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KSP2 Release Notes
Everything posted by Neutrinovore
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Neutrinovore replied to K.Yeon's topic in KSP1 Mod Releases
It's okay, dude, the important thing is that you're continuously trying to improve, and I must say you're doing a fantastic job so far! We'll cope. Thanks very much for the update. Oh, and for stali79, I believe that those are intended to be windows. -
I just very briefly checked out v0.7 ingame, and the RCS Translation controls didn't seem to be responding to keyboard inputs. That is, I could click the button in the RCSBA window to change between 'right', 'left', 'up', 'down', etc., but using my keyboard input for those same translations (i.e. the default 'IJKL' keys) wasn't changing anything on the RCSBA display overlay. Although, since I don't have those default keys bound as MY translation controls, I didn't try the actual default keys to see if they would work. Anyway, I just thought I'd mention this real quick, I need to do more testing, and if I can't figure out what the deal is or whether it's me that's doing something wrong, I'll report back. Later! Oh, and thanks, m4v, for updating this 'must-have' mod! Update: Yep, for some reason the new version isn't recognizing anything other than the game's default keyboard inputs for RCS translation. I double-checked my settings, and my keys are still bound to my own preferences, so... This isn't a horrible game-breaking glitch, I can use the other keys if I have to, lol. But I just thought I'd let you know the situation. Everyone enjoy the rest of your weekend. Later!
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You know, everyone, this DOES work in 1.02, it's just not OPTIMIZED for it. I've been using it ever since 1.02 came out, and while some things don't work quite right the basic core functions still work the same as always: balancing the craft for both RCS translation and thrust torque. Just sayin'.
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[DEVTHREAD] Deep Space Exploration Vessels
Neutrinovore replied to Angelo Kerman's topic in KSP1 Mod Development
Oh, THAT'S why the fusion reactor is smaller than the engine!!! I didn't realize that I was supposed to put it INSIDE a hex truss! I thought I was having some kind of scaling problem, lol. -
Naw, I think it looks pretty good, Sophia! My only comment would be that I think the glowing bits should be blue instead of green. Same for the engine exhaust effects. Why, you ask? Well, for one, I like the color blue better than green. Two, I think it would fit more with the original IXS parts, the warp rings have the blue glowy lights on the inside, and also ZZZ's parts glow predominantly blue, with just a little bit of red. Just sayin'. Looking forward to trying out the new stuff as soon as I'm able. Later!
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[DEVTHREAD] Deep Space Exploration Vessels
Neutrinovore replied to Angelo Kerman's topic in KSP1 Mod Development
Heh, well, I'm not certain that MJ's delta-v calculations are totally accurate, it's been funky ever since the new drag/aero model was updated with v1.0, so... -
[DEVTHREAD] Deep Space Exploration Vessels
Neutrinovore replied to Angelo Kerman's topic in KSP1 Mod Development
I just spent the last several hours constructing my best guess at the Discovery II, based on the Imgur pictures in the OP. I really should be sleeping, but I love building ships in KSP... Anyway, I think this will be a pretty efficient ship, both in terms of Delta-V AND parts count. I mean, I have a tendency to start adding greebles and antennas and other stuff that probably isn't strictly necessary for a Jool mission, for instance, but all I really had left to add before the game crashed (don't worry, my game does this regularly, I have a middling-performance PC and a LOT of mods installed, it's nothing to do with DSEV) was the RCS system, and I had barely cracked 100 parts. MechJeb was reporting that the ship had over 140 THOUSAND m/s of vacuum Delta-V in Pulsed Plasma mode, so I may actually try to use this ship without my usual 'infinite fuel' cheat. Anyway, tired, off to bed. But my original point was that I too am interested in an example craft file to be included in some future version of the mod. Keep up the great dev work, Angel. Looking forward to further releases as and when they're done. Later! -
Well, that's a lot more 'extraplanetary rover wheel' looking than the previous version, Abso... Me Likey! Although, a quick first impression: It's a bit 'Aliens APC' looking. Which isn't a bad thing, in my opinion. Keep on keepin' on, Absolution my friend. Later!
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Oh, well, thank YOU very much! Yeah, I hadn't considered that. I think the only way to solve this issue would be to place each part individually, instead of with symmetry. That way each one would be independent according to RCSBA, but I can see how that would be a pain in the @$$ to place them correctly in some cases. In any event, I'm glad I was able to help at least a little. Later!
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Just putting in my 2 cents here, but I think this is probably a limitation of Unity/KSP itself. It should be relatively easy to work around the problem, though, here's what you do: Set the RCS arms in the position you want to check them in, then save the craft in that configuration. Leave the RCSBuildAid window running, and just load the craft file back into the editor. The thrust vector transforms should update to the correct locations, and you'll have the information you seek. At least, this method has worked for me pretty reliably in the past. Anyway, I hope this helps!
