Jump to content

helldiver

Members
  • Posts

    677
  • Joined

  • Last visited

Posts posted by helldiver

  1. Suggest you read what I posted a few posts back. It's probably hanging trying to process some new file types that Squad has and crashing ATM

    edit: Also, if you look in ActiveTextureManagement/textureCache/Squad/, how many folders do you see? If it's the same problem I'm seeing then it's hanging trying to process the Agencies folder, which seems like just a bunch of icons for the varies agencies. one of the file types is *.truecolor

    Mine is hanging on PodCockpit/Model and Spaces/Podcockpit.

    I removed a few of Squads folders of stuff I don't use (all the internal ivas, aerodynamics, command, and wheels). Also removed all squad props, loaded fine after removing that stuff.

    BTW, I got the same hang up with ATM removed.

  2. KSOS is crashing, and although I thought it was Firespitter, I seems to be running out of memory when loading squad parts.

    Removing all of Squad's parts allows me to load and fly just fine. So I'm guessing ATM isn't fully .24 compatible or is causing issues?

    You shouldnt have to use ATM on 64bit as it can access more memory how much ram does your pc or laptop have I have to use it under 32 bit but under 64 bit I dont currently sitting on 4 gig of ram used

    32gb ram.

  3. 0.24 compatability

    Seems to be strange at the moment. I had to remove my squad folder because it wouldn't load and get stuck on Squad/Spaces/PodCockpit/Model007

    Despite the warnings, I was able to load and build a KSO just fine.

    RPM that comes with KSO works fine

    No problems with the KM_Gimbal

    I'm not sure about hotrockets. Currently testing (I had it removed when I ran my .24 tests just now).

  4. Amazing work. Nice livery.

    Did the Kerbostar end up sitting three kerbals wide?

    Sadly 2... I'm crossing my fingers for 3, won't know until later today.

    keep in mind that unlike other helicopters that almost require a co-pilot the as350 which this is loosely based off of, doesn't need a copilot.

    The real deal seats 4 wide. But kerbals are so disproportionate it's tough to fit without scaling things to look off externally.

  5. can Helldiver just tell me what he thinks about medical livery.

    Kerbostar parts list

    Click to view larger image

    5kknmr7.jpg

    -Got all that done during the stream

    -Not shown is the wench, since I didn't know if ladder colliders in KSP would collide with the ground or not. Will knock it out tomorrow.

    Click to view larger image

    b0Q38ES.jpg

    Click to view larger image

    PCGJdSH.jpg

  6. Boobs. I mean large round fat-filled sacks, of course they'd have mammary glands.

    Let's not go all Female-Kerbal argument here or the thread will be locked.

    You're the one who brought up the issue, dude. :/

    And lets end the discussion on that.

    But to clarify:

    -I slap what ever I want to the side of my mods (obviously within the confines of good taste and so long as it remains within the rules of the KSP community)

    -If you don't like that, please don't download it. This isn't an official mod, a pay for mod, or a KSP expansion. Simply don't download it :D

    -Better yet, the pack comes with multiple textures you can switch. I won't be offended if you don't use it.

    -And finally, my vision of KSP is my own. As I stated in the Kerbal size measuring discussion earlier. And this is my rendition of pinup art on the side of an aircraft.

    And that's it for the discussion in that regard.

  7. Walk around, Kerbodyne Gyronautics Kerbostar

    -Tail will be separate.

    -Tail Rotor separate part.

    -Turbax Turboshaft and Main Rotor all one part.

    -Fuselage separate part.

    -Skids separate part.

    -Not shown: Spotlight and Dome Camera.

    Javascript is disabled. View full album

    and introducing K-SEE News reporter and model, Kim Kerman:

    ctahZz5.png

    -Kim K. will be released as a PSD kit similar to the KSO Patch Kit allowing folks to recolor, repost, change her hair, use her as pinup art for the side of their aircraft, etcetera. In the meantime you are free to use the above png in your signatures, edit it, repost it, do as you wish :D

    The pinup artwork on the side of the fuse was inspired by the "Lilymarie"; http://img11.hostingpics.net/pics/5222039501.jpg

  8. Ah, here we go.

    Thanks for the wonderful mod, LE texture or not. :)

    Quite simply, ask someone who has a copy of it via PM to send it to you :D

    And regarding the later. I assumed people would only use it for a limited time and then just revert to the normal one. I never thought it'd be that popular. It's like real aircraft; you don't see them at the airport in the Boeing promotional liveries... :confused:

  9. I think the two of you (and others) misunderstood the purpose of the Limited Edition texture. I explained in the Stream I did leading up to the release as well as on the thread a few times, but it may have gotten buried and I can understand that not everyone watches the stream.

