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Everything posted by Neutrinovore
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Neutrinovore replied to bac9's topic in KSP1 Mod Releases
@Virindi Or use Tweakable Everything. That lets you disable/enable RCS ports (and lots of other stuff too) in the VAB/SPH.- 4,460 replies
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[1.3] RCS Sound Effects (2017-06-12)
Neutrinovore replied to pizzaoverhead's topic in KSP1 Mod Releases
Hmm, I'll second this request. I'm sure the real life MMU made subtle sounds that the Astronaut would've been able to hear, it was attached directly to his back after all. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Neutrinovore replied to helldiver's topic in KSP1 Mod Releases
So how are we supposed to attach the damned things then?!? I've seen things on here that say 'arrows up, because on launch the wheels will invert themselves and the arrows will (correctly) be pointed down', and then others who say 'no no, the arrows should be pointed down in the editor, that's the only way they'll work.' Well, I've tried both ways, and the wheels sink into the ground/runway no matter what, so the rover and its wheels are essentially useless for me! Here's an idea, Helldiver: Design the parts so that it's more obvious which way is the correct orientation so people stop having this problem! Also, while you're at it, how about some actual, you know, suspension? Or maybe even stop using LANDING GEAR code for the steering and use actual WHEEL code for WHEELS? Just a thought. Lo-Fi seems to have a pretty good handle on this stuff, maybe consult with him? Yes, this is a critical post, because I have criticisms for certain aspects of this mod. And yes, I'm taking a sarcastic (some might say 'snarky') tone with some of my comments, because that's just how I chose to do it this time. No, it doesn't mean that I hate Helldiver or Nazari or anyone else who've worked very hard on this mostly fantastic mod. But the creators of this mod obviously have much more skill designing spaceplanes and related rocketry hardware than they do at designing rover wheels, and that's why I'm choosing to comment on it. This is my opinion. If you disagree, fantastic, more power to you! Anyway, again, I wanted to give my opinion on a few things. Otherwise, keep up the great work on the shuttle-related stuff, and hopefully consider some of the things I've said that are not as positive to be intended as constructive criticism. -
Yes, I've discovered this as well. Although for me, it's fairly straightforward: When flying a spaceplane in the atmosphere, I can just select 'Use Stock SAS' and the plane flies beautifully. Then when I get out into the vacuum of space, I unclick that and use either 'Tf auto tunning' (note the bold text, that's a typo that's STILL in MechJeb ever since you introduced the auto-tuning option, btw. Just saying. ), or sometimes I have to fiddle with manually tuning the Tf if my ship is too big or small or whatever MJ doesn't like about it that makes auto-tuning not work very well. Anyway, just thought I'd add my 2 cents. Later:
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[WIP BETA] Nasa IXS Warp-ship for Interstellar
Neutrinovore replied to Stevie_D's topic in KSP1 Mod Development
Regarding the music on the video, Captain, I'm not sure which track it is, but I know that it's from the 'Tron: Legacy' soundtrack by Daft Punk. If you like the music in the video, I guarantee you'll like the whole album! The movie is pretty good, too, btw. IMO. Edit: I have the album, I just went and checked. It's track 12, entitled "End Of Line". And, to Stevie_D, excellent video, sir! You should do stuff like that professionally, if you don't already, lol! -
Regarding your comment, made bold above: Call them 'Archimedean' propulsion, or something like that. Or, I guess, ArKimedean, if you want to Kerbalize the spelling, lol. Ooh, maybe 'Spiral Propulsion Devices'? A screw thread is defined simply as being 'a helical groove or raised ridge that spirals around a cylinder, with a regular pitch and form.' At least, that's MY definition. 'Helical Propulsion'? Just some ideas there.
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Nope. Just trying to select 'Control From Here' and use MechJeb docking AP. I mean, yeah, I can dock manually, just by eyeballing it once I get close enough, but then why would I need the option to 'control from here' in the first place?
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A BIT off?!? For me, ever since I first got that part, I haven't been able to 'control from here' using the actual docking port itself. No, the 'cfh' node on MY part has always been the rear attachment node, upside down of all things! Meaning, I build a plane with a cockpit (duh) and the SP+ inline docking port; launch the craft, and naturally the navball shows a heading of 90 degrees, blue side up, right? Okay, I choose the inline docking port and select 'control from here': you'd expect the navball to now show all blue, with the red 'North' marker at 90 degrees to the left, correct? Nope! I get a heading of 270 degrees, level with the horizon, but blue side DOWN. And no, it makes no difference if the port is closed or open. It's frustrating to not be able to use a part that others obviously have no problem with. I suppose it's another of my MANY mods that's interfering somehow, but I've tried removing just about every mod that could possibly be the culprit, with no success. I've also mentioned this problem here before, and at best I've gotten what amounts to "meh..." for a response, so I've basically given up on ever being able to use that part as intended. And before anyone asks, no, nothing appears in the output logs. As far as the game is concerned, everything seems to be just hunky-dory with this part. Anyway, fwiw.