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As Neutrinovore pointed out, 2m cargo bay can hold quite a lot. I see what you mean, but I don't think it's too high: actually, it is lower than the ceiling of the inner frame that is covered by the doors. Here that ceiling is continued all the way through the wall (yellow-red line): http://i.imgur.com/MgdmS2p.jpg And I can raise it even more. Oh, and thanks, folks! Yep, you're right, I stand corrected. For some reason, in the pictures in the OP, the door looks too high. But when I actually got in game and took a look, it's fine. So, disregard my original comment, and carry on with what you were doing.
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[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Neutrinovore replied to Lack's topic in KSP1 Mod Releases
"halp"? Do you mean 'Help'? Help with what, your ship design? I think we're going to need more details (as well as more grammar, punctuation, and spelling while you're at it) if you want anyone to 'halp' you. Honestly, though, I'm pretty sure that the problem lies somewhere between your keyboard and your chair. -
Would that not be the small S2 cargo bay? Or am I not understanding what you mean? Also, not to nitpick the OP, but on the docking port, which I am TOTALLY downloading BTW, the 'door' on the face of the part, where it attaches to other parts I mean, well, the door doesn't really make sense vis-a-vis how you have the docking port modeled into the top of the part. Meaning that the way the part is now, the 'door' on the face is way too high. Not that you have any control over that when re-using B9 textures, I'm just saying. Again, a minor point that I'm more than ready to overlook, seeing as how I'm going to be using the part and all.
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[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
Neutrinovore replied to benjee10's topic in KSP1 Mod Releases
I've been following this thread from the beginning, and for a time I even had the parts in my inventory, but I just watched the movie for the first time last night... Meh. But the visual effects were fantastic, obviously, and this mod is indeed a very faithful recreation of the ships from the movie, so bravo Benjee10! I'll probably reinstall it again when you've got most of the hab and science modules released, because as of now there's just really not much to 'do' with the ships by themselves, you know? Anyway, my $0.02. Again, kudos, and I look forward to continued development of this extremely high quality mod. Later! -
LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
This problem is a symptom of some changes made to the last TweakScale update. All you need to do is remove all 'minScale = x' and 'maxScale = y' parameters from the LLL ModuleManager TweakScale .cfg file. The reason I know this is that I was having the same problem, and this fixed it. I got this solution from reading both this thread and the TweakScale one, by the way, it's not like I'm some super-genius and thought this up all by myself, lol. Anyway, this should help. -
Ah, I see, just coincidence then. Cool.
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Always nice to get updates, my friend. I'm only speaking for myself, but I suspect it's true of others as well: It's cool, we can be patient when we must, but of course we're always eager to have new toys to play with. The important thing is to get it right, not to just get it out. Just as a reminder, I hope you're still planning to add more parts and/or functionality to the First Light. I'd still like to use that ship for more than just flying around. Also, I take it that the name is from the 'Spinward Fringe' series of sci-fi books by Randolph Lalonde? Good stories, although your ship doesn't remotely resemble the vessel in the books. Anyway, just thought I'd ask. Later, and keep on keepin' on, Absolution!
