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Everything posted by Neutrinovore
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[0.90] Kerbin Shuttle Orbiter System v4.13
Neutrinovore replied to helldiver's topic in KSP1 Mod Releases
Okay, thank you, I stand corrected. Ah, yes, now I think of it, that's the MFD addon. -
LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
Right, yep, you can also add an internal module, which you've already obviously done, lol. Forgot to mention that, good job. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Neutrinovore replied to helldiver's topic in KSP1 Mod Releases
I'm pretty sure you want to keep the Hyomoto folder, I believe that one controls the engine gimbal functions. You don't need the JSI folder, but you won't have any interior instruments at all. I mean, the interior will be there, but all of the displays and instruments will be blank. My download didn't come with MechJeb, so not sure what you mean there. The only thing that should be required from Firespitter is the plugin itself, but I left the 'props' and 'spaces' folders in my files because the interior may need to use those. However, I think Helldiver inadvertently included Firespitter's example craft files, so you'll definitely want to delete that folder to trim memory. If you don't use SCANSat (like me), you can get rid of that folder. Finally, regarding ANY plugin that comes bundled with ANY mod download, all you need to do is check to make sure that you are using the latest version of the plugin, AND that you only have one copy of that plugin in your GameData folder. For instance, check the date on the Firespitter plugin that came with KSO. If that's more recent than the date on the plugin that you already have IN YOUR FIRESPITTER FOLDER, then replace it with the newer file, in the Firespitter folder. I'm pretty sure the date was 1/19 on that, which made it the most recent in my case, so I updated it. But with RasterProp, the one in the KSO download was the same as I already had, so I just didn't transfer it over. I know that this can be kind of tedious, but it's the only way to avoid conflicts and problems. All of the above should be taken to mean 'as I understand it', so if I'm wrong about anything I have no problem with someone with more knowledge than I have correcting me. I'm basically just an interested player like you, and I don't mean to butt in or speak on Helldiver's or anyone else's behalf. But I do hope that I could help. Later! -
[0.90] Kerbin Shuttle Orbiter System v4.13
Neutrinovore replied to helldiver's topic in KSP1 Mod Releases
Wow. I mean, MAJOR wow. First off, I have to confess that I was very skeptical that this would ever be released, considering the length of the development process and all the problems you guys had. In fact, at one point I believe I referred to this project as being 'vaporware'. My humble and very sincere apologies to Helldiver and everyone else who worked on this fantastic mod. For everyone having trouble launching or flying this shuttle, MechJeb worked beautifully for me. I even reoriented the craft to the default position in the VAB because it was just too weird for me to look at, and when I launched I did a manual roll, The Resolute didn't bat an eyelash. This is with a MechJeb controlled ascent, you understand. I even left all the action group settings as they come from the factory. In future I'll tweak a few things for my preferences, but I assure you, she'll fly just fine straight out of the box. Now, Helldiver, a few minor notes: RCSBuildAid seems to not be compatible with something in here. I don't get a CoM marker at all, the mass and TWR reading in both RCSBuildAid's panel and in MJ's Vessel Info window just show 'NaN' (I sure wish I could figure out what that stood for!). So I can't balance a payload in the cargo bay, vis a vis CoM, CoL, CoT, and RCS balancing, etc. At this point that's just a minor annoyance, because as I said above the shuttle flies (empty) just fine as is. But I thought I'd mention it anyway. I suspect the problem is due to the use of some kind of non-standard module or resource or something in one of the components, like a different RCS resource or something to do with the engine gimbals, maybe. I don't know, just spitballing. Also, and I know this isn't a KSO problem because it's been happening ever since RasterProp went to the latest update, but none of the RP instruments or monitors work. At all. In ANY of my cockpits or command pods. Yes, I run a lot of mods with plugins, so I'm sure there's a conflict somewhere, I just figured I'd throw this out there to see if someone else had the same problem and has figured out a fix. Anyway, fantastic EPIC mod, Helldiver et al. SO worth the wait! Keep on keepin' on, friends. -
LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
Grrr, I just spent 15 minutes looking for a post that's relevant to this, can't find it! Anyway, hey, thanks for the rep, SSSPutnik! Now I feel kind of obligated to get you squared away. I was having problems with not being able to transfer more than 1 Kerbal at a time to the Airlock Door, despite the fact that its crew capacity is actually 8, but then I was unable to actually do the EVA, because it would throw an error message on screen saying something like 'no crew compartment detected'. I figured out, from reading a post on (I THOUGHT it was) this thread, from Kreuzung, that his/her module, I think it's called 'ModuleKRCrewCompartment', overrides the crew capacity of an EVA-capable part. After removing that module from the configs of the Hatch and Airlock Door, the problem went away. So try that. Hopefully you can figure out what I mean. The only other thing I could think of is that the collider for the part with the clear windows is blocking Kerbals from getting out of the Hatch or Airlock. But you said you were having problems getting Kerbals out of the hatches even outside the ship, so I still think it's the problem I mentioned in the previous paragraph. I'm pretty sure that the Kreuzung 'KR' crew compartment module doesn't work and play well with Crew Manifest. Not that it's a bad bit of code or anything, the two plugins just seem to conflict in this case. Like I said, try removing that module from all parts that you want to actually use to carry crew in, and I think that will solve the problem. Oh, BTW, you won't get portraits of Kerbals if they're in an Airlock or Hull section, because those parts aren't modeled to have IVA views. Only things like cockpits and some crew tanks will have IVA views built in to them. Okay, hope this random blather helps. I need to get to bed right now, but I'll check back in when I get up, hopefully you'll have gotten this working. Later, friend! -
LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
Well, you can make any part in the game capable of holding Kerbals, just by adding the following line to the part config file: CrewCapacity = [Whatever number you want] But you won't be able to SEE them in there. If you want that, then you would need to construct your ship or base so that there is an LLL Airlock Door or Hatch door facing into the compartment. Then, during flight, use CrewManifest or some similar mod to 'EVA' a Kerbal at that Airlock/Hatch door, into the empty compartment. But they'll have their helmets on like they're outside, and I wouldn't think they'd be very secure for flight without installing some Command Chairs in there for them to sit in. Hope that info helps. -
LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
Why are you talking about B9 parts here? This is the LLL thread. Lack has nothing to do with those parts. -
Interesting that you bring this up. I've been thinking about the same thing. I think I'll create a few new parts by copying the configs and changing the 'Y' scale to make some new stubby parts. I'd like to use the S2 cockpit and fuselage parts more than I do, but I too find the tail pieces to be way too long most of the time. Also the new part, the adapter thing that's black on the wrong side, I could use a shorter version of that too. Looks like my first hour or so of playtime tomorrow is going to be taken up with config editing.
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[Add-On] A Mod Devoted to Rover Systems
Neutrinovore replied to I.T Marcus's topic in KSP1 Mod Development
Umm, okay, I decided to download this pack to give the parts a try. But, I can't find a download link anywhere. I'd swear that they were in the o.p. a few days ago, though. What am I missing? It's okay, if it's something really obvious, you can call me stupid. Edit: Just found it. On post #31, if anyone else goes looking for it. -
I'd like to second what Coda said. I've never been able to read any of the 'readme' documents that come with this mod. I don't think I've been missing out on anything, and it seems to work fine just as I've installed it, but it would still be nice to read what the author of the mod has to say regarding instructions and whatnot. Again, though, thank you for this most awesomely useful mod, m4v. I really don't think I'd be able to play this game anymore if I couldn't use RCSBuildAid. Many MANY thanks!!
