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Everything posted by BahamutoD
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[1.1] Improved Chase Camera v1.6 (Apr 23)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
Me too! I took matters into my own hands You're welcome! Those were nice planes and great flying. I liked and subbed. Addendum: About the IVA stuff... I gave it a shot, but it turns out that the IVA camera works differently than the flight camera, so it will take me more time to figure it out. (don't hold your breath!) -
[1.1] Improved Chase Camera v1.6 (Apr 23)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
m1sz - Nice flying! Is that with a joystick? WhiteOwl, NathanKell - I could easily add that. Do you have any suggestions on how to let the user set the default angle? Justin Kerbice - I'm not sure what the wobble is all about while its on the runway; I haven't seen that... The camera flipping around at the end has to do with the code that tries to detect when you're hovering around in VTOL mode. I'm trying to improve it. -- I'm experimenting a bit with controlling the plane with your mouse, similar to War Thunder. I'll let you guys play with it in the next update. -
Epic KSP Theme song + Space theme (update 3)
BahamutoD replied to BahamutoD's topic in KSP Fan Works
Right-click, Save as -
For sure! Take your time, it works quite well as it is already. Rosenkranz, I tested it with my falcon heavy type rocket; if you switch back to it, it only loads one of the boosters, so you can (or have to) fly them back one at a time. Although, haven't tried switching to them right away after jettisoning, flying them back together, then switching back to the main flight.
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[1.1] Improved Chase Camera v1.6 (Apr 23)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
If you could make a video, it would be helpful. I've been thinking about it, you really don't want the free chase cam on unless you're flying a plane in atmosphere so I'll probably set off by default. -
[1.1] Improved Chase Camera v1.6 (Apr 23)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
I didn't have this problem (what does the camera have to do with the craft disassembling itself anyway?), but messing around trying to get it brought up different problem I need to fix, thanks. I might be able to have a "disable auto" option in the config. -
[1.1] Improved Chase Camera v1.6 (Apr 23)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
I set the default to Tab because there's still reason to toggle it off, imo. Maybe not in chase mode, but sometimes I want regular free mode at time when Auto sets it to orbital mode. Also, in the new version, toggling it off and on will bring it back to the default position. Everyone had different ideas on what to do about the default key, but that's what the config file is for. I might look into the toolbar API eventually. -
[1.1] Improved Chase Camera v1.6 (Apr 23)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
Update: v1.3 - Changed default toggle key to Tab - Toggle key now configurable - Default view angle now configurable - Free chase view doesn't snap back to default view when moved(toggle off-on to reset) - Disabled during EVA (it's glitchy) - Field of view is configurable - Fixed: Free chase camera was jerky during high-G turns - Fixed screen messages - Set as enabled by default (configurable) -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I haven't touched these since November last year, but they should still work. I'm busy with other things but whenever I get to continue working on my part pack, I'll have updated versions of the docking rings, and maybe others. No promises or ETA's though. -
[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
It only works while viewing the active leader or followers, unfortunately, but now that you mention it, I have some ideas on making it work when you're not looking. I'll add it to the todo list. -
This is a great idea! I guess you found a way to save while in atmosphere... If this works the way I think it works, I'm gonna have to make a third reusable mission video without using multiple launches and scene cuts. Yeah, its important to handle this if you want to reuse spent stages without recovering them. (Redocking and refuelling on the ground)
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[1.1] Improved Chase Camera v1.6 (Apr 23)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
I'll have the config file in the next update. Any votes on the default toggle key? I was thinking Tab since you only use that in map view, unless I'm forgetting something. -
[1.1] Improved Chase Camera v1.6 (Apr 23)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
Update: v1.2 - Changed behavior in free chase mode when forward velocity is less than 50m/s to make it work better with VTOLs -
[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I'm trying to wrap my head around the mechjeb steering code so I can borrow or alter it to make the followers steer more robustly. I also have some ideas for getting followers to pitch up a bit if they are losing altitude... In time, I hope things will be much better. -
[Tutorial] Animated Landing Leg w/ Suspension
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Forgot to reply to this. If you're not using suspension then I think you might as well just use ModuleAnimateGeneric, or even the old HLandingLeg. I don't think there's problems with colliders on the same part intersecting, but I'm not 100% sure. -
[Tutorial] Animated Landing Leg w/ Suspension
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
When I did multiple legs with the old system, I had all the legs in one model, not separate like that. I don't think my method would work with the new ModuleLandingLeg though. It sucks that what you tried doesn't work =/ I guess the module just takes the first model node -
[1.1] Improved Chase Camera v1.6 (Apr 23)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
Haha true, but you can easily toggle it off by pressing left-alt to return to free mode. -
[1.1] Improved Chase Camera v1.6 (Apr 23)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
Updated to v1.1! So fast right? I have to give credit to r4m0n, I got help from looking at mechjeb code to get the vessel's heading/pitch/rotation (it was needed for the new camera mode). Press left-alt while in FREE mode to activate Improved Free Chase Cam. Same as before, but the camera doesn't roll. I also added a thing that makes it so the camera snaps back to the set position behind the plane when you're not dragging the view around. (I haven't implemented this yet to the other chase cam mode) Comments or complaints on that? Demonstration video: -
[1.1] Improved Chase Camera v1.6 (Apr 23)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
Its a cover I did a while ago. It got into KSP weekly at one point! I'm making good progress on Free Chase cam (camera stays level when rolling), I'll release an update soon. -
[1.1] Improved Chase Camera v1.6 (Apr 23)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
Haha I'm starting too many projects without finishing some of them I just have all these ideas... It works fine underneath the hangers, but then again stock Chase camera works fine under the hangers too. Only auto/free look acts weird there. I did consider this as well. I think what I'll try to do is have it work that way when its activated in Chase mode, and if its activated in Free mode, it stays level. -
[1.1] Improved Chase Camera v1.6 (Apr 23)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
Yeah, I was trying to figure out how to do that. I only found values for camera heading and pitch. I might be able to do it by modifying the Free camera mode instead of chase cam mode. Its on the todo list!