-
Posts
776 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Neutrinovore
-
[Parts,WIP] DaMichels Parts/Fuselage R2 (22.2.2015)
Neutrinovore replied to DaMichel's topic in KSP1 Mod Development
Yep, broken download link. Damn! -
Component Space Shuttle V 5.0.1 (July 14, 2013)
Neutrinovore replied to Cepheus's topic in KSP1 Mod Releases
Ah, I see. Well, I can understand that... I just had an interesting idea. LLL has some skid-type landing legs, but he used a wheel collider module so they actually slide pretty well. I wonder if I could mount those over the empty spaces... It's not that I mind the wheels not turning, it's just that the shuttle stops so fast, lol. But now that I think of it, the gliding issue isn't all that horrible. Hmm, looks like I'll be reinstalling CSS soon. -
[WIP] Apollo-like crew module (Updated download 17.2.2014)
Neutrinovore replied to Ledenko's topic in KSP1 Mod Development
Yeah, I just DL'd and installed. There's a callout for a 'kp0110cockpit', but there's no 'Spaces' folder in the download. Must have been in a hurry. Anyway, I just changed it back to 'PodCockpit' for now, until this gets fixed. -
No, It's not, I hadn't realized that you had updated the download. A suggestion: Please rename new versions of the download file so that I can differentiate which is which on my computer? As in, 'DistantObject1.0', 'DistantObject1.1', etc. Instead of my PC having to call each file 'DistantObject (1)'. I know, it's almost the same thing, but this way I'll know that YOU are posting a new updated version, and that I'm not downloading the exact same thing that I've already downloaded. Capisce?
-
Component Space Shuttle V 5.0.1 (July 14, 2013)
Neutrinovore replied to Cepheus's topic in KSP1 Mod Releases
Yeah, I'll wait for v6.0. I tried the current version, it actually works pretty well, except for the landing gear of course. What ultimately caused me to uninstall it was, well, I already have a LOT of parts, so I was trying to reduce my memory footprint a little bit, but also was because there was something screwy with the wings. This ship glides TOO well. I was gliding down to a landing and the shuttle just would not stall! I mean, I'm floating along at something like 10 m/s, and as long as I kept the nose up, it would just stay in the air, it was getting quite ridiculous actually. I don't mean that it would gain altitude, but the glide ratio had to have been something like .001 or something. So, anyway, I hope that's something that's getting looked at, the wings having a more realistic lift value. I kind of like the idea of having to come in really steep and then pulling up and flaring out at the last minute, adds some excitement. Later, everyone! -
I tried this mod, then immediately had to uninstall it. It caused quite a bit of lag, but what led me to getting rid of it was very simple, yet quite a major problem: The 'escape' key was disabled somehow. Meaning that I couldn't pause the game, I couldn't revert a flight, I couldn't do anything to get out of the flight scene except to select the 'Recover Vessel' dropdown function above the altimeter. Which, of course, would be a major issue if I wanted to leave a ship in place and go back to the space center, right? I could even switch vessels using the Map screen, but still couldn't pause or go back to KSC. So, there you go, bug report. FWIW, I haven't really been able to use ANY 'visual enhancement' type mods, due to lag, mainly. Anyway, I might try a later version of this if this issue ends up getting remarked upon by others and fixed. Later.
-
Hey, Logan and Devo, great to know that the Eagle is in the process of continual improvement! My only concern right now is you guys' discussion of resizing things, particularly this quote: "Entire ship is being reworked, fixing colliders, improving engines, going to finally do the emissives for the rear engines, and might even try my hand at particles now its supported." The only thing that concerns me about this is that, well, now that Logan has converted me to using his LLL based Pods, I hope that the length of the truss section doesn't change so much that this part has to be reworked, because I have quite a few of what I'm calling 'ModPods' getting ready to be sent all over the Kerbolar system to make bases. If the Eagle gets changed, size-wise, that means that the Eagle Pod would have to be redesigned, meaning that if I want to upgrade the Eagle Transporter I would have a bunch of ModPods out there that I wouldn't be able to pick up. Just sayin', something to consider for you guys. Anyway, I don't want the above to cause you to think that I don't LOVE this ship! Now that I've finally taken the time to get it tweaked and adjusted to my satisfaction, it's all I use now. Well, FOR now, I'm sure I'll go back to building other types of craft eventually, it's just that the Eagle is so darn handy to use, lol! Alright, keep on keepin' on, guys. I just wanted to throw my 2 cents in about that one issue. Later!
