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Everything posted by BahamutoD
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
BahamutoD replied to erendrake's topic in KSP1 Mod Releases
Its on the decoupled ship. I've done this before in 0.7. I had a Falcon9R replica where the first stage returned while the second stage continued. I know each part that is running a program needs its own kOS part, but its just not working in 0.11. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
BahamutoD replied to erendrake's topic in KSP1 Mod Releases
Yeah, I tried that and the locks became unlocked after decoupling. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
BahamutoD replied to erendrake's topic in KSP1 Mod Releases
I did until 0{ lock throttle to 1. lock steering to up. }. and neither the steering nor the throttle were locked on the decoupled ship. It works (even without a loop) when the ship is still attached to the mothership, but after decoupling, all locks are broken and cannot be locked again. I'm sure this worked in at least v0.7... Has anyone else had trouble controlling ships/stages that have decoupled? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
BahamutoD replied to erendrake's topic in KSP1 Mod Releases
I see, I'll try setting up a loop. However, when it was still attached to the mothership, just typing 'lock throttle to 1.' worked and it stayed locked until i unlocked it. Thanks -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
BahamutoD replied to erendrake's topic in KSP1 Mod Releases
I installed 0.11 to test it out, but it seems that it's not working properly for me. I have a ship where a smaller ship equipped with fuel, thruster, and KOS computer will detach and launch upwards. With ag1 set to decouple and activate engine, I ran this script: toggle ag1. lock throttle to 1. sas off. lock steering to up. The ship decouples and its engine activates but the throttle and steering don't get locked to their assignments. I switched to the ship that detached and tried entering some commands manually. It seems "stage." and "sas off." and simple toggles like those work, but locking steering or throttle has no effect. How do I get this working? -
I do KSP videos when I am inspired enough. They are usually showcases if crafts/missions I do, backed by my orig music www.youtube.com/bahamutod
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Did a quick ingame test of the larger auger. I kind of want it to be bigger and heavier.. It was a little too easy to land a mining rig.
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The second one (without the case) is actually the larger, heavier, more efficient one. I forgot to include some kind of scale reference in the pics haha. You're right though, if it was scaled down all the way it would look like a nice little sample collector for probes... (perhaps only retexture and rescale away from a new science part!) About the hoses- you noticed!
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Coming soon...
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[0.23.5] Kerbal Space Industries [26APR14] [MFD 1.2]
BahamutoD replied to Hyomoto's topic in KSP1 Mod Releases
In the take-off assistant page, I think the orbital velocity and surface (ground) velocity are swapped. At a standstill on the launch pad, the orbital velocity says 2mm/s or whatever, and the ground velocity says 174.6 m/s. -
Looks like alot of fun! Taking realism to the next level. Do you have any ideas on how to handle probes in a new way? PS I think I should let you know that you did the links in the OP backwards. It should be: <url=http://www.blahblah.com/blahblah>Link Text</url> except with square brackets of course. Right now you have a link to RPM, where if you click on it, it goes to http://raster%20prop%20moniter/
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Oh, I said it was 2-3 frames, not seconds. I'm suspecting its 2 frames because my loop is set to 4 frames but in game it looks like the drill is only rotating 180 degrees before snapping back.
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Ah, I've been rummaging through the kethane source for the past half hour to find those details haha. I can't figure out how it defines the length of the drilling animation though. I just put the tail transform at the top of the drill. Not sure what it's for though. (as you can tell I'm just winging most of this)
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Cool, I think I'll make a larger version as well. I'll pm you my small auger. At the moment its using the same specs as the small auger included with EL (same mass, extraction rate, power consumption), though it weighs half of what the large kethane extractor weighs despite being larger in size... We could consider balancing it in relation to kethane, or not, whatever. Some tips for planning your drill: I discovered that the kethane drill animator uses two animations; one for the deployment and one that loops for the drilling. The drilling animation only loops 2 or 3 frames regardless of how long you make the drill animation. I couldn't really tell what it was doing because the looped animation in game looked jerky and weird no matter what I did. Even the kethane drill loop isn't making full rotations. So, unless there's a way to override that, don't bother spending time making an elaborate animation for the drilling loop. Also, the sparks particle emitter works fine but the effect of the gas coming out when you hit kethane doesn't seem to work for ore. It might be hard coded into the kethane dll that it only comes out for kethane deposits.