    In short:

    -The sole purpose of the LE was to reward the folks that had followed the development of the Super 25 including participation in the twitch stream. This was important to me since I liked the feedback and helped shape changes to it. (Name suggestions, design suggestions and ideas, NASA vs. Buran discussions).

    -As a reward for being the first to download what I knew would be a buggy, difficult to fly, and game breaking (which sometimes happens), spacecraft during those release days.

    -I didn't want it to be seen as a normal texture for the orbiter. Not only is it not realistic (painting expensive metallic tiles?), but it just wouldn't make sense that they'd fly up with all those decals stuck to the side of it. Hence once I put it up for a while, I deleted it (I don't have it on my backups or PC anymore as of 3.09). The Limited Edition texture or the Beta tester textures are not part of the mod

    -And finally: Limited Edition, special, or what ever textures create a problem for me when it comes to updating. That's why it was limited. If I change UVW coordinates, change the mesh geometry, or do any change that requires a rebake, the LE texture would also have to be updated (the big contention at the time was the addition of the extra front RCS nozzles which were tentative. The plan was to remove them, they've stayed but I'd like to do further tests without them).

    It would not apply to you guys now since well, I think most of those glaring bugs have been fixed I hope. In other words, it was a thank you for putting up with what could be a buggy mod those first few days.

    It seems a little unfair that the people who actually couldn't get it won't be getting it simply because helldiver decided to do something so stupid that had nothing to be gained from.

    Please, stop saying that a week is a long enough time for people to get it.

    -This is incorrect. I now have two members of the KSO team that have provided invaluable feedback and one that has done significant improvements to how all of you will be able to receive and install this free content. That includes the splitting up of the mod into separate packs, as well as an intuitive installer. This is coming in Phase IV. Would they have joined otherwise? Who knows. Regardless I think and strongly believe having rewards like that incentivizes the KSOS community to use the mod, discuss it, and help improve it. You don't need the KSOS to play KSP, I don't get paid for you downloading KSOS. My only reward are the fans that use it and want to see more of it. These are the toys I want to play with when playing KSP, and I get some measure of satisfaction knowing others out there are also using it.

    Now this may sound a little harsh, but take it in the spirit in which it's intended; I don't particularly care for the bulk of the KSP mod using community that don't use KSOS. I've alluded to it many times so it shouldn't come as a surprise. KSOS has never really been a parts pack, nor is it really what the majority of KSP Mod using players want. As such, I'm not really going to make the general KSP community happy, so I'd rather concentrate on our little community we have here.

    The majority of folks that download KSOS install it, try it, and then uninstall it because they can't take the lifter, orbiter, or support pieces apart. KSOS really isn't for them.

    Now then, if the KSOS community (you, and the others that download and use KSOS) want the LE texture up again and there is enough demand from everyone, then I'll put it up again and/or have Freeman make it part of the alternate installs. The problem with that, is that it creates a lot of issues for me which I explain above and creates a precedent. Which makes me not want to do any more LE textures since it creates more stuff I have to manage when making changes.

    Yea, actually, I am telling you that.

    I could easily make judgements about you and your bizaare disconnected perspective, but I'm going to refrain. What I can say, though, is that checking a random forum topic once a week is a huge assumption to make on someone who works for a living and has a diversity of interests. I work 60-80hrs\wk, and do a multitude of things in my spare time - at the moment, I'm finished with KSP until .24, of course I'm not checking every modding thread in the forum on the offchance that some modder makes a somewhat crazy decision to withdraw the release of a component of their mod.

    The LE Texture is not a component of my mod, unless it becomes part of it as explained above. If that happens, then I'd rather just stick to the main texture used by the models in the mod.

    ...and

    Every time the term 'license' comes up in the same sentence as 'mod', I have to suppress a snicker of derision. I'm not sure what started this obsession, but it certainly wasn't around when I started modding. I acknowledge that it is something that *can* be done, of course, but I still think it is absolutely ridiculous.

    Some of us don't have the luxury of lurking on the forums constantly.

    Correct, and it's not meant for you. As I said above, it was a reward for those people following the release that week (which got delayed into another week) and were logging into the stream.

    The license we're using started to come up more and more since the DMCA. Before that most modders didn't put a license on their stuff (or were using the old share-alike). However, every mod back then had some form of copyright, particularly any mod for games that were technical (flight simulators or racing simulators).

    So here's what would happen; you'd have some magazine that would include a CD with everyone's mods in them. Magazine got to charge, but none of us would get any money for it. Happened with Quake, Microsoft Flight Simulator, and on and on. You had very serious mods that required hours of research, suddenly show up on the back of a magazine CD that would charge. Mod authors got nothing from it.

    Do you think that's fair?