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[WIP BETA] Nasa IXS Warp-ship for Interstellar
Neutrinovore replied to Stevie_D's topic in KSP1 Mod Development
I too am eager for a non-Interstellar version of these parts, but... well, what would the big huge thick 'warp rings' be for then, if they no longer serve as an Alcubierre drive? -
Not to be a noodge, but I hope that chasing around the various issues people are having with the PRE-release isn't delaying the RELEASE-release. 'Cause that's what I'm waiting for. Just sayin'.
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[0.90] Kerbin Shuttle Orbiter System v4.13
Neutrinovore replied to helldiver's topic in KSP1 Mod Releases
Just a quick question: Are the new rover wheels not supposed to have any suspension? I mean, I understand the 'service' vehicle wheels not having or needing any, they're mainly supposed to be driven around on the pavement or flat ground around the KSC, but I would think that a rover meant to explore other planets and their sometimes-not-so-smooth terrain would have a bit better ground clearance and suspension travel than this. Don't mean to gripe, but I guess that's what it is anyway. Sorry. Perhaps consider it constructive criticism for the design process for the Rover v2.0. Or maybe sometime there could be a retrofit of the current rover frame and wheels to give some of Lo-Fi's Kerbal Foundries wheel code to these wheels. Just an idea. Otherwise, I think the new mod is smashing, really outstanding work as always, Helldiver and all of the KSO team. -
LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
Hey there, Lack. I haven't commented here in a while, figured I'd give you and MrWizerd some time... but, how are things going on the new angled-door cargo bays? IS there any progress at all? Just wondering, trying my best to not be a pest. Hey, that rhymes! Anyway, yeah. That. Later! -
Liking this! Any time you want to post development pics, you go right ahead.
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First, who said anything about my copy of TweakScale being '20 versions out of date'? I'm not saying the PLUGIN is out of date, I'm saying that the MM configs that come with every new version of the download, including the most recent one that I have, 1.40, are in most cases referring to parts that either no longer exist, have had their names changed by their respective devs, or have in some other way had their folder structures or other information changed to the point that the MM config is no longer valid. How and why you think any of the above is my fault, I have no idea, but that's your problem, not mine. Second, my intention was not primarily to provide feedback to the developer and administrator of TweakScale. If he/she sees my post and chooses to take action or ask me more questions, that's fine. But last I checked, it's not my job or responsibility to maintain someone else's mod for them. I was trying to give Raptor831 some reasons why he/she might be having the problems he/she's having, that's all. So, to sum up, 'Master' Tao, if you don't care for the cut of my jib, all I can say is that the feeling is quite mutual. You have a good day now.
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Chaka Monkey - Closed Development Thread
Neutrinovore replied to YANFRET's topic in KSP1 Mod Development
I think I'll download this just for the parts! This is one of the best looking projects going right now, and I'm glad to see that you've finally gone to Beta. I wasn't quite up to the task of dealing with the Alpha stage of this project, lol. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Neutrinovore replied to nli2work's topic in KSP1 Mod Releases
Heh, no, 32 bit. The game won't even START with 64 bit for me! Well, it starts, I get the loading screen, then the main menus, but as soon as I click on my saved game and it tries to load the space center scene? CTD, every time. Again, I figure it's probably some old mod or something that's incompatible with 0.24.x, but for some reason still works for me on 32 bit just out of sheer stubbornness. Thanks for the advice, though. Again, not really needing airplane parts right now, but if I change my mind in the future I'll implement your suggestions to see if that works. Later! -
This may be relevant to your problem, it may not, but I'll throw it out there anyway: I've noticed, after digging into the TweakScale configs for some of the mods I have, that quite a few of them haven't been updated to reflect recent updates to the mods themselves. NovaPunch, Klockheed Martian, KW Rocketry, Spaceplane Plus, and several other mods that I can't remember right now - ooh! RLA StockAlike! - have relatively recently either added new parts and/or CHANGED THE NAMES of some (or all) of their already existing parts. The devs warn that these changes can and will be save-breaking, but a side-effect is that we can also lose TweakScale functionality too. Some of the TweakScale MM configs haven't been updated since as far back as March of this year, as I recall. I'm not saying it's TweakScale's responsibility to keep these things up to date, but someone created the original MM files, so why aren't they being checked periodically to see if they need updating? Just sayin'.