-
[0.90] Kerbin Shuttle Orbiter System v4.13
Neutrinovore replied to helldiver's topic in KSP1 Mod Releases
Oh, this isn't specific to the KSO engines. All of dtobi's shuttle engines have it, in fact I think every engine I've downloaded in the last month or two has had that line in it. I think it's something that modders were told to put in, but nobody at the time knew that there was a bug with (I'm guessing) Unity. Anyway, all of that is pure theory on my part. All I know is that it works when you remove or fix that one thing. I'm glad I was able to help. Later. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Neutrinovore replied to helldiver's topic in KSP1 Mod Releases
You need to go into the engine config and remove or comment out the following: RESOURCE { electricCharge amount = 0 maxAmount = 0 } Or you could make the 'maxAmount' 10. Or 1. Or 42. Or 13 stomptillion. Well, maybe not that last one... Anyway, it's the 'Zero' that messes up the CoM indicator. I don't know why parts makers are even putting that in there. What's the point of specifically defining a resource only to say 'nyah nyah, you can't have any'? -
This should... operative word: SHOULD... be quite simple. Go into your config file for that part. That would be: Kerbal Space Program > GameData > B9_Aerospace > Engine_L2_Atlas ... and just change the 'rescaleFactor = 1' to 'rescaleFactor = .5'. Keep in mind, if you just do this, you won't have a 2.5 meter engine anymore, it will be the smaller 1.25 meter size. If you want both, here's what you do: Select ALL of the text in the config file window, by using Ctrl+A, or selecting 'Edit > Select All' from the menu at the top of the window. Copy that text to your clipboard, Ctrl+C. Put your cursor at the very bottom of the window, BELOW the last '}'. Paste your clipboard back into the window by using Ctrl+V. Now you should have 2 identical sets of text, both starting with the word PART (in all caps, just like that), and ending with a final '}'. Now, you MUST change at least 3 things in this new section: 1. Where it says "name = B9_Engine_L2_Atlas", change the part name to anything OTHER than 'B9_Engine_L2_Atlas'. For myself (yes, I decided to do this for myself too, it's a good idea, I've been needing a decent low-profile small engine. ), I decided to call it 'B9_Engine_L1_MiniAtlas'. As long as it's different from the original in some way, and of course as long as it isn't the same as any other part you have in the game. 2. Once again, change the 'rescaleFactor' component to 'rescaleFactor = .5'. 3. Now, under '// --- editor parameters ---', change the title of the part to how you want it to appear in the game. Again, for myself, I used 'L1 Mini-Atlas Low-Profile Engine'. That's it. Well, the above are the 3 things you HAVE TO CHANGE, in order for the game to recognize this as a new part, and for it to show up in the game and actually be a new part. I also recommend changing the mass, thrust and other parameters to match what you think is appropriate for the smaller engine. Also, just for the sake of immersion, you should probably change the text of the description too, but that's just for looks, if that matters to you. Hopefully this will help you to get the part you want, and also give you some information to make changes to other parts that you feel the need to have. As always, whatever you mess with in the config files is up to you, so be careful what you actually change, and I highly recommend keeping a backup of the original file somewhere safe in case something gets borked when you make the changes, that way you always have the original to fall back on. As soon as you know your changes/additions are good to go, you can get rid of the backup, but it's a nice safety net to have. Yes, I could have just posted a file of config text for you to copy, but I believe in the old proverb: "Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for the rest of his life." So, good luck, I hope all goes well, and that I've helped in some fashion. Later!