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Neutrinovore replied to BahamutoD's topic in KSP1 Mod Development
A few comments: I've tried numerous times to use the HEKV space missile to clear debris, and it doesn't work. I mean, it fires and hits the target (usually a piece of fairing or a stack separator ring, but sometimes I like to take out an entire ship I'm not using anymore. AFTER safely shuttling the crew off, of course!), but it doesn't actually DESTROY ANYTHING. It blows ships apart, but then all of the individual parts are floating around in a debris cloud, which is the exact opposite of what I'm trying to accomplish, which is REMOVING debris. As for fairings and other single parts, it just knocks them around the sky without damaging them at all. I've fired a good half dozen missiles at ONE fairing piece, and each time it hits, but doesn't damage it at all. If I shoot the debris with one of the gatling guns, it goes POOF almost instantly, as one would expect. The ABL works too, but it's surprisingly slow to destroy smaller items, and the targeting system doesn't seem to like it if I have more than one ABL aimed at the same target. I just thought I'd mention this issue in case anyone else was having the same problem, and had figured out how to fix it, or if this is just the way this mod works. Later. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Neutrinovore replied to K.Yeon's topic in KSP1 Mod Releases
Hello there, K. Yeon and all. I hope all is well in OPT-Land. Just a few comments, requests, etc. This post is basically just going to be me poking 'K.' with a stick to see if we can get more excellent parts sooner rather than later, lol. Anyway, here we go: First, I really like the new wing parts, the only problem is that there aren't MORE! More sizes, more shapes, everything. Also, I think it was pretty darn creative to give the option of having a fixed wing, or switching the texture to leave a cutout for the Squad Stock control surfaces to slot right in. Brilliant. Genius! A few critiques about that particular feature, and the wings in general: I'd like to see the thickness of the wings match the thickness of the stock parts more exactly, as it is the elevons are just slightly thicker than your parts. Doesn't compromise function, it's just a visual thing, barely noticeable, but noticeable nonetheless. In addition, I really do feel that you could and should create LARGER control surfaces, and the wings/fins to accommodate them, because I've found that, with some of my larger spaceplane designs at least, having just that one tiny little elevon at the rear of a wing or fin just really doesn't give much control authority for wrangling a large (I'm talking 100 ton plus) spaceplane around the sky. How about this, create 'all-flying' versions of all of the existing parts, that would give HUGE control authority! 'All-Flying' means that the entire control surface pivots on a base part, instead of most of it being fixed with just a small elevon at the rear. For reference, see... well, just about all modern fighter aircraft designed in the last 30 years, actually. I'm thinking of the F-22 Raptor, the F-35 Lightning II, the F-18, F-16, F-15, F-14, the list goes on and on. All of those planes have at least one 'all-flying' tail control surface. Anyway, I think you get the idea. Now, some things (new parts, or additional versions of existing parts) that I've found myself in need of lately as I've been building various designs: Of course there's the 'K' cargo ramp, I know that's being worked on, just reiterating that request again. I also feel the need for 'half-length' versions of a few parts in this pack; 'J' and 'K' fuel tanks and cargo bays both are primarily where I'm going with this request. Also, I find myself looking for 'J' and 'K' sized reaction wheel modules, the only parts in this pack that have reaction wheels are the cockpits, and that's usually not enough torque for a really big spaceplane. Maybe you could combine several features into a 'service module' part the way the MK4 mod has done, meaning that there could be a thin part that has reaction wheels, monopropellant, and several thousand units of electricity combined. I don't know, just an idea. Oh, also, how about a version of the new 'Valkyrie'-cockpit-to-'K'-ADAPTOR part that does NOT have air intakes? Not that I dislike the part now, but sometimes I want to use other types of air intake designs, or no air-breathing engines at all, so I don't always need the built-in intakes on the adaptor part. That way, that huge part can carry a variety of things, like more fuel, passengers, you could do a version with an integral docking port as with the 'J' part, there's lots of things that it could be used for. Okay, well, it's getting late here, or rather, early, and I'm tired, so I've probably forgotten a few other things I wanted to mention. But to reiterate, these parts are fantastic, and I'm looking forward to getting some new parts (hopefully) soon. Keep up the great work, K.! Later! -
I don't recall anyone else mentioning this, so I'll go ahead and throw it out there. The 'Reverse Gimbal' Tweakable is really pretty cool, especially when I'm designing more unusual types of ships where I want to put some engines ahead of the CoM. BUT... (you knew there was a 'but' coming, I hope), but, I can't for the life of me conceive of a situation in which one would EVER want to reverse ROLL control inputs. Think about it. If the purpose of reversing the control inputs is to generate steering commands using engines ahead of the CoM, the roll inputs are still going to be the same. Let's say I want to yaw my ship LEFT. So I want the engines behind the Center of Mass to angle to the LEFT in order to force the tail to rotate to the right, thus yawing the ship to the left. I want the engines ahead of the CoM to angle their thrust to the RIGHT, in order to push the nose of the ship LEFT, the direction I want to go. So far so good. BUT, if I want to ROLL the ship to the LEFT, or shall we say 'Counter Clockwise', then I want ALL of the engines that are not directly in line with the axis of thrust to angle in the SAME direction, DOWN on the right side of the ship, UP on the left, to the right on the 'top' of the ship, etc. In this case, it doesn't matter where the engines are in relation to the Com. Got it? Anyway, long-winded explanation, I know, but I wanted to be as thorough as possible in case anyone else reading (other than the developers, I mean) wasn't understanding what I was trying to say. So, my point is, is there any way to have the 'Reverse Gimbal' tweakable act ONLY in certain axes, such as yaw and pitch, and leave roll control inputs unmodified? Since I know less than nothing about computer programming I'm genuinely asking if this is possible, and if so whether it would be relatively easy to implement. That's all I had for today. Later, everyone!
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[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
Neutrinovore replied to benjee10's topic in KSP1 Mod Releases
Yeah, well, I'LL say that digital piracy is still alive and well. As if that's a surprise to anyone...