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Everything posted by Neutrinovore
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I've found the same thing as well. Basically, when you rescale a symmetry-set (like 4 at a time) of RCS blocks, only the one part that you have selected, or 'grabbed', with your mouse will update the thrust information in RCSBuildAid. Same thing with tweaking the max thrust slider, I expect. The thing is, I think that this 'problem' is something inherent to Unity, or at least KSP base code, so I don't think that there's anything M4V can do about it. The good news is, I've found a work-around of sorts. All you need to do is, after you've rescaled or otherwise adjusted a set of thrusters, save your craft as-is. Then just reload it from the save menu, and all of the set of thrusters will update to the new parameters. NOW RCSBuildAid will show the correct information for all the thrusters in that set. The slight downside to this method is that there is a bit of trial and error involved, but I don't find it too onerous. Anyway, I hope this helps. Continuing Happy Holidays to everyone!
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Neutrinovore replied to Yogui87's topic in KSP1 Mod Releases
It works fine. Generally speaking, if a mod contains ONLY parts, without dependencies on any plugins (which is the case with the Icarus), a KSP update shouldn't adversely affect it. The things that can get horribly broken when Squad updates the game are the plugins, and therefore any parts which require a specialized plugin won't work. FYI. However, note my post a little higher on this page regarding the pretty bad lag I experience with most of the animated parts. You may not have a problem, but for me they're basically unusable. To be clear, that's the solar panels, radiators, 'gravity wheel', and all of the docks. Anything that has an animation, as it turns out. FWIW. -
Sorry if this sounds a bit blunt, but do you know what I need more than a (mostly useless) bulldozer blade? Some new/more/better wheels, landing gear, and landing LEGS! Those are things that I wish were being worked on right now. Just sayin'. That being said, though, your stuff is still a 'must have' in my parts catalog, and I never use any other wheels besides yours, so keep up the great work, lo-fi! I'd rather you continue to think outside the box and keep creating oddball things that no one else has ever thought of than just rest on your laurels and never develop anything new again. So even if you're not working on stuff I want you to work on, I'm glad that you keep working on stuff. Hope that makes sense, lol. Happy Holidays, my friend!
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LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
OOOOHH, fantastic! Again, sorry to have been such a pain about it. But that looks great, thank you very much! TweakScaleable, I presume? I can't imagine why it wouldn't be, all your other cargo parts are... Anyway, again, thanks so much for listening to me, us, your fans and supporters. And as always, I'm looking forward to any and everything you come up with next! Later, my friend! -
LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
Hey man, I'm sorry that I sounded kind of harsh, I still love you like a brother from another mother! But I call it like I see it. It's your mod, so it's natural and appropriate that you would and should work on things that YOU find important. So if jerks like me ask for stuff, but you don't find them to be a very high priority, you can and should tell me to go jump. Or, being the polite person that you are, simply take your own time in getting around to it when you're good and ready. I'm okay with this. Really. I was just expressing my thoughts to AD that it's unfortunate that there has been no news of these parts for quite some time, and postulating a reason for the delay. As I said, I was hoping I was wrong, both about the reasons for the lack of developments, and about whether we could look forward to them at all. It appears that I WAS wrong, which is good, so I apologize for not giving you the benefit of the doubt. So, we good? I hope so. Oh, and thanks for the offer of the files to work on myself, but I'm certainly no modder. I can find my way around editing a config file pretty well, but all the intricacies of modeling parts is WAY beyond me, lol! This is why I defer to artists like yourself and all the other talented modders here that make so much cool stuff for casual gamers like me to play with. So, again, sorry for harshing on you, Lack. Wasn't meant as a personal attack. Keep on keepin' on, my friend. Later! -
Wait a sec... If we accept GregroxMun's statement that the FULL SCALE station is 300 meters in diameter (which sounds about right to me), then 64% of that is only 192 meters. Yeah, that's pretty big, it's about twice the height of the VAB, but I don't accept the assertion that 192 meters would encompass the ENTIRE space center. I mean, the runway is 2 kilometers - that's Two THOUSAND meters - long by itself! I think something's going wrong when the parts are getting scaled in-game if it's showing up to be that large.