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[Parts, WIP] ACI - Aeropod Pre-Release 3 (31/01/13)
Neutrinovore replied to Quellcrist's topic in KSP1 Mod Development
Wow again! 10 days... Lol, there are mods posted elsewhere on this forum that have been in development for, literally, over a YEAR with NO content yet available for download, and here you've just started 3d modeling 10 days ago and you've already banged out three parts... I just find that funny. Also glad to hear about new stuff being worked on. I'll certainly be looking forward to that too. They'll be ready in, what, a couple of hours? ;P Lol, just kidding. Again, keep up the great work, Quellcrist, and thanks for the work you've already done. -
[Parts, WIP] ACI - Aeropod Pre-Release 3 (31/01/13)
Neutrinovore replied to Quellcrist's topic in KSP1 Mod Development
Wow! Version 3 looks fantastic! I don't build airplanes. SPACEplanes, occasionally, but I don't really see the need to build an AIRplane in a game called 'Kerbal SPACE Program'. (Emphasis added by me, obviously) However, these parts are looking cool enough that I might just have to DL them anyway, I'm sure I can find a way to create some kind of sci-fi looking spacecraft with them, lol. As I mentioned in a previous post, I think version 1 would look much better scaled up to fit 2.5 meter hulls, but that's a very simple config edit. Yep, gonna get these tonight. Congrats on your excellent work, and on your commitment to improvement by accepting constructive criticism. Btw, I recommend leaving all previous versions available to download, at least for a while. Let us try each of them out and judge them on their own merits. Perhaps a feature of one is better than the others in one case, but vice-versa in another. This way, you can later take the best features of all three and incorporate them into a future part. Just an idea, food for thought. Hm, after looking at v3 again, I only have one minor note, and it's a purely aesthetic one: In the third pic down, where it's shown in profile - my preference would be to see the mouth, or 'face', of the intake angled back just a bit from top to bottom. No more than 15 degrees, just enough to make it 'look' a bit more swoopy. I know, in real life this probably wouldn't matter a damn in terms of performance, might even hinder it slightly for all I know. But like I said, I'm just going by looks alone. My 2 cents, for what it's worth. Later! -
[0.23] DC Aerospace v1.0.5 (RERELEASED- MOVED TO NEW THREAD)
Neutrinovore replied to EsvDefcon's topic in KSP1 Mod Releases
Hm. Ever heard the expression "if you can't say something nice, don't say anything at all"? Evidently not... Also, no one's forcing you to use this mod. Or post nasty comments about it. Or to even look at or pay any attention whatsoever to this thread. In short, if you don't like it, don't use it. Oh, and don't let the proverbial door hit you on your behind on the way out. Kthxbye. -
Well said, my friend. For myself, I tend to assume the worst when someone drops off the map so completely, especially when there was no post along the lines of "Something's come up, won't be in contact for a while, not sure when I'll be back", etc. So, I hope that Bac9 is in fact alright, and that there is some other, more benign, reason for the recent lack of communication. I also am very much looking forward to using the new parts that were previewed several months ago.
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[Add-On] A Mod Devoted to Rover Systems
Neutrinovore replied to I.T Marcus's topic in KSP1 Mod Development
Just pics of the parts themselves would be fine. Or, actually, whatever you feel best showcases the mod. Either way, I guarantee you'll start getting more interest if you post some photos. Anyway, it's okay if they aren't textured yet, I figure if I want to use them now, a future texture update would be easily integrated into the part folder, and shouldn't break any crafts I have wandering around. Hypothetically, I still don't know what anything looks like. ;P But I'm always looking for better rover parts, that's why I'm intrigued by this mod, and want to know more. Thanks for responding promptly, btw. -
[Add-On] A Mod Devoted to Rover Systems
Neutrinovore replied to I.T Marcus's topic in KSP1 Mod Development
Could we get some pictures, so I can decide whether I want to download this pack or not? -
[Parts, WIP] ACI - Aeropod Pre-Release 3 (31/01/13)
Neutrinovore replied to Quellcrist's topic in KSP1 Mod Development
Just looking at the photos, I have a few comments, constructive criticism, if that's okay? The main problem I see here is that the proportions aren't quite right. This is a 1.25 meter part, yes? It appears to be mounted to the stock 1.25m Liquid Fuel fuselage, anyway. So, okay, think about it: If a Kerbal were to sit inside of a 1.25 meter diameter hollow pipe, that would be a pretty fug snit, especially if he's wearing his helmet. Now, visualize trying to cram that same head with helmet up into this tiny little narrow canopy... see my point? Now go one step further, think about where the rest of his body would be, stuffed into that pointy little nose. I'm not saying that everything in KSP has to be absolutely 100% properly scaled, heck, Squad's own cockpits aren't much better about this. But, if we have an opportunity to make changes now, why not? Anyway, my first thought after examining the pics was that the proportions of the canopy and nose would be much better if this were scaled up to 2.5 meters. Then the cockpit area would look to be a better fit for a Kerbal pilot. And the air intake would be bigger too, as a bonus On balance, however, I think this is a pretty good-looking part. I think the transition from the fluted/quasi-diamond-shaped cockpit into the circular fuselage shape could be a little smoother, but I'm not sure exactly how. In any event, I think I'll download this at my earliest opportunity, it certainly bears investigation. I look forward to watching the ongoing development of this and any other parts you come up with, Quellcrist. Keep on keepin' on. -
Oh, really? Cool, even better, maybe we could get hatches and ladders on both sides anyway then. As for the random hatch selection thing, I never noticed, but that's probably because when I want to EVA, I just left-click the hatch itself, which brings up a list of the Kerbals in the part, and I select who I want from that. Unless that's a CrewManifest feature, I'm just realizing it could be, lol. I've been using it for so long that I'm spoiled.
