-
Posts
1,285 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by BahamutoD
-
Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
I have released the new version in a new thread here (only stock-alike version for now): [url]http://forum.kerbalspaceprogram.com/threads/140460[/url] I also went ahead an made a spaceplane variant. Take a look! -
v1.0 Description: The first part is an F-22 inspired cockpit with a Mk2 cross section and built-in air intakes. The other is a spaceplane variant. Both seat two kerbals and have fully loaded RPM/ASET internal views, with large glass canopies that let you see all around you with no obstructions. The front seat instrumentation is atmospheric flight oriented and has an exclusive brand new HUD, which can be turned on via the HUD POWER switch. The rear seat instrumentation is spaceflight oriented. Requirements for functional IVA: - RasterPropMonitor - ASET Props (download here) Download: Spacedock Source: Github License: CC-BY-SA 2.0 Video: IVA Crew Transfer Mission https://www.youtube.com/watch?v=iFEG991QypM
- 162 replies
-
- 27
-
-
Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
Alright here's what I think the final textures will be: [imgur]0O8Zt[/imgur] I don't think i'l be doing the shiny gold cockpit.. Doesn't seem to fit well with the style. -
Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
[quote name='Svm420']Is there any Q readout?[/QUOTE] The Q indicators in the props I had didn't seem to be working, but I'll see what I can do. Here's how the stock-a-like texture is coming along. What do you all think? [img]http://puu.sh/lsOLy/a8c051e235.jpg[/img] -
Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
Okay, HUD is done, and the interior is 95% done. I made another video: [video=youtube;v92ZQKReK4U]https://www.youtube.com/watch?v=v92ZQKReK4U[/video] -
Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
[quote name='Lee Harvey Teabag']Beautiful. This looks to me like it will go very well with stock. Will the cockpit be opaque or like shown in the picture?[/QUOTE] I tested it out with a transparent cockpit but it killed the framerate too much, so I'm going with opaque. I finished the HUD, complete with a start up sequence! [url]http://gfycat.com/ComfortableElatedGallinule[/url] -
Everything seems to work in 1.0.5 except that the 'Panther' and 'Whiplash' engines show up with an incorrect rotation in vessel view (at least in the RPM version - I haven't used the other ones): [video=youtube;TRdqmiQmYeY]https://www.youtube.com/watch?v=TRdqmiQmYeY[/video]
-
Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
With some colors: [imgur]2Xp4w[/imgur] -
Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
[quote name='blowfish']Awesome work :) I guess I should take some responsibility here since I'm the one who's in charge of integrating bac9's new parts into B9. It's on my to-do list, but there's a lot to do first. I'd like to get 1.0.5-compatible versions of B9 and AJE out first (and neither of those are trivial). And that's on top of a full time job. Rest assured that it will happen, I'm just not sure when yet.[/QUOTE] Thanks! Hey man, no pressure! :) [hr][/hr] Here's a little teaser of the interior view. It's not textured at all yet, but the modelling and props (using ASET and RPM) are pretty much done. I also went ahead and made a custom HUD. The HUD stil needs a few more things like heads up warnings, labels and some controls, but the main components are working. [video=youtube;PN5-jTNxT3k]https://www.youtube.com/watch?v=PN5-jTNxT3k[/video] [img]http://i.imgur.com/emdvpWH.png[/img] [img]http://puu.sh/lqrqV/1042b8c0bb.jpg[/img] -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
That could be possible, but I'll think about it later after 1.1. There's tons of options and variables I want to expose for anyone to tweak but I want it to be a nice UI. Here's another announcement that I'll be streaming bdarmory work all day today. Come hang out. http://www.twitch.tv/bahamutod/ -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I guess they would be able to, yeah. Btw here's a highlight from yesterday's stream: http://www.twitch.tv/bahamutod/v/25512180 The wingmen form up on the large ship, follow through a maneuver, break off when the leader goes below their min altitude, and rejoin later. You may also notice that the AI will use the Panther's afterburner for extra boost when it needs/wants it. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
It depends. I still have a few more things to do for it which may take a while. The 'Follow' command is pretty much done, and the 'Orbit' command is about half done. I might also want to do 'Fly To' and maybe attempt a 'Land' command. Each of these would have adjustable parameters like speed, formation positioning for the follow command, radius for orbit, glide slope for landing, etc, so that would be a fair bit of UI, which is why I thought I should wait for the UI update. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
If anyone's interested, I'll be working on the AI Wingmen on Twitch for about an hour starting now. http://www.twitch.tv/bahamutod Edit: Its been over for a while of course, but if you missed it, I got the wingmen to behave much better. -
[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
You can't (other than the different heights per speed mode) - a core feature of the mod is that it keeps you a certain height above the tallest point on surface bellow you. The purpose is to let you slide across the surface as quickly as you want without having to worry about changing the height to avoid crashing into things, although the downside is you can't put the vessel underneath things like the island hangars. It does also mean that there would be no purpose in adjusting the height manually because it'll always be placed down in the same spot no matter how high you're carrying it. -
Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
Yes, they are meant to go along side Bac9's new Mk.2 parts, since they will be using a new cross section (the same shape as stock Mk2 parts). I pretty much just need to do the IVA/internals and these will be ready, but then they would only fit with stock parts, while the texture only matches the new B9 parts. It's not too bad with stock parts though I guess. That's the plan. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
If the sounds and ammo textures go missing then the mod folder was installed in the wrong place. Make sure the file path in your install is GameData/BDArmory/Parts/AmmoBox etc. There's really no reason for a kraken attack in BDArmory.. it would help if I could see your log file (KSP_Data/ouput_log.txt). -
[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
Update v1.2 - Added functions to auto-level planes and rockets (Translate fwd/back keys, H for plane and N for rocket by default) - Launch clamps will automatically release when you attempt to pick up a craft that is clamped - Fixed controls inverting when looking straight down - Tweaked surface detection radius EDIT: KerbalStuff seems to be a bit slow/unresponsive today. Sorry if it hasn't uploaded properly yet. EDIT2: Okay it seems to have uploaded fine. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
The only plugin it uses is BahaTurret.dll which is in BDArmory/Plugins. Unless you messed something up, all you should have to do is delete the BDArmory folder from GameData and put a fresh one in from the zip. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I'll probably release a very small update soon. Where does it complain about the Vulcan? I have an idea about where the mesh needs to be fixed but I don't know where to check if it's still complaining. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Since this normally doesn't happen, I'd recommend a full reinstall (first the mod, and if that doesn't work, then the whole game). If it still doesn't work after that, I'll need more info - output log, other mods, etc. --- Everything seems to work in my end in KSP 1.0.5 -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
TheHengeProphet, Steer Factor is a multiplier for how much input it uses depending on the angle of its intended course correction, and steer damping is a multiplier that works against angular motion. I guess they're Kp and Kd respectively in PID control. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
Currently, all parts that have BDA weapon modules always go into the BD tab. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
No the trajectory 'project' was a small experiment where I just copied the code I wrote for the bomb trajectory prediction, and just used it on the vessel as a whole. I just never finished it because I had alot of other things I wanted to work on. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
BahamutoD replied to BahamutoD's topic in KSP1 Mod Development
I know of the problem - when I updated the explosion damage code, I forgot to make it ignore the other bombs launched by the same vessel, like the older version did. I'll fix it when I get to it. -
[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
BahamutoD replied to BahamutoD's topic in KSP1 Mod Releases
Could you send me a screenshot and/or the craft file? It would be helpful to solve this. Thanks!