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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
The new (as of v0.25) stock Mk 2 fuselage cross section has been changed to be symmetrical top-to-bottom, mainly so that the cargo bays can be flipped over to become 'bomb' bays, a feature that a lot of people have been demanding, from what I understand. However, the B9 parts haven't yet been changed to match the shape of the stock parts. I believe that it's planned for a future update, though, if that helps. Personally, I disagree with Squad's and/or Porkjet's decision to change the shape like that, and to remove the black heat tile texture from the bottoms of all the parts, but since they didn't ask me... Edit: Heh, fargin' Ninja bastitches!- 4,460 replies
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LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
Yeah, I don't really think that they care about those parts. I've been begging for them for a long time, and Mr. Wizard has actually done some work on them, from what I understand. But I get the impression that Lack has no use for such parts, and is therefore making approximately zero effort to work on them at all, so they'll never see the light of day. Unfortunately. Btw, the above is my OPINION, and my personal impression of the state of completion of the part(s) in question. If I'm wrong, I'll be happy to recant my position. I HOPE I'm wrong, actually. -
[WIP][1.4.5] VST (Vectura Space Technologies)
Neutrinovore replied to Vectura's topic in KSP1 Mod Development
I'd like to see pictures of ALL of the parts that are available for download, please. Which is another way of saying 'no pics, no clicks', I guess. -
What's to miss? They're just parts, no plugins, so there's no reason that they wouldn't work in 0.25. They work fine in my game, anyway.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Neutrinovore replied to Nertea's topic in KSP1 Mod Releases
Err, I'm having a minor problem. I have no textures on the two new intake parts. In the config, the texture callout doesn't seem to point to an existing texture, or at least the texture that it calls for, 'blank', isn't in the location it's pointing to in the folder hierarchy. The 'blank' texture is in the intake's own folder, but the config is saying that that tex is in the folder for the MkIV-1 Cockpit, I believe. I'm not at my computer right now, sorry. Anyway, I tried a few different changes, trying to reference the right folder path and/or texture file, but I can't figure it out, so all I get are parts that are either solid shiny black, or pure white. And again, just on the 2 newest radial intakes, all the other MkIV parts look fine. Weird. If anyone could post a config that shows the right info, I'd appreciate it. Thanks! -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Neutrinovore replied to Yogui87's topic in KSP1 Mod Releases
Hey, glad to see more updates to the Icarus! I had a chance to check out the new stuff a little bit last night (in the VAB, no flights yet), and I have a few comments. First, the small docks (the ones numbered 1 - 6) still caused HUGE lag as soon as I tried to place more than two of them on the craft. Same for the radiators, unfortunately. These parts don't seem like they're especially heavy on textures, but then again I don't know much about that kind of thing. Also, the solar panels still cause a bit of lag, but not as much as before, so that's good. Anyway, just wanted to note those few things. Thanks for all the new parts, though, Yogui, I've been intending to build a 'Grand Tour / Colony ship' based on the Icarus system for quite a while, and the continuing addition of new parts just keeps giving me more ideas and options. Keep up the great work, my friend! -
Interesting idea. The only problem I can see is that the wheel bay needs to be large enough for the wheels to fit into it, right? So, basically, what you're describing is TweakScale, by my reckoning. I mean, if you make the wheels bigger, the bay needs to be bigger, and the strut/suspension needs to get bigger, so everything ends up staying proportional. I don't know how well TweakScale interacts with these parts, though. Sometimes parts with a lot of plugin modules and animations react badly to being rescaled. As in "Release the Kraken!" badly. We'll have to wait for BahamutoD's opinion on this issue, methinks. Later!