    Anyhow, after a few lawsuits (I can't be bothered to look it up at the moment), this all started to change. I believe these lawsuits also covered things like volunteer moderators or game guides. Mods have also significantly improved since then. Take a look at KSOS. Would you consider that the quality I put into it is on par with a DLC Squad would put out, or some indie company's game? The reason for that quality and effort in my part is the protections provided by the Creative Commons license.

    And you're right I don't get paid, meaning the only cookies I get is the thank you from you guys, the support, and the donations.

    [edit]Regarding sharing of textures

    I think there's been some confusion regarding that as well.

    -I've never said you can't share resources, what I asked earlier in the thread was that it be taken to PMs. This is because at the time, the KSOS was just phase 1, we had bugs to sort out, and numerous reports on things working or not. Suddenly you had a bunch of folks posting their alternate textures and other folks asking where to download and so forth. In the interest of keeping the thread relevant to bug reports, config file improvement sharing, usage sharing (which has been priority for me), I asked to take such threads to private messages. The core textures were also being changed and updated, hence why I discouraged it (see license details regarding no derivatives).

    -The license does not allow you to make changes to any KSOS resource (it's art, 3D models, and now sounds) and share publicly. That is different than you wanting to share an unmodified LE texture with Enneract or TheSonicGalaxy. I'm fine with that, just ask that it be taken to PMs in the interest of reducing confusion or spam on the main thread. :D

    -And finally (in the interest of reducing the PM spam I get). If you make a change to one of my textures and you want to share it with a friend(s), I'm ok with that. But keep it in PMs

  10. It kinda peeves me how whenever it gets below 100 m/s if you do any maneuvering that doesn't involve going up the aircraft picks up speed, gotta love ksp physics!

    Yeah it's a crummy balancing act.

    If I lower the lift values by just a few decimals, the orbiter will want to just drop like a rock. It's where it is now to allow some leeway and margin of error for folks that don't come in perfectly right. The way I figure; folks that want "realistic" flying characteristics will more than likely have FAR and DRE going, which uses its own numbers pretty much. The rest of us on the other hand that'd rather it be easier with some forgiveness are fine with the ballooning effect that sometimes occurs.

  11. Heyo helldiver!

    This is as good time as any to show off the new ~1.5m scope:

    http://i.imgur.com/QRnsMHY.png?1 http://i.imgur.com/z6cxqp1.png?1

    I'm calling it FungEye at the moment. As you can see, it fits nicely in the standard shuttle's bay. It also contains its own processor mount! I've left plenty of room for fuel systems, robotic arms, or whatever else you want.

    I've also discovered that since the cargo bay is no longer required, and the processor mount is now surface attachable, you can actually already fit a full sized scope in the EWBCL shuttle:

    http://i.imgur.com/Wpn3VUg.png?1

    It's not the prettiest option, but it works. You could even add a docking node underneath the scope and fly the cargo bay up later in a servicing mission.

    EDIT: But if you want to make a telescope hull more in-line with KSO's art style, that is 100% fine with me. I plan on switching to a very open license given that I will be leaving at the end of the month.

    That looks gorgeous!

  12. I humbly apologize to everyone for my suggestion. :wink:

    Otherwise, the phase might be complete already! :D

    Too late

    The Turbax A-311 Turboshaft

    tDcfiUs.jpg

    Turbax EW is proud of its new partnership with Murika Superstellar. Turbax was the chosen partner to provide the turbines that'll power Murika Superstellar's next big project. The Turbax A-311 powers the Gyronautics Corp. "Kerbostar".

  13. question do you take suggestions because i have lots of ideas related to this you might be interested in

    -No I don't take requests. Rather, I only accept requests within the artistic, geometric, and/or goal focus of the current Phase, so long as the features for that phase aren't finalized. An example was CFIRickM's suggestion of a Fire Truck. It fit all three requirements: Artistic, Geometric, and project goals.

    An then, it must fit my overall vision and goal for the entire project.

    -Can it be made cute and/or chibi? (Must have windows).

    -Does it have an IVA?

    -Is a support piece for a phase that improves quality of life (i.e. adapter parts, docking rings, batteries, Mod compatibility 3D models such as MechJeb, etcetera).

    -Must not be a real life spacecraft.

    Helldiver, for phase 4, in addition to the other excellent vehicles you are making, is there any chance we could get a mobile launch platform and Transport crawler?

    -Phase 4 features are final and set in stone. See next response.

    I had made... horribly laggy and barely worked.

    -I'm on the fence about the FAR Tower and parts. In the future (Phase VI) I may delve into a launch tower. Reason being is that it would allow us to put the latest technologies and plugins into it as well as everything I've learned with the KMW Airstair.

    I do love the Super 25. But I was wondering...

    Is it possible to upscale the KSO's EFT and LFRB to fit the Super 25? I don't mind the Buran style, but I would like to have both choices.

