-
Posts
179 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Milkshakefiend
-
Only investigated/captured a few asteroids so far. They are named:- Detritus Bluejohn Mr Shine Chrysoprase Brick I'm a big Pratchett fan. I had to think for quite a while to remember Brick and I can't think of any more trolls, so next 'roid will move on to a different naming convention I guess.
-
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Milkshakefiend replied to DYJ's topic in KSP1 Mod Releases
Good call on checking the cL. Wings are providing lift but CoL in SPH not responding to wing placement. I did a bit of random testing in the SPH, clicked a random pod, added a single fuselage and then added pWings - works as normal. Made an actual craft with fuselage, fuel tanks, cargo bay etc, added pWings - no joy this time. I'm suspecting my B9 install is funked as I now can't r-click and toggle cargo bays and I think Ferram added some mojo to the latest FAR to detect shielding/drag dependent on animation state, so I'm suspecting that it's picking the wings up as 'shielded'. Going to nuke my B9 install from orbit in the morning to verify, but for now I think it's safe to assume my bugs are PEBKAC in origin. *facepalm* -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Milkshakefiend replied to DYJ's topic in KSP1 Mod Releases
Anyone else having issues with this when using 0.23.5 and FAR? Wings don't seem to provide lift - or at least, CoL isn't affected by it. -
[WIP] Nert's Dev Thread - Current: various updates
Milkshakefiend replied to Nertea's topic in KSP1 Mod Development
Sorry, had to ruin the streak! I love NFP and I also love RealFuels - alas - my knowledge of how RealFuels works is not yet enough to actually do the donkey work and make it compatible. When I get back to reality and have some more modding time I had planned to make some of my own parts RF compatible and if I manage that I'd be more than happy to help knock together some RF configs for NFP. -
In an attempt to fill a capability hole, I built a trio of transports capable of Mach 5+ and circumnavigation - SST-M, SST-L and SST-XL. These will be used to deploy and support science bases across Kerbin. During shakedown flights SST-M performed well above expectations leading to a derivative being built to perform a Shuttle/Space Station Support Vehicle role. The modifications have reduced the in-atmosphere range, however payload is unchanged. SST-XL is one of the largest planes I've built (that actually fly, anyway...) and has a complicated gear system. The large body and heavy payload requires large landing gears - these gears aren't exactly easy to steer on the runway/taxiing so secondary steerable front gears can be extended and the main gear retracted allowing the craft to maneuver in a nose-down but manageable fashion. Landing using these secondary gears is prohibited due to the likelihood of doom and destruction. Left to right - SST-L, SST-XL, SST-M Some individual shots
-
[WIP] Parts from my garden shed - SCANsat Antennae
Milkshakefiend replied to Milkshakefiend's topic in KSP1 Mod Development
No real progress to report, although I have managed to come up with a couple of concepts for more parts when my dissertation hasn't been trying to kill me. First, some in-line stowable PVs - sometimes I run out of space for surface attached PVs, so I thought these could be useful. As you can see, I think these would work well for the HexSat aswell (I haven't forgotten about that...) A new inline segmented SAR to replace the 'meh' one I first released. The frame will be a sort of off-white polycarbonate, to try and unify with the aesthetic of the small radar dish and the multispectral scanner. The frame will have a 'hollow' collider, allowing surface attachment of batteries/RTGs/lights/muffins/tins of tuna 'inside'. When I look at the SCANsat parts I've made, I am aware that they don't really 'gel' together - they all have wildly different looks. One thing I'm going to aim to do is bring them all together with a common art style. I think I may resize the parts so they are more suited to a 0.625m size probe. The multispec will be ensmallened, with some texture and poly work to make it look a bit nicer - mainly in the lenses. As of now my immediate goals are:- Graduate Make new SAR, re-do multispec to unify main scanners under a common look Tweak existing small dish - animation/prettification/collider Update HexSat parts for 0.23 (More likely 0.24...) Dream up, design and make a part for the BTDT and MapTraq - I know others are working on other pieces for SCANsat, but I'd like to make a whole set. Long term plans:- Expand SCANsat parts into multiple 'classes' - I don't know where danmy is taking SCANsat, but I think at least different sized scanners could be good - perhaps some hybrid parts that do multiple things? Expand the HexSat range into something more useful. New structural pieces - clustered engine mounts? New electronics - Surface attachable reaction wheels, PVs, batteries, etc. Other probe form factors Things I'm not considering right now, and why:- Engines - Between Near Future and RLA I never find myself short of probe engines. If you have any radical ideas, I'm wide open though. Kerbal pods/cockpits - I have no idea about making a good IVA right now. When the probe stuff is done I may attempt it though. 'Conventional' fuel tanks - KW, Nova, AIES and StretchyTanks have you (more than) covered there. Plugins - I can only write MATLAB scripts right now. May try and learn when I have time and a reason though. So in summary - I'm not back making more parts as of yet, but I *am* trying to prepare for when I am. If you have suggestions for things you'd like to see, post them or PM me. Thanks, ~M -