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Well, I for one am not having one single problem with B9, other than being required to wait for more new awesome sci-fi style parts like everyone else, that is, so I just want to say thanks to Bac for this great mod. I think it's the first one I ever DL'd from Spaceport last year when I started playing (last June, I think. Right when v0.20 was released, shortly after what everyone's calling 'The Great Forum Derp' of April 2013, lol). I don't use all the parts, I don't see how anyone could, there are so many! But it's easy enough to delete the folders and/or configs of the parts I don't want, so no worries. I also have adjusted configs of other parts to suit my play style, for instance, the M27 cockpit: I stretched it lengthwise (the 'Y' axis in the config, I believe) by 1.5x, this makes it look a bit sleeker and less blunt and stubby. Here's the point, btw, lol: After stretching the part, I got to really looking at it close up, and saw that underneath the 'hatch doors' (which are, unfortunately, completely cosmetic, the EVA point is on the top of the pod for some reason) there are graphics which indicate the presence of a BUILT IN ladder on each side! That would be so cool if they really worked! Of course, I realize that Bac9 never intended for there to actually be a ladder animation there, my understanding is that this wasn't even possible in Unity when he made the part, to have more than one animation per part I mean. And for the M27, that 'animation' is the cockpit windows lighting up, I guess. Anyway, my request to Mr. Bac9 would be this: Now that it IS possible to have more than one animation per part, would you consider putting a real built in ladder on the side, where the door is now? And, also, moving the EVA point to one of the doors on the side as well? I know there can still be only one EVA point per part, and that it has to be within one meter of the part's origin, or CoM, or something like that, but that shouldn't be a problem for this cockpit, I wouldn't think. Point is, it wouldn't matter to me which side it was on, left or right, if I could get the functional ladder built in. This is one of my favorite B9 parts, that's all, and I figure it can't hurt to ask. Oh, while I'm asking, how about making it just a tiny eensy weensy bit more 'streamlined', by leaning the front glass back to maybe a 60 degree angle? From horizontal, I mean. 30 degrees from vertical. Or, heck, you could even lean it FORWARD 30 degrees, and it would still look great, lol. That would make it even more of an 'Overview Cockpit', is how I believe the title reads. Anyway, it would still be mostly upright, but it would just look like it could handle supersonic/hypersonic pressures a bit better during launch or re-entry. And I think it would look a lot cooler than it already looks, lol. IMHO. Finally, I also think it would be visually pleasing (and look a bit more 'realistic', dimension-wise) if the actual cockpit portion of the part, the greenhouse area and structure behind it such as the 'doors', etc. were just a bit wider, perhaps? I just don't see how a Kerbal's helmet would fit in that cockpit, width wise, lol! Okay, that's all. I know I tend to make really long posts, sorry if that bothers anyone. Happy flying.
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LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
Hmm, so you're moving more into airplane parts now. Interesting. -
Hello Vlam. I hope all is well with you and yours. Just making a shameless bump here, don't want to let this great project fall too far off the radar. I suspect that nasty thing called 'real life' that I've heard mentioned has reared its ugly head, but I thought I'd check in anyway, ask how it's going, etc. So... 'How's it going?' Lol. Slightly more seriously, I do hope that everything is okay with you on a 'R/L' basis, and also that work is occurring, at least somewhat, on the Titan. I look forward to hearing some news soon, my friend. Later!
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BobCat Ind. - Colonization, exploring and research vehicle
Neutrinovore replied to BobCat's topic in KSP1 Mod Development
THIS! ^ This would be an excellent design for an extraplanetary rover wheel! Just, not desert sand color, lol. You could make the center and the honeycomb matrix your trademark yellow, BobCat, and the 'tire' the traditional black. Or perhaps a medium gray, to match the H.O.M.E. color scheme, and to show that perhaps it's a different rubber compound for use in vacuum? I don't know, just spitballing.