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Link

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Everything posted by Link

  1. http://forum.kerbalspaceprogram.com/threads/59005-0-23-5-Release-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs! Then you can install a few more than 23
  2. Heads up, as of v0.2, the issue you had will no longer exist, but you'll have to wait a small bit for it because 0.2 isn't being released(see below) Im blaming you for me not releasing v0.2! Thanks a ton for bringing this to my attention, as it solves quite a few questions for me. There was one particular thing that has been bugging me which this should solve! No, it does not extend the ladder as of right now. To be honest, my current tests I've done actually turns that light off. Ill do some debugging to figure out why. Ill hold off actually having the ability to extend them until im further in development(ie toolbar integration).
  3. OMG I love you(and sirkut)! That will make everything go so much quicker.
  4. Thanks! It certainly is addictive. Looking through the assembly browser is tough on the eyes tho. So much stuff and so little commenting inside. Im litteral on the edge of a revision release but there's one light that is evading me left and right. Don't know if its because the skybox has a selflit texture or what(still learning terms). Im actually looking at making a shader right now to see if perhaps that will solve my woes. Kinda leads me to want to make a new plugin for modders so we can just skip the menu and get right into the space center.
  5. What's going on is the scene reloads......kinda like exiting and reentering the vab. Its intentional at the moment.....mainly because I have no clue how to restore everything once I got rid of it lol. Your ship shouldn't of vanished tho. The only reason I can think that it did is it wasn't autosaved before reloading. The good news is, it won't be like that for long. Toolbar integration will be making its way in. I'd rather get rid of the hotkey that way it wont screw with any other vab enhancements(like editor extentions.....which currently doesn't use L)
  6. That's actually my aim. Slider to adjust all the lighting, and a little toggle to turn on the ship lights. Possibly a dimmer on them too(set rgb for all maybe and save?) Learning as I go and catching on quick. Finding some neat things I'm trying. Hopefully the "final" release will be something reputable
  7. Working on getting back to that point Ended up taking a different route and got to this point, and figured since it's working I'd put it up. Working on various tweaks now to restore the vab again(and make that lonely bit in sph.....not lonely)
  8. Certainly before my time, but why don't you download an older version and find out yourself? http://forum.kerbalspaceprogram.com/threads/24858-Old-versions-of-KSP-%28some-versions-still-wanted%21%29
  9. Yea, that happens when I'm burning a hole in the forum with my eyes Pleasure is all mine. It gives me a challenge other than wrecking into another planet! I'm glad there haven't been any bugs -yet- I've only really tested it on a stock install. Hopefully, further development will go quickly. Next release should have integration with blizzy's toolbar, and the toggle on that, and maybe even still have the background, with everything dimmed(or maybe replace it with space?), and other small tweaks. Currently, it's hard-coded to use the "L" key, which isn't a default key-binding(for vab/sph) in the stock version. Thus for best mod compatibility, I've gotta get it onto the toolbar!
  10. Please note that I do NOT have lod installed for testing out ATL I figured there would be issues so I didn't even attempt to try it. Don't get me wrong tho.....I was tempted to test the compatibility between the two Still a bit confused why there is an issue with EVE, if the issue is even with eve. I'll be tracking down the error tonight to see which of my mods broke ATL. My next test will be just one mod +atl for each test, to determine which mods will cause an error(aside from eve) In the meantime, mind writing us a small guide on what each of the settings do? I felt pretty dumb looking at it so I just used the default setting
  11. Time for my unsuccessful results...... There's my mod folder, or rather the one with ATL installed. My first test was using the exact same mods, with LoadOnDemand and ATM aggressive. According to process explorer, the private byte usage was 2,612,840. This was while loaded with the KerbalX on the launchpad. Upon using ATL, and following the directions to get it up and going with ATM, I manage to get to the space center, but upon trying to launch a ship(kerbalX), the game peaks out the memory usage. It also spits out the same error in my debug log as the person above. "Texture '' has no data (Filename: Line: 995)" I have exactly 259,079 instances of this in my log. Unfortunately, I had to force quit the game, so no crash log(or atl.log) was generated. Upon looking at process explorer(before quiting), my private byte usage was well over 3,500,000 I will try again later and see about adding each mod 1 by 1 to see if there's one specific one doing it. Seeing as me and MilkDust are both using EVE, I'm suspecting that. But, I will update you with my findings!
  12. Surprisingly, yes. Confused me silly when I first saw them come on. I had to right click to find out it really does have a light. I never knew it till I started this
  13. That's essentially how it's really done, or at least that's my understanding from the years of playing flight simulator. I'm sure a real pilot could chime in better. Unfortunately for me, and my time playing in flight simulators, I sort of tackle planes in ksp the same way as my flight simulators. I'll do a 15-20 degree bank roll, let my prograde turn and use my rudder to try keeping my nose level to try not gaining nor loosing altitude. On stock ksp, I have severe issues trying to use rudder controls, as I usually end up loosing control. Obviously FAR fixes *most* of that. Quite honestly tho, since it is just a game, it's all a matter of preference and controls available. I use a joystick, so it's much easier for me to roll than trying to use Q or E. Also, using just your rudder to turn can lead to some proper instability. While not exactly noticed in stock, it's noticed with more realistic aerodynamics. Personally, I consider the rudder to be used for small course corrections only, not for large deviations from the current vector. But again, I guess it's all more of a personal thing. I hope this helps a tad