-
Dragon Rider Capsule [0.23 (2/14/14)
Neutrinovore replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Umm, sorry to break up the mutual appreciation society here, but v5.0 is totally broken for me. The landing legs are displayed as being half-deployed in the VAB. I can right click the pod and actuate all of the options, i.e. ladder, legs, lights, in the VAB, but when I launch, the pod appears on the launch pad with the legs (again) half extended, the bottom fairing adapter is there as though it's attached to something underneath, or maybe it's the pad itself, and most importantly, the pod is TOTALLY non-responsive. None of my action group buttons do anything. Right-clicking the pod brings up the normal GUI window, it says the pod is operating 'Nominal'ly, but I can't control anything with the menu either. Click to extend the ladder, nothing. Landing gear, lights, nothing responds. Finally, the throttle and flight controls don't do anything either. In short, and in case there's any doubt, nothing works, it just sits there like a lump. Just thought I'd let you know. No, I'm not going to post a log file or list all the mods I use, I'm sure I'm screwing something up, even though I did everything the way I should. Yes, I deleted the old cBBp folder before I installed the new one. Yes, I put both the Dragon Pod folder and the new cBBp folder, the one with the new plugin, in the GameData folder, just as they are in the zip file. Eh, anyway, it's easy enough for me to revert back to v4 until I can figure out what's going on. Again, this is just more of a 'heads up' than a complaint, or a request for some kind of fix, mainly because I don't see anyone else describing having the same problem, so that's why I'm pretty sure it's something to do with my particular set-up, or something I'm doing wrong. This is still one of the coolest mods out there. Later, everybody. -
Dragon Rider Capsule [0.23 (2/14/14)
Neutrinovore replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Yep, it's the exact same file I already have. -
"IT'S ALIVE, IT'S ALIVE!!!" - Dr. Frankenstein Hey man, good to have you back! I'll get right to business: First priority, I feel, is to get some good landing legs on this thing. The shape isn't at all conducive to using any kind of externally attached legs, so until you create some specifically for the Titan, there's really no way to have it sit stably on the ground. Now, as to the cargo bay. As soon as I saw the first pics of the ship, I felt that the ideal cargo bay access would be simply by having a section of hull hinge down to form a ramp, so that one could drive rovers and mobile bases and whatnot directly in and out of the bay. Hopefully it would be wide enough to be able to drive a pretty good-sized rover in and out. Much like Wayland's WT-51, or the rear cargo ramps of B9's HL hulls or TT's Mk 4 cargo system. So that's one option. Another would be to have the bay doors split in the middle and slide into the sides of the hull, but then you'd want to have a separate extending ramp anyway, so I don't know if that would be more work or not, but it seems like it would. Also, you had mentioned the possibility of having a detachable cargo pod that fits up into the bottom of the ship, so that one could land, open the entire bottom section via some kind of segmented opening (I know there was a series of pictures depicting this), and then drop the cargo bay from the bottom. I don't know if you would want to have some kind of telescoping landing legs to raise the ship up in this case, or just take off leaving the pod behind, or what. And again, theoretically, you would want some kind of functionality, either having it be enclosed with its own doors, or perhaps just an open frame, letting us build whatever structures inside it. Anyway, there are a few ideas. Other miscellanea: I had once suggested/requested docking port covers that iris open to expose the docking ports, or better yet, combine the iris cover with an extending port, such as LLL's extendable CBM. So, once again, glad to have you back, Vlam. I look forward to continuing developments.