Finally got some time to do some proper KSP'ing, so I filled a hole in my space program's capabilities - a space station and a functioning shuttle! The station is fairly primitive right now. It's essentially a cupola, a hitchhiker, a science lab and a life support system. Includes a reactor and backup PVs for life support/science requirements as well as a long range escape pod. Will eventually be expanded with some fuel tanks for re-fuelling long range missions. The mk II spaceplane 'Daedalus' was a fairly successful construction. Can carry about 10 tons into, and back out of orbit with little ballast correction of fuel required. Has a fairly simple orbit and de-orbit sequence and enough delta-V when laden to go to Minmus and back. It's going to be the service vehicle for orbiting satellites and the space station.
-
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Milkshakefiend replied to damny's topic in KSP1 Mod Development
I like this! Nicely done. Very cool dish. I'm glad to see some other parts popping up. I intend to make some more parts for SCANsat (and fix the existing ones, I haven't forgotten about them!), but there is definitely a lot of room for other people to make parts for it as well. Once RL stuff stops devouring all of my time I'd like to try and make a more cohesive set (or sets) of parts for SCANsat and I'd definitely be open to a group effort or collaboration. -
I've had a few 'dream jobs' that I've chased. Currently my dream job is currently one that will allow me to pay my university loans and give me more KSP time. If anyone needs an MSc qualified/IOA accredited vibration engineer specialising in FE analysis of mechanical structures - I *AM* your man.
-
I *believe* someone asked about new planets for .23/immediate future and they (I don't know exactly who) said the usual about making more things to do on the existing planets before making more of them. I don't think it was an outright 'NO MOAR PLANETS' thing. I wasn't paying a huge amount of attention at any given time though, so I may be completely wrong. After seeing what you've been up to with Alternis Kerbol any stock efforts would have to be stepped up a notch (or three), anyway. Perhaps you've scared them off making more planets.
-
I've had a few really genuinely odd dreams, and a few recurring ones, but I am generally of the opinion that dreams are 1/10th subconscious and 9/10ths our brains method of garbage disposal. I once dreamed that I had bought a motorbike (A Triumph Thruxton in a fetching royal blue) and proceeded to have an entire dream about riding it. Woke up and looked for my bike jacket and keys, only to remember I haven't actually bought a bike/passed my test yet. I was despondent the whole day. I still don't have a motorbike. It will be mine. Oh yes, it WILL be mine.
-
does anybody use stage speration rockets?
Milkshakefiend replied to chaoko99's topic in KSP1 Discussion
I use them almost religiously. I've had too many launches buggered up by collisions from large lateral stages not having enough clearance during gravity turns etc. I use PDCWolf's Perfectrons because I find they work a bit better than stock sepatrons and they look the part. For those saying about struts eliminating decoupling force - I believe one of the newer KJR releases fixes this glitch. -
[0.22] Johnsonwax Module Hacks [Dec 12]
Milkshakefiend replied to johnsonwax's topic in KSP1 Mod Releases
I despised MATLAB in my undergrad, but I find it an invaluable tool now. I don't do any other coding/programming so I can't comment on ease of use/similarity to other languages but I have been told it resembles C. No idea how accurate that is though. To be honest I have a bit of an irrational hatred of spreadsheets (I have no idea how to use them to any good effect) but I've never encountered a problem I couldn't solve/manipulate in MATLAB. If you know any students the student version of MATLAB is very good and is about £50 in the UK. No idea about other countries though. I think there are free alternatives to MATLAB though - I've been told Octave is useful. I use Coursera for a DSP module and it was excellent, so if their MATLAB sessions are anything like it I'd recommend them! -
What would you build with Saturn's rings?