  14. Absolutely downloading now! I'll post up my results by the end of the day.
  15. I had just started learning myself, and all I can tell you is no. Your best bet is to head over to unity3d.com and go through their scripting tutorials. Afterwards, click: http://forum.kerbalspaceprogram.com/threads/25013-Compilation-of-modding-information-links-for-0-19-20-21-22-23-Last-update-24th-Jan That has a lot of useful KSP specific information. Other than that, unfortunately, there is no real tutorial made yet. I doubt there ever will be either. All a tutorial can currently do is tell you how some of the ksp stuff works, in which there is documentation in the above link(posting link below for ease). Since c# isn't a ksp specific programming language, there is no real need for a tutorial to be made. All we need is more documentation http://anatid.github.io/XML-Documentation-for-the-KSP-API/annotated.html ^^thats pretty much what I've been using, plus the tutorials on u3d
  16. Seems the whole topic vanished. Perhaps it's because you were replacing the default loader or something? I was just about to download and test it as it seemed like a pretty damn good mod! May be a bit to get it going, but I'm sure it'd have been well worth it. Once it's back up, you best bet I'll be trying it out! Edit: so confused. How in the kerbalverse did Space_Kraken become the first poster o.0?
  17. Already checked out the sticky......which is why I mentioned it About the lights being delicate........they are a bit tougher than you think! I've dropped quite a few while making this, and none broke yet. But I do have spare bulbs just in case!
  18. This thread is to provide user's a first look at a new mod I am creating, "dimmableVAB". This is a work in progress, and not all features are implemented yet. In addition, there is still quite a bit of work to do. But hey, for someone that doesn't know what they are doing......I'm making progress! So, let's get to it! Above is the current preview of the mod in action. This will basically remove all of the background, and turn on the ships lights. Unfortunately, as you can see, I haven't implemented the toggling of the B9 crew bay lights. *MOST* lights should successfully turn on, including the stock landing gear light. Everything can be found on github. The zip file contains a readme, and all of the MonoDevelop project. The main source is easily viewable on github as well. Have at it, and let me know any errors you encounter, any suggestions, anything you can think of! As said, I don't know what I'm doing, and just crammed c# and unity in the last few days while making this. PLEASE read the readme, as it contains some useful information(including usage and how it works). Source: https://github.com/linkerovx9/dimmableVAB Download: https://github.com/linkerovx9/dimmableVAB/releases To SQUAD: I really have absolutely no clue what I'm doing, so if anything goes against the EULA, please let me know. Everything *should* be public members tho. Currently licensed under the BSD license.
  19. I believe the last update had a name But, it doesn't REALLY need one. It's not like NASA played a part in it......or did they?
  20. Update: predicted drop time is in about an hour from this post. Right now, not much to look at
  21. Probably not the most logical way to do it, but I first create my transfer manuever node, and then I create another one by where im transferring. I look at 'time till node' for the second to find out how long the travel will take. Life support wise, little more to it since you need to figure out how long you'll be there till you can get back, which is a pain. I still haven't come up with a way to figure it out. So many kerbals have died *sigh*
  22. Kerbal Space Program: What's Your Career? Sooooo can't wait.... Edit: WAIT........can I submit another name? Kerbal Space Program: What Would Jeb Do?
  23. I have never had a problem with FAR and DRE except for me being a bad pilot. So two main questions come to mind: What is your starting apoapsis? Where do you put your periapsis for aerobraking? I opt for a slow aerobrake, keeping my periapsis around 40km for any descents above 150km. This will bleed off a lot of velocity without being in the thick of the atmosphere.
  24. Ok, after reading through the topic again and a fresh cup of coffee, let me see what I can do this time to help you. Let me go over how I build my shuttles, so hopefully you can get this one going right. First: Build in the SPH, NOT the VAB. you can easily move your craft files over, or rotate the whole craft to face up in the sph. Second: Build EMPTY. Since your main issue is return, right click on your tanks and empty them all and see how your CoL and CoM moves. ADJUST NOW!!! Don't worry about taking off, since that isn't your problem. Build with your return in mind. Once you have it looking balanced while empty, then you can go ahead and fill it all up and build your launch vehicle. You're having problems pitching up? LOOSE the fuel in the front. All that weight up there will keep your nose down. Use TAC fuel balancer to dump it, or if you did what I said about the two LFO tanks, shift the weight around. Seeing as we haven't seen your craft horizontal, how about some pics of the CoL and CoM with the craft near empty, or what you would expect it to have during return. This will hep us all better tell you where to move things. Still, keep in mind to build for your return, and not your ascent. I know you said you have experience with spaceplanes, but I still recommend you go read the following link: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures If you're using FAR, run the little graph thing that scott manely showcased in the one episode "RAPIER engines." Personally, I have no clue what that stuff means, I just look for that one line that goes under everything to judge stabability and to know how much I can pitch before loosing control. I hope this helps in some way for you. Just remember.......build for the return....and don't forget the little tricks you can do!
  25. Three ideas: google "Buran" Use the 4 boosters on your wings(they don't look THAT bad) Download "spaceshuttle engines" and rip your hair out making it like the real shuttle LethalDose made a very good point about no pitch authority. That's probably going to be your issue
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