-
LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
Oh, well, cool, thanks for the credit. But no, don't worry about sending any Blender files or anything, I'd have no idea what to do with them, nor do I have the software even if I wanted to, lol. Thanks for the offer, though. Yeah, I know I'm being selfish when I say that it would really be great if you continued working on the LLL-Full pack, but hey, it's cool, sometimes you have to step away from something for a while, no worries. And it's not like I hate the SXT stuff, but I just don't really build airplanes, and the rocket stuff is... well, I'll just say that there are already a lot of round rocket parts out there. That's what makes (most of) your stuff so interesting, the fact that it's not just another cylindrical rocket blasting off into space. Anyway, keep on keepin' on, Lack. Of course I'll look forward to any and all of your creations. Stay frosty, my friend. -
Lol, yes, I'd seen that on an earlier post, that thing is insane!
-
Erm... grumblegrumblegrumble... Okay, I'll give it another try, plus your pods & stuff. But I don't use Kethane, I know you have one that uses that, so that'll be no-go for me. Also, about the gaps between the Command Pod and Engines to the truss, I do remember that there is still a small, but noticeable, gap between the command pod and truss. Yes, it's much smaller, but still. Anyway, like I said, downloading and installing (again) tonight, let me mess with it over the weekend and we'll see. 'K? 'K.
-
Btw, I think you mean to say "Hey, guys... we should strap a PLANE to this GUN". Because that is actually what they did.
-
My requests would be to have all of the parts touching each other so that they look, you know, attached. Not hovering magically 6 inches (s.w.a.g.) away from each other while you're flying. Also, hopefully we could get the center of mass balanced both in regards to the engines (all of them, VTOL and Main) as well as the RCS blocks. Well, I know the canon placement of the RCS thrusters on the landing gear pods may not necessarily allow complete balancing, but please do what you can. I really want to use the Eagle Mk3, but there is something seriously wonky about that thing. No matter where or how much I added trim weights or extra thrusters, or slid the engines around, I could NOT null out some small amount of off kilter torque (using RCSBuildAid, of course), which in turn made the thing totally unflyable, either manually or with MechJeb. Yes, I know, it's not supposed to work with MechJeb, but therein lies the problem: If a ship is so unbalanced that MJ can't fly the thing, I know I sure as H-E-DoubleToothpicks ain't gonna be able to! And anyway, that makes no sense, because having just a few Kn of thrust imbalance should be able to be corrected for with reaction wheels (which I had a lot of torque. I mean a LOT. At one point I think I had over 300 units of torque bolted to that thing, and it STILL wouldn't fly straight or hover to save its life) and/or RCS thrusters, of which I had also attached many. Okay, sorry, rant over. Sigh... you know, thinking and talking about this again... yeah, I'm gonna go re-download it again tonight and give it another try, lol! It's just too cool of a ship to NOT be able to use in this game. However, I did mean what I said, requesting a look at getting everything with the model and attachment nodes and weight distribution worked out so that the Eagle is a well-balanced and easy to fly ship again. 'Nuff said. Later.
-
It means your plugins aren't up to date, specifically Firespitter for the cargo bay animations. There are many many, MANY posts on this thread with links to the most recent versions of all the relevant plugins, some are just a page or two back. I'm sure you can find them easily enough. Or, someone more charitable than I am could post that information yet again, I suppose.
-
Hello? Re-posting this because, um, it wasn't intended to just be a throwaway comment, there's some questions in there too.
-
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Neutrinovore replied to InfiniteDice's topic in KSP1 Mod Releases
Doesn't matter to me what they're called, I just dig high-velocity kinetic energy weapons, so I'll second this request. Also, and again, modern tank munitions (e.g. Main battle tank type stuff), high fire rate large caliber guns (I'm talking A-10 GAU-8 Avenger cannons, along with maybe a BIGGER brother, heh heh!), and a lead computing gunsight slash targeting director for all of it. These are a few of my favorite things. So, yes please, add hyper-velocity railguns to the list, lol. Later! -
LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
Aww, crud! Well, there goes my list of requests and suggestions into the garbage. But, I guess you gotta do what you gotta do.