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Neutrinovore

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Everything posted by Neutrinovore

  1. Lol, oh, I'm not saying it's not precise, it's just... vigorous, that's all. But I've never tried two extendable CBM's as you're describing, maybe it's something to do with the collider with the movable part. Dunno.
  2. I'm not sure the problem lies with the docking port. For myself, MJ's docking autopilot has been pretty hamfisted in that regard ever since version 2.1.x of MechJeb was released. I think this may be because a lot of people were having problems with the autopilot being too tentative in certain situations. Well, it ain't tentative no more, folks! My ships usually end up ramming together like Bighorn Sheep, no matter what the speed limit setting is. Anyway, I'm just speculating. My $0.02.
  3. Yep, there's a config file in the folder now, lol. Thank you, B.
  4. It looked pretty good to me too. It needs to have the rear ramp function though, not shown in the video. Plus, it's a bit small, isn't it? I mean, that was a pretty cavernous cargo hold in the movie. Even scaling it down to fit Kerbal proportions, I think that the cargo bay should be AT LEAST 5 meters wide, if not 7. Don't get me wrong, I'd download this right now, as-is, if I could.
  5. Vlam, my man! Had a fun few hours flying the Titan Saturday. There are a few issues I had, which I'll get to momentarily. Nothing huge, which is why I'll just say keep working on the ship, this first build is pretty solid already. Now, aside from the obvious things that I'm sure you're aware of, like the weird one-dimensional properties of all the parts (you can only see them from one side, they have no volume, etc.), the only problems I had of note were when I was trying to attach LLL airlock and hatch doors, for the purpose of allowing the crew to EVA. In short, they could get out, but couldn't get back in. A dialogue pops up saying that I 'can't enter when the hatch is already full', even when it's empty. I don't know if this is a collider issue or what. I'm inclined to think not, if it were it shouldn't let a Kerbal exit either. Also, I forgot to test the same issue with another ship, so it may have nothing to do with the Titan at all. But I thought I'd give you a heads-up. Btw, in messing around with the config file, I've settled on a few different settings, if anyone wants to give them a try. I found the ship to be much more flyable with these: I changed the thrust of the VTOL engines from 750 to 1000, this gives much better control authority when landing, without being too over powered as it was at 1500. Also went from 1500 to 2500 on the main engines, again after finding that 3000 was too much. Most importantly, I changed the SAS torque of the 'command pod' -the bridge, as it's called - to 50 from... whatever it was, don't remember. AND, I cranked the main body torque way up to 250. Yep, that's not a typo, my ship has a total of 300 torque, and it reacts beautifully. Of course, I also have 8 RCS blocks with 3 kn thrust per evenly spaced around the rim as well. Yeah, I don't like having to wait for my ships to change heading, do I? Lol. Although, it's still really not all that quick to come around, it still has a nice weight to the controls. Speaking of weight, I took the mass of the main hull down to 25 tons, from the original 30. Again, tried 20 tons, that was too light. Finally, for those of you who fly with MechJeb, as I do, set your Tf to 0.2 in the 'attitude adjustment' tab. The default is 0.3, and while that may not seem like much of a change, it will slew around to a maneuver node heading just a touch more confidently. Anyway, that's my experiences, your results may differ. ;P For now the Titan is really just a toy, because you can't get Kerbals in or out no matter what you do, at least I couldn't. Well, I could get them out, I guess I could use it as a big 'space bus', one way tickets only. Problem is, I don't have anywhere to take them yet, in all the time I've been playing KSP, I've never gotten around to putting permanent bases anywhere, lol. Alright Vlam, as I said, keep on doing what you're doing, because Titan version 0.00000001 (you sure you got enough zeros there pal?) is still a pretty fun ride. Later days, everyone.
  6. Thing is, I tried changing a value, but it won't let me, the XML document will only let me view it, not make changes. Do I need to open it with a browser other than Internet Explorer, or what?
