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helldiver

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Posts posted by helldiver

  1. Question: Can the cars and trucks be made to support RPM 0.17's transparent windows? More generally, will the RPM in KSO be modified to support RPM 0.17 (or does it work already as-is?)

    KSO uses the latest version of RPM

    We really only use the plugin at this point as well as parts of the CFGs and the pages obviously. I update it all the