    -I don't go back and do edits like that. The KSOs are set in stone. You shouldn't have difficulty mounting it to the KSO launcher.

    -I will be revisiting the KSO standard but haven't decided what I want to do with it. I like the idea of a 1.8 meter shuttle. I explored the idea of a folding wing recovery shuttle orbiter that would replace the KSO, but that would have brought its rated cargo size down to about 1m. Again it's up in the air and you'd be looking at Phase VII at the earliest (2015 or so).

  14. Haven't done an overly large amount of research as im at work atm. But whenever I fly the shuttles (custom made and the included .craft files) they always seem really wobbly, i.e trying to yaw in zero atmosphere will cause my roll to go crazy and i even get some pitch action going on. It just seems really unstable, extremely hard to fly in atmosphere aswell, pulling up causes me to roll to the right. I most likely just have a problem somewhere. Wondering if anyone has similar problems or ideas. I can only assume the space problems are caused by placement of the rcs modules. Might be the double tail fins... will test when im home but for now ill leave this here.

    Awesome space station above me btw.

    You should download the latest version.

    Otherwise "difficulty" is relative. I rate the KSOS at a 7 in terms of difficulty. That was my goal and that's how it stays (10 being insta-button easy). The proof is in all the streams I've done. Even before the torque was fixed (which was a file mix up error) I still had no difficulty translating and/or maneuvering in and around and docking with my station. http://www.twitch.tv/fanbus

    No shuttle-no shuttle, is going to handle perfect to zero. The only shuttle that'll handle that way is the one you part out yourself (using Bac9 or stock parts). But KSOS was never intended for that specifically.

    Is it unstable? Sure, is it extremely unstable? Not at all. I suspect you've got a conflicting mod or something else is the cause. I invite you to watch the stream (I normally post here when it's about to go live) and witness how I handle it. If your experience isn't similar to what you see, odds are there is a problem.

    The KSOS has always been designed to be easy, for newbs, like me. In fact if anything its lift values and torque values lean a bit toward the overpowered side of things specifically to make flying it be painless. :D

    Phase IV continued work in progress

    -Phase IV has entered testing.

    -I'm trickling in the parts. Fire truck should be completed shortly.

    -Next up aerospace Rover kit (yes kit).

    -Kerbostar

    Click for larger image

    vGSYhYb.jpg

  15. That would be nice. :)
    I would also appreciate that.
    I maybe complaing but i wonder if the dev is able to resize the telescope so that it fits in the new KSO EWBCL Shuttle.

    I've been asked a few times for this (like at least 20...)

    What part needs to be made? Just the cylinder?

    If that's it and Naz can easily integrate their modules, I may be able to snap together a telescope hull as an alternate download (you'd still need everything in this mod). Would be kind of like the KSO MechJeb part.

    Would have to be after Phase IV however.

    Alternatively, the mod dev can download the KSOS compatibility kit for modders: http://www./download/7qgybqqqnr97646/KSOS_Mod_Kit.zip

    -Helldiver

  16. Phase IV feature list finalized

    Partial image list:

    ZWE7J35.jpg

    Notes

    -All parts KAS compatible where possible.

    -All vehicles have IVAs, see below.

    -Helicopter will be in parts: Fuselage, Main Rotor, Tail Rotor, Landing Skids. Landing Skids are separate allowing you to use your own wheels instead (not included). Kerbostar modeled after Eurocopter A-Star (AS-350 Écureuil). Otherwise helicopter will not be a parts kit. Conversely, helicopter in scale with Sedan more or less.

    -Aerospace Rover will be a parts kit. Among them it will include additional fuel modules, science modules, lamps, KAS cargo containers, antennas and additional accessories themed/fitted to the rover

    -Aerospace Rover scaled to the Sedan seen in pictures above. Has space for 2 Kerbals. Sorry, if you're looking for gigantic non-Kerbal rovers, don't look this way. Several mods already add that.

    -Phase IV includes features such as: Texture switching (powered by Firespitter), Flags on all/most models, and mesh switching when needed in the VAB/SPH.

    -Phase IV is very large (as large as Phase I and II combined), as such it will be its own download. Currently about 50mb compressed.

    -PSD files for the Sedan and Firetruck will be made available shortly after release so you can make alternate cars or colors scheme designs.

    Current IVAs

    Javascript is disabled. View full album
  17. OK, sweet (I'd been holding off on 0.17 until I knew KSO would work fine). What about the vehicles using transparent windows? With the KSO, it doesn't look weird, but it does seem weird to have a car windshield be opaque.

    All vehicles will be opaque. Because I want them to load from the SPH. If we made them translucent then you'd have to attach a pod to them, eva, and then get in them which is rather meh. Vehicles have IVAs and all as seen in the stream.

×
×
  • Create New...