  7. Okay, messed with the Titan a bit last night, some first impressions: Epic. Win. When this is done, with the modular cargo bays that you were talking about, and functional landing gear, this thing will be unstoppable! Warning: wall of text ahead. In my opinion, the first priority should be to get cockpit and EVA functionality so that we can get Kerbals in and out of the ship. IVA isn't nearly as critical, at least in my mind. I went to the Mun last night and tried to plant a flag at an anomaly, but I couldn't get back in, so I had to revert the flight. Oh, yeah, I went into the config and added a command module with a crew capacity of 3, added a few other things, just a quick and dirty edit so I wouldn't have to bolt on an external lander can like BostLabs was doing. Anyway, I also put on 2 LLL airlock doors so I could EVA. The one on the top attachment node let Jebediah out, but not back in, because it was recessed below the collision mesh, bummer. Another one placed on the lower curve of the hull wouldn't let Jeb out or in, said the 'hatch was blocked' on the exit attempt, and then after he got out of the top hatch I couldn't get the bottom one to let him 'grab' it or 'board'. I guess I could've left him on the Mun to await rescue, but that seems mean. Anyway, I only mention the above in case anyone else wanted to try a similar setup. Just be sure to test that you can get out AND in BEFORE you leave Kerbin, lol. Now, thinking about it, the landing gear and crew hatch should probably be next on the list. Landing legs just for stability, and I picture a long-ish ramp dropping down from the hull, just like the Millennium Falcon's ramp, except I suggest centering the Titan's longitudinally, so that the crew exits/enters in the front or the back, instead of on the side. This way, you can have the ramp be a simple hinged animation, and then put a small landing at the top (inside the hull, obviously) with the EVA hatch located there. I hope I'm describing this adequately. The only issue is placement, how high off the ground/close to the rim it would be, because I'm still not sure what you're doing with the cargo area and doors. Ooh, brainstorm! It would be so cool if the ramp somehow could hinge at EITHER end! Meaning, if you're landed on the ground it would work as above, hinging at the hatch end and forming a ramp to the ground. But if you're in space at zero g, it could hinge at the OPPOSITE end, the end away from the hatch, and recess into the hull, leaving the hatch clear to exit. That would be so awesome!! Sigh, I know, it's easy to visualize, but probably impossible to do with actual game dynamics. Oh well, I can dream. Bleh, anyhow, other than that issue, the only other thing I might mention is that the Titan seems a bit sluggish. I know it's a big ship, but that's my point, I feel that it should be about 10 tons lighter to 'feel' right. As it is, I had added over 180 EXTRA torque, as well as a total of 16 RCS blocks, to get it to maneuver close to the way I was expecting. It still wasn't whipping around like a 1 man capsule, nor should it. But like I said, reducing the weight and increasing the torque should help. If you feel these changes aren't warranted, Vlam, that's cool, the ship is totally flyable as is, I can always tweak the config myself. Oh, I also doubled the VTOL engine thrust to 1500 kn, and increased the main engines from 2000 to 3000, but I haven't tested those changes yet, that's for tonight. And I still have no use for the front braking engine, so I just took all engine functionality out of the config, it'll just be an inert placeholder for me until I can convince you to design an alternate module to put there. A small probe bay, maybe? Mini rover garage with animated ramp? We'll think of something, I'm sure. I'll let you get back to finishing the cargo bays, etc. (pretending that you're working on this to the exclusion of all else, yeah right). Now I go work for a few hours and then I'm free to play for the entire weekend, woohoo! Later!
  8. Regarding the Shielded Senior Docking Port: My download only contains TWO parts, the folder for one of the parts that starts closed contains model and mesh files, but no config file, therefore no part. I didn't have a chance last night to see which one, I was messing with something else. Thought you should know.
  9. Oh, tell me about it! They're always one of the first things to explode whenever I go ass over teakettle in a rover, lol.
  10. Um, everyone? There are FOUR gas giant planets (okay, to be accurate, 2 gas giants and 2 ice giants) in our actual real solar system, and we've observed large persistent storms lasting months or even years on ALL of them. So it's not like Jupiter has a monopoly on that kind of thing. Granted, the Great Red Spot has been there for something like 400 years or so, as far as we know, but there's no reason to assume that that persistence is unique in the universe.
  11. So what happened to "Hakari's Hyperdimension Space Junks"? Just curious. As to a new name, how about something like 'Yuttani Heavy Industries', or some variation on that spelling, maybe 'Youtani'? That way, if you ever collaborate with Devogen, you two could become 'Wayland-Youtani'. Just a thought...
  12. @BostLabs Lol, yeah, I can tell! Question: You have a 1 man lander can mounted on top in the second set of pics. Why? I saw you using MJ autoland on Duna without anything on top... anything VISIBLE, that is. Is it just so you could do the EVA at the end? I'd guess, being a prototype, that the EVA and IVA functionality isn't quite working yet. So anyway, 'Enquiring minds want to know'. Also, glad to see that the hull is complete. I wasn't looking forward to a ship with a big hole in the bottom. That's how I interpreted VlamBallas's "No Cargo Bay Doors" remark, anyway. In any event, keep flying, BostLabs, you lucky b@$t@rd!
  13. Coolness! Grrr, I'm so jealous, I work swing shift, so it's like 6 hours before I'll be able to play! Grrrr! Lol.
  14. I don't have a problem attaching them to things... unless you're talking about the visual aspect alone, then yeah, sometimes they look like they're just sitting there hovering above the surface they're attached to. Doesn't really bother me though, they're so small that you have to get reeeeaaaally close to see that, lol.
  15. Okay, fine, that wasn't really helpful. I was thinking that maybe YOU would care to impart a little of YOUR knowledge on this matter, specifically as it relates to MechJeb's 'Attitude Adjustment' module, but it seems that was asking far too much of someone who so obviously has far better things to do than enlighten the great unwashed such as my lowly self. Sorry for wasting everyone's time, I'll not inflict myself upon you any further.