Milkshakefiend replied to Latcarf's topic in Science & Spaceflight
Easy. Intra-Solar system Ultimate Frisbee match. -
[0.22] Johnsonwax Module Hacks [Dec 12]
Milkshakefiend replied to johnsonwax's topic in KSP1 Mod Releases
Absolutely! I use MATLAB a lot. I was hoping to work some sort of descent script up once I finish my dissertation. My knowledge of fluid and aerodynamics is trivial right now but I'm learning in what little spare time I have. Once I have a bit of a grasp on things I was going to ask Ferram4 nicely if he can give me some insight into what exact effects he models in his plugin so I can attempt some sort of prediction. I'd be very much open to a collaborative/community effort though! Also - I've never really seen any dedicated MATLAB/etc threads - I'd assume that MATLAB being so popular and this here being a forum full of science/math enthusiasts that there would be a few threads dotted around. EDIT: Your AIES MM configs both link to the same file -
Favourite rover - lander configuration
Milkshakefiend replied to kiwiak's topic in KSP1 Gameplay Questions and Tutorials
Well, historically my Lander/Rover configurations have been... troublesome at best. At worst they are downright unstable. If lots of rover usage is suspected I usually land a separate drone lander with rovers on board, like below. Closing in on landing spot Landed; fairings jettisoned Arms extended, winch lowered, tires kicked. Making a stable and useful rover/lander/re-orbiter design is actually one of my goals right now. -
[WIP] Parts from my garden shed - SCANsat Antennae
Milkshakefiend replied to Milkshakefiend's topic in KSP1 Mod Development
Not dead, just dormant for the time being. My dissertation is kicking my arse and taking up most of my free time. Normal service will be resumed soontm -
Custom Control Pad + Sneak Peek video
Milkshakefiend replied to L.J. Silver's topic in KSP1 Mod Releases
Downloaded the app, got the server responding - can't wait to get this baby working in game. -
[WIP] Parts from my garden shed - SCANsat Antennae
Milkshakefiend replied to Milkshakefiend's topic in KSP1 Mod Development
The parts will be moved around in the tech tree once I have a feel for where I (or Damny, if he uses them) want them to go - more parts of varying sizes and capabilities are in the works now that I understand how the scanType bit in the cfgs works, and I don't want to make people's tech free/unlocks shuffle around all the time. Yes! A few more ideas for probes have been percolating in my head today, but I promise ill upload the hex core on my next day off. You may need to remind me haha. You should have been able to just overwrite the VibraDyn folder from the previous beta with this one. I had a strange issue on my dev install of KSP where the parts were in game and unlockable in RnD, but didn't display that an extra part was available to unlock. No idea why that happened. I'd check the RnD node to see if the same thing happened to you. No progress to report regarding updates/bug fixes/new parts. I spent all of my KSP time today building shuttles with those lovely shuttle engines and tanks. Check it out if you haven't. -
Modular Fuel System Continued v3.3 (OBSOLETE)
Milkshakefiend replied to NathanKell's topic in KSP1 Mod Releases
I figured it was something like that. I deduced the best course of action was to nuke the entire site from orbit. So that's what I did. works fine now! -
Modular Fuel System Continued v3.3 (OBSOLETE)
Milkshakefiend replied to NathanKell's topic in KSP1 Mod Releases
Every time I install this, I seem to get problems changing the fuels in tanks - it'll list each fuel twice, and if for example I click the buttons to remove all tanks, then click H2/LOX, I end up with only H2. I managed to fix this a long time ago but can't seem to remember how. I'm assuming it's a PEBKAC issue - can someone point me to what I'm doing wrong? EDIT: Problem only occurs when trying to use the RealFuels variant. Something is causing havok with it. -
[WIP] Parts from my garden shed - SCANsat Antennae
Milkshakefiend replied to Milkshakefiend's topic in KSP1 Mod Development
The sensorType term in the cfg dictates what that part scans - so 24 is 'hard coded' so to speak to detect anomalies and biomes. It makes it nice and easy to assign scanning to parts - I haven't tried running more than one scanner type on a single part though! The animation glitch with the Multi-Spectral scanner was easier to fix than I thought it would be, so here it is, fresh out of the oven. This is a patch release, so just unzip GameData into KSP root and overwrite existing files. DOWNLOAD - v0.02c VibraDyn SCANsat Antennae