+altitude))^2)/maxthrust). }. unlock steering. print "ABANDON SHIP!". I'm able to compensate for the acceleration by using RCS but still, it would be nice to keep my ship still. -
kOS Scriptable Autopilot System 0.9
CaptainKipard replied to KevinLaity's topic in KSP1 Mod Releases
You are trying to load data from a www stream which had the following error when downloading. Couldn't open file /SteamLibrary/steamapps/common/Kerbal Space Program/KSP_Data/../Plugins/PluginData/kOS/gfx/font_sml.png You are trying to load data from a www stream which had the following error when downloading. Couldn't open file /SteamLibrary/steamapps/common/Kerbal Space Program/KSP_Data/../Plugins/PluginData/kOS/gfx/monitor_minimal.png -
kOS Scriptable Autopilot System 0.9
CaptainKipard replied to KevinLaity's topic in KSP1 Mod Releases
I see you can get mass. Is that wet mass, dry mass or current mass? -
Development thread for the PAPI array plugin
CaptainKipard replied to asarium's topic in KSP1 Mod Development
How's your research going asarium? Any luck in figuring out how to add the model in? It's all ready and waiting. I've added the base, retextured it, and made a simple emission map. Let me know what format you want the model and textures in and I'll upload it somewhere. -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
CaptainKipard replied to BigNose's topic in KSP1 Mod Releases
I already do that, but what do you do when your ship has four fronts depending on the circumstances. What I mean is the ship I made changes it's forward direction based on 4 action groups. I have a semi-elaborate system where my vtol engines change direction (or not) depending on what I press. I'm also forced to use the only similar light from b9 to show me which direction the ship will move when throttled up and I can do that because each action group turns ON one light and turns OFF the other three. I still have to look at my cockpits to figure out what's port and what's starboard, which is a little difficult in the dark. I'm pretty sure it's easy to do, so why not? Other mods do it, and doing what other mods do will make your mod cool in the eyes of other mods. And you don't want your mod to be a loser.... I hope I've belabored the point- 799 replies
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
CaptainKipard replied to BigNose's topic in KSP1 Mod Releases
Let me just reiterate my love for this mod; I use it on EVERYTHING, and also to make a request. Please can we have more modes like on off flash on flash off int on int off I've just made a multidirectional ship and having these would be useful for quickly judging what's left and what's right etc.- 799 replies
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DROMOMAN - modular arm parts for Infernal Robotics
CaptainKipard replied to nothke's topic in KSP1 Mod Releases
I don't know how you go about doing it, but your models already reference the same texture files, it's just that they've been copied across multiple directories. Furthermore your .mu and .cfg files don't need to be called "model" and "part" respectively; they can have unique names. You just need to reference the right .mu file in the cfg I think. Have a look at some of the B9 Aerospace parts for example. Quite a few of the parts use the same texture and even the same model, but you've got unique configs with differing properties all in one folder. -
Texel density
CaptainKipard replied to CaptainKipard's topic in KSP1 Modelling and Texturing Discussion
Ok, from that it looks like it's 64 pixels per meter for the buildings inside. -
Development thread for the PAPI array plugin
CaptainKipard replied to asarium's topic in KSP1 Mod Development
Ok I'm not a coder, but if that's indeed not possible right now then it'll probably be possible in the future. Squad have said they want KSP to be able to load parts from the spaceport from within the game and that would necessarily require a way to load and reload files, including cfgs. WRT the model, I'll get going with the base. As for the emissive parts I think the best bet is to have two additional models which consist of only the light parts. One would be textured white with the emission set to white, and the other would be same but with red. You can then put all the models in the same place (I'll make sure they fit) and swap the visiblity of the models and sprites. How does that sound? I'm still new to this so if anyone can think of a better way (like having more than one emissive colour, which I just thought of but I'm not sure it's even possible) then let me know. -
So any good artist will know that texture consistency leads to immersion. With that in mind, since I've just joined the modding community I should probably try to keep my texel density similar to that of stock parts and the environment. Soooo what is it? As in how many pixels per square meter?
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DROMOMAN - modular arm parts for Infernal Robotics
CaptainKipard replied to nothke's topic in KSP1 Mod Releases
Hey Nothke. Just wanted to give my approval, but also to ask how come you've got your parts in separate folders. If you kept them together you could save a few megabytes of memory by referencing just one texture. -
[0.23] Runway PAPI array - Version 0.3.2
CaptainKipard replied to asarium's topic in KSP1 Mod Releases
If you don't mean my model then disregard the following. If you do, then your expectations really have nothing to do with anything. I didn't pull that design out of my arse. Even a cursory google image search should put your mind at ease. -
[0.23] Runway PAPI array - Version 0.3.2
CaptainKipard replied to asarium's topic in KSP1 Mod Releases
I don't know how to code either, well not nearly well enough to make plugins anyway. This is Asariums plugin I just offered to make the PAPI and ALS models. WRT the lights, yes the sprites should replace eachother, but I was just wandering if I needed to do something specific in blender to allow Asarium to use different textures for the emissive light textures, since they would need to be both red and white too. I don't actually know how emissive textures work. I'll make an effort to do some reading. -
[0.23] Runway PAPI array - Version 0.3.2
CaptainKipard replied to asarium's topic in KSP1 Mod Releases
This is funny I was going to suggest sprites . As for emissives that also sounds nice. It would probably be always on right?, but you'd need to change it between between red and white. If something needs to be done on my end with respect to that then I'll need some help with it too. -
[0.23] Runway PAPI array - Version 0.3.2
CaptainKipard replied to asarium's topic in KSP1 Mod Releases
The irony is that is that it used to be less than it is now, but I increased it because I was worried that people wouldn't like it. Maybe you're right though C7 said that his parts are somewhere around 1000. -
Kerbal Space Program : Perpetual Motion Machine
CaptainKipard replied to hubertus09's topic in KSP Fan Works
That brought a smile to my face thanks -
[0.23] Runway PAPI array - Version 0.3.2
CaptainKipard replied to asarium's topic in KSP1 Mod Releases
Well, I don't see a dev thread for this mod so I'll just post this here. Here's the model I promised. It's 506 triangles with a 5122 texture. I'll try to make a bump map and a specular map for it too. I haven't textured the "lights" because You'll need to decide how you want to do them. Actually I'm not entirely sure spheres are the way to go. I'd suggest some static circles (that don't follow you) that fit inside the model where the white circles are right now. Now I'm going to need some help with converting it to the Unity format. I've only ever modded Half Life and Half Life 2. I've never used Unity before. -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
CaptainKipard replied to BigNose's topic in KSP1 Mod Releases
This is a small thing but the config files aren't formatted like before.- 799 replies
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Thanks for updating. But your original post and your readme are confusing. They talk about Plugindata and nonexistent config files. Also in the cam window what is the red dot for?
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
CaptainKipard replied to TaranisElsu's topic in KSP1 Mod Releases
Ion-whatever doesn't simulate air pressure. Do you think you'll want to try something like that so we can build properly functioning airlocks instead of allowing Kerbals to simply exit through hatches that "expose" the inside to vacuum?