  16. Now, that blue shuttle is pretty cool, I'd be interested in that. Also, to clarify some of my thoughts: B9 parts don't really fit with 'stock' components, they really only work aesthetically with each other. LLL parts are the same way. But the crucial thing with both of those mods is that there are enough parts in each to create an entire ship or plane or whatever, or most of one, so that it has a unified design that looks right. But if B9 had at first released just 5 cockpits and nothing else, I'd be saying the same thing about them. It. Him. Whatever! So maybe it's just that you're a little ahead of your time, Ohfive. I'm sure that once you've introduced enough components to make an entire craft, or most of one, I'll view the parts completely differently. Now, as far as the SSTO parts, bring 'em on! I'm always looking for more/better parts like that. Ugh, even though I'm skirting dangerously close to the RAM limit as it is, with all the mods and parts I already have installed. And thanks for considering 'cleaning up' the current parts, I think they'll look much better just by doing that. You can make them look a little worn, of course, that certainly adds flavor. Not to sound like a fanboy, but once again B9 does an excellent job with this, having worn edges & rub marks, little nicks and dings in the paint, etc. Anyway, thanks for taking my constructive criticism for what it was. And I do look forward to seeing what new stuff you're working on, especially that blue shuttle. Although... suggestion? Consider offering it in more 'traditional' livery as well, i.e. white or light grey on top with black 'heat tile' texture on the bottom. You know, basically the standard NASA Space Shuttle look. For the traditionalists among us. Again, it's just a suggestion. Later, my friend.
  17. Kewl. As always, I look forward to your, and Devo's, new offerings as and when they're available.
  18. Okay, phew, on to new bid'ness, lol. Yay, a release! I'll definitely DL tonight. Thanks Vlam, much appreciated. Oh, don't worry. I won't let you forget, lol.
  19. Oops, I hadn't intended my comment to be a personal attack, my apologies if it came off as such. I was referring more to exactly what you mention, the fact that despite what you or I or anybody plans, real life has a way of throwing a monkey in the wrench, and things don't go as planned. But, to be fair, Sirkut, you'll have to admit that the MSI Animator Plugin, along with supposedly '30 or so different kinds of landing legs/gear' (this is my recollection of a comment from Devo on the MSI thread), has been 'ready to be released next weekend' (again paraphrasing) for, what? 3 months now? It's been quite a while, in any event. Anyway, that being said, I know that you, Sirkut, nor VlamBallas, nor ANY modder 'owes' me or anyone anything. I'm glad you guys & girls work as hard as you do to put up these awesome mods that so many of us find so useful and necessary in this game. All I'm saying is that, when one keeps saying that something is going to happen at a certain time, such as a release, and then repeatedly doesn't deliver on that schedule... well, it's like the 'Boy Who Cried Wolf', you know? After a while, no one will take you seriously. Alright, I know this is off-topic for this thread. Again, my apologies, no personal attack intended to anyone, I was commenting on the mods, not the modders.
  20. Which you can do, as I've just recently discovered. I'm always learning new things about MechJeb, lol. Anyway, open up MJ's 'attitude adjustment' window. One of the few things you can adjust there is the 'Tf' value. It always defaults to 0.3 for me. I've found that if I have a really tiny probe, like a mapsat, setting this to around 0.15 to 0.2 makes the maneuvers much more crisp, and it doesn't take nearly as long to acquire a new heading when executing maneuver nodes. However, for your purposes, M3, try setting the value higher for large rockets. Perhaps 0.7 to 0.9 or even more, you'll have to fiddle with it to find an optimal value for each rocket. But like you were saying, this seems to have the exact effect of 'turning down the gain', so your big rocket stacks (hopefully) shouldn't shake themselves to pieces anymore, or perpetually oscillate around a maneuver node, etc. Anyway, I hope this helps. Good luck!
  21. I WANT to like these parts, I really really do! But the textures are just too... cartoony, I guess, for my taste. And the colors of some of the parts, combined with how they're all made to look really dirty, AND combined with the fact that most of the bigger cockpits aren't shaped like anything else... they just don't fit in with anything else in the game. Yes, I know that there are some adapters now, but that still doesn't remedy the other things. Sorry, I'm just giving my opinion. Again, I WANT to like this mod. I think that this shows a lot of promise, and hopefully somewhere down the road, after a few design revisions, I'll be able to revisit this pack. The preceding is ONE GUY'S opinion, that's all. And it's probably almost worth what you paid for it.
  22. Hey, glad to see you're still with us. Lol. Looking forward to messing around with whatever you have. Like I've said before, this project is about the only sci-fi style ship being worked on or available. Well, there's Wayland's Eagle, but that has... issues. At least for me. Not the least of which is that it's pretty small and can't really carry anything, which shouldn't be a problem for the Titan. And anyway, at this point anything from Wayland or MSI or Infernal Robotics, et al, I pretty much consider to be vaporware. Which, I admit, I had started to worry about this project going that direction as well. Just sayin'. So, both happy and sad for you, Vlam (happy for your new job, sad because of RL problems, hecticness, and no time to play or mod for KSP), but good luck & best wishes for your future. Ttyl, I'm sure. Later! Btw, I think you missed your (self-imposed) deadline. Unless I'm doing the math wrong, with the GMT thing, lol.
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