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Neutrinovore replied to nli2work's topic in KSP1 Mod Releases
This post is intended to be just a 'heads-up' deal. Fwiw, as soon as I installed the retro-future airplane parts, their textures took over all of the menu background areas when in the SPH/VAB. As soon as I removed the pack, everything was fine again. I have a lot of mods installed, including ATM, TweakableEverything and TweakScale, to mention just a few that may be interfering with this particular mod, and yes, I have the most up-to-date Firespitter plugin that's available. Btw, I'm NOT implicating NohArk'sPnP as the CAUSE of this issue, merely saying that it seems to be affected by my particular combination of mods. I was checking out the parts mainly out of curiosity, I don't really feel the need to build airplanes in KSP. Mainly because the 'S' in KSP stands for SPACE. Besides, I spend way too much time farting around with rovers on Kerbin as it is now, the last thing I need is to start getting distracted by building airplanes, lol! Now, SPACEplanes, that's another story... and a subject not relevant to this post. Anyway, I just thought I'd mention. Later, all! -
[WIP BETA] Nasa IXS Warp-ship for Interstellar
Neutrinovore replied to Stevie_D's topic in KSP1 Mod Development
Oh, okay, I stand corrected. I had no idea that the designer of the concept was actually trying to create a 'real world' version of a Star Trek ship. In which case, um... nothin'. It's still a neat design, and I look forward to the completion of this project, Star Trek or not, lol. -
Okay, I figured I'd wait a few days to see if anyone mentions this problem I'm having, but no one has so far, so here goes: I'm having problems with the new spotlight. As it appears in the VAB/SPH, while I'm 'holding' it with the mouse pointer before attaching it to another part, it's oriented 'backwards', so to speak, and the light is ON. Upon attachment, the light axis is oriented 'down', through the surface to which the light is attached, and it's still on, showing a VERY bright spot on whatever wall or floor it's aimed at. Right clicking the part allows no 'tweaking', but then again most of your stuff, BahamutoD, doesn't in the editors, so that doesn't concern me. The real problem comes when I launch. After assigning my functions, all two of them ('activate light' and 'toggle mouse aim', or to that effect), to my desired keys, and then launching to the runway, in my case, I got nothin'. The action group keys I've assigned don't do what they're supposed to do, and right clicking the light itself only offers a 'toggle light' (I think) button, but that doesn't do anything either, the light stays off. Oh yeah, now the light is OFF in flight mode. So, no functionality whatsoever from the spotlight. I've looked at the output logs, both during the game and after quitting, and there's nothing I can find having anything to do with this part or any related plugin malfunctioning or throwing NRE's or anything, it's like the game is completely ignoring that the part exists. Other than the fact that I can right-click the part to bring up a nonfunctional context window, that is. This behavior indicates to me that there's a plugin missing, or not working, or something missing from the config file, but I've checked several times, the file in my GameData>BahaSP>Parts>spotlightTurret folder is identical to the one in my original .zip archive. Well, aside from the fact that I changed maxPitch to 90 and rotationSpeed to 9, but I can't imagine that such minor changes to a config file would totally break the function of a part in-game. The new plugin is in its own Plugins folder in the same BahaSP folder. I'll try to remove the entire BahaSP folder in GameData and start from scratch, but I'm not optimistic. Btw, I'm not blaming anything to do with THIS mod for not working, I think... well, I'm pretty sure, one of my MANY other mods is somehow interfering with this one. Do we know of any definite conflicts with BDAnimationModules.dll and some other mod? Several people have been talking about having problems with engine animations, maybe this is related. I do have quite a few MM files that do a number of things with most parts in the game, but it's mostly stuff like increasing breakingForce and breakingTorque values, which doesn't seem to have caused much of a problem before. Tweakscale, Tweakable Everything, ATM, etc. Oh, anyway, I'm running 32 bit KSP, I only have 4 gigs of RAM in my PC, so running this game in 64 bit wouldn't really get me much improvement to what I already have. That, and whenever I try running 64 bit it crashes with depressing frequency. Okay, I'm off to experiment with some fixes, I'll check back in a few hours from when I post this to see if anyone has any quick thoughts. Thanks in advance for the help, if there is any offered, lol. Update 8/11: Well, I tried the things I mentioned above, and I seem to have the spotlight working now, so it's all good.
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[WIP BETA] Nasa IXS Warp-ship for Interstellar
Neutrinovore replied to Stevie_D's topic in KSP1 Mod Development
Erm, as far as I know, this isn't intended to have anything to do with 'Star Trek', neither the original concept nor this Kerbalized version. Is it? I mean, aside from the concept being named 'Enterprise', obviously. -
[WIP BETA] Nasa IXS Warp-ship for Interstellar
Neutrinovore replied to Stevie_D's topic in KSP1 Mod Development
Zounds! This project got seriously cool seriously quick!! I like the internal space utilization, very well done. I think this will be a 'must have' part for me when complete. Keep it up, man!