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The thing that really causes the lag is the JSI Transparent Window module. If you simply delete (or comment out) that module, the windows of the rover will no longer be transparent from outside. Unfortunately, they end up looking a dull brownish color, but I can live with that. But if you go to the IVA view, everything will be there, you can see out the windows just like normal, and everything works fine, even the cool HUD window displays. The problem with removing the ASET Props folder would be that there would be some missing elements in the IVA, which could spam your log with errors to the point that your game runs out of memory and locks up and/or crashes, or any number of other Kraken-summoning problems could occur. So I'd recommend keeping the props folder in place and just removing the Transparent Window module. My 2 cents.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Neutrinovore replied to Nertea's topic in KSP1 Mod Releases
Y'know, Nertea, you're gonna have to stop being so awesome eventually, otherwise all the other modders are going to start feeling extremely inadequate. That is, if they don't already. Lol, I REALLY like that new cockpit design! Is that photo a screen grab from a Thunderbirds movie? If so, I don't remember seeing that one. Looking forward to that, and also the new engine adapter and fuselage parts are looking good too! One small request: On the one that tapers down to a flat edge, with no engine mounts at all, how about instead of the rear edge being just straight across, what if it had a slight 'chevron' shape to it, coming to a point in the middle of the part? It wouldn't need to be very pointy, just enough to add some visual style instead of being just a straight line, that's all. Although, ideally in my mind, the angle of the trailing edge of the fuselage would match the angle of at least one set of the now-stock wings, so that we could attach the angled ailerons if we chose to. Or to just match the angle for a smooth design. Anyway, just an idea. Perhaps there could even be BOTH parts available, one straight and one pointed. Alrighty, I'll keep an eye open for the new parts. Later, all. -
Whoops, disclaimer: Wall of text inbound, dive, dive!! Ahem, so, I had a look at the First Light, just checking out the parts in the SPH. M'kay. :/ Not that I don't like it, I do, but if you don't mind I'd like to give a bit of a critique that is intended to be COMPLETELY constructive, alrighty? First, neat design language. It's clean and elegant, a great 'blank slate' for building all manner of sci-fi-ish heavy cargo ships. But, the 'blank slate' thing is a bit of an issue for me. It's VERY white. So white that it looks like the texture is missing when I first load a part into the editor. On further examination, yes, it's textured, and I double checked the PNG's in the files to make sure, but in the game it just looks pure WHITE, man. Which, okay, cool, I get that that's the look you were going for, but it's... well it's sort of boring to me. There's just nothing there for your eyes to examine, everything looks like blank slabs. Plus, I think that if one were to try to attach any other parts, stockalike look or not, the color difference would be really pronounced. I mean, if one cares about the appearance of the ship in that way. I kind of do, which is why I'm mentioning it, that's all. Okay, so, anyhow, I think I've made my point clear on this one. The only other main thing I have to mention is that there just don't seem to be enough parts (YET, yes, I know this is a WIP), to really DO much with the ship, other than figure out how to take off and land with it, and get it to and from space and otherwise fly around with it a bit. Which I will do, have no fear, lol. But with the way the parts are set up now, there seems to be really only one way to assemble them into a working ship. I'm sure you're planning lots more stuff to go with this system, or I sure HOPE so anyway, so again I understand that nothing is 'finished' in the true sense of the word. But yeah, we need cargo bays (I mean, like with ramps that open so we can drive mining rovers on and off, or launch satellites, you know), science labs, just more goodies to bolt on and in, and hopefully a certain modularity in these parts so that we can make a larger or smaller cargo bay, for instance, depending on the mission requirements. Or to maybe assemble things in a few different ways other than simply each part going on line, one after the other. Or, maybe one can, I didn't really spend a huge amount of time investigating every option, so I may have missed something. Eh, just being clear, most of that last paragraph was me spitballing and/or thinking wishfully, please don't think I'm making any kind of 'demands' here, okay? Okay. Oh, one other very minor 'gripe', if you will: the 'universal' docking ports, I believe is how they're described in the config... they're Size 1, which is fine, but that means that they'll only dock with other ports of the same size, i.e. a standard clampotron, or the inline versions of same, or of course other docking ports that interface with those same parts, duh. But NOT with the 'Senior' or 'Junior' size ports, et al, so I don't know that this would be considered "Universal", per se. Just sayin'. Also, the diameter of the port is bigger than a Size 1 clampotron, but smaller than a Size 2, so docking to either wouldn't really look very good, IMO. Oops, I thought of one other thing: The attachment nodes for the HAB module and the... other one, can't remember what it does, sorry... the ones that go inside the frame section, I mean... their nodes are internal, which means that you can't see them in the editor, or at least I couldn't, so it may lead less experienced players to think that the parts won't attach to anything, is all I'm saying. I ended up wiggling them around near the frame when they snapped into position, that's the only reason I figured it out. But then again, I'm not saying I'm the sharpest knife in the drawer, so I don't know, maybe that won't be such a problem. My suggestion would be to simply note in the description how the parts are to be placed, that way you wouldn't need to reengineer the attachment nodes. Whew, okay, I think I'm done now, sorry. Anyway, I do like the ship, Absolution, it's got a LOT of potential. I look forward to seeing new developments in future. Once again, all of the previous post is intended purely as constructive criticism, and is completely and in all other ways my opinion, which very likely is worth precisely what you paid to read it. Which is zilch, for those who haven't been keeping up. Alright, later on, everyone.