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Originally I intended it to be the small drill, but do you think it should be the large one? As for making another part for the other size.. should I make a new model or just rescale it? Im glad you like it!
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SSTOs! Post your pictures here~
BahamutoD replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Another large cargo/passenger spaceplane. I think it carries 39 kerbals and has alot of cargo space for 1.25m parts. Not sure what its range is though. -
No one responded to me about the auger model so I decided to go for it anyway. Here's how it turned out. What do y'all think?
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Mini starship.
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Is anyone currently working on a better auger model? If not, I'd like to give it a shot.
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I've tested this and can confirm that sometimes the rotation changes after timewarping. Sometimes it comes out of timewarp rotating faster than it did before, and sometimes it rotates less. Also, this is not necessarily a problem with the mod but freely rotating parts using Infernal Robotics docking washers do not maintain their rotation during timewarp with this mod. Other than those issues, this alpha is looking promising! Good work.
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SSTOs! Post your pictures here~
BahamutoD replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
A warp capable VTOL SSTO after being flown by an incapable pilot. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
BahamutoD replied to TaranisElsu's topic in KSP1 Mod Releases
Nope. Its enabled in the Life Support Settings window in the space center, but there's no icon in the flight scene. I have launched a manned craft and orbited for days without electric charge or any life support resource draining. Heres the persistent.sfs. I'm running on Windows 8 with the following mods: Toolbar B9 Aerospace Active Texture Mangement CityLights+Clouds DeadlyReentry EnhancedNavball ExsurgentEngineering FerramAerospaceResearch Firespitter KAS pFairings pWings KJR HyperEdit KerbCam KESA Resource Integration Kethane KineTechAnimation SSE+SmartParts KW Rocketry MSI Infernal Robotics Mechjeb2 SphericalTanks ModularFuelTanks pwbFuelBalancer RCSBuildAid RCSSounds RealChute RemoteTech2 ResGen StarShine Ind. stocklike TACLS of course TreeLoader Kerbal Alarm Clock Kerbal Interstellar. Too many, I know, but they all work in harmony in new saves, and did in .22. Just not in a .22 save in .23. It appears that for some reason that VesselInfo{} nodes aren't being written for crafts in the TacLS SCENARIO{} node, but I'm not sure what has to do with what. Thanks for the help. I hope its not too difficult to fix.. many hours have gone into this save file -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
BahamutoD replied to TaranisElsu's topic in KSP1 Mod Releases
Hi, I need some help getting this to work with one of my save files. In .23, it works just fine in a brand new save file, but it doesn't work in a save file that I dragged over from .22. (The resources don't get drained and the kerbals never die). What can I do to make it work again in the old save file? -
SSTOs! Post your pictures here~
BahamutoD replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
1: Someone else's temp fix that uses the module from the rapier engine. Not sure whats up with the SAS indicator. 2: Yup, they come from the latest procedural wings version. 3: Ah, yes.. the two external tanks. Forgot about those. If you still wanna try it out, I can swap them for stock parts. 4: I had RCS on there in case it would ever need to dock in the future, and I had to use them for turning since it was too heavy for just the cockpit's torque. 5: Yeah thats a FAR thing. Stability fluctuates with airspeed and angle of attack. Also having wings that are angled up slightly cause it to roll when there's some sideslip angle. Its not too bad to keep in control; the effect looks exaggerated when the video is sped up. It could also be that I'm tapping the W and S keys alot to pitch slightly since I don't have a joystick haha 6: Yes. 7: Yes -
SSTOs! Post your pictures here~
BahamutoD replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Here's my flight of the orange tank carrying ssto. I usually have a 2:1 intake to engine ratio.