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[WIP] Nert's Dev Thread - Current: various updates
Neutrinovore replied to Nertea's topic in KSP1 Mod Development
Awesomesauce! Glad to see you move to a release in a timely fashion, Nertea. There are mods that have been in 'development' for YEARS, literally ever since I started playing KSP, that are still just sort of stumbling along, half done, virtually abandoned by their authors... but not you, sir! You da man! Lol. Seriously though (well, somewhat. ), congrats on getting this great mod done. Or as 'done' as a mod for an unfinished game gets, I guess. Thanks again, and my Rep goes to you today. Huzzah!! -
[WIP] Nert's Dev Thread - Current: various updates
Neutrinovore replied to Nertea's topic in KSP1 Mod Development
Woah, I WANT those intakes! And I don't even build airbreathing spaceplanes, lol! So, now, is the current download updated with those parts, or are we waiting for a new download link? -
[WIP] Nert's Dev Thread - Current: various updates
Neutrinovore replied to Nertea's topic in KSP1 Mod Development
An update regarding my last post: Yep, Nert, you're exactly right. She flies much more predictably now, so excellent job on the lift/drag rework. It'll still flip on you if you try to fly it like a fighter plane, but that's exactly how it should be for a Space Shuttle, right? I've already flown a mission to remove crew from an asteroid research ship, and she (my design, I should say) flew like a dream. I've been looking for a shuttle system that's large enough when finished to carry components to build a 'KSS', and not be like 200 parts all by itself, and I think I've got it now. Again, great mod. I look forward to whatever you decide to work on next, lol! Later! -
Ooh, nice! I shall download ASAP! And the video does look quite professional, I dig the 3d logo. Btw, what's the music you used, out of curiosity? I rather like it.
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[WIP] Nert's Dev Thread - Current: various updates
Neutrinovore replied to Nertea's topic in KSP1 Mod Development
Nice, I'll DL the new update ASAP. I was just playing with the previous release earlier today, and for the most part it flew pretty well, except for one VERY nasty attribute: if I (or MechJeb) input anything more than a moderate amount of positive pitch (i.e. 'pulling back on the stick'), the plane would depart from controlled flight and swap ends very quickly. But, since you mention making some lift/drag changes to some or all of the parts, I think this will solve the problem. No, I don't use 'FAR' or 'NEAR', just the 'Stock Drag Fix' plugin. Anyway, like I said, I'm looking forward to playing with the newest version as soon as I can. Keep up the great work, Nertea! Later all! -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Neutrinovore replied to ferram4's topic in KSP1 Mod Releases
Yep, I'll second (third?) what these gays are saying. I like having the notification appear as the ship loads on the pad, or is coming out of time warp. It lets me know that my ship won't spontaneously explode in the next few seconds. Well, not because of a physics issue, anyway. Lol.- 2,647 replies
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![ 0.25] Oblivion Bubbleship + Drone166 (Wayland Corp.) Download
Neutrinovore replied to Devo's topic in KSP1 Mod Releases
Dude, right on! Speak it, brother!! I'm the same way. I've never played career mode, and I have no intention nor desire to play career mode, ever. I couldn't care less about what part is where in the effin' tech tree. I don't give a flying... flip... at a rolling donut about effin' contracts, or the agencies that run them. I was building ships designed to collect 'science' (small s) before there was even Science (big S) in the game. I kind of always figured that that's why one went to space in the first place, to learn things about what's out there. So yeah, I totally agree, Devo. It's sad that Squad decided to stop adding actual CONTENT into the game, and instead just started making the gameplay more difficult and convoluted by adding all of the aforementioned dreck to 'career' mode. You get my rep for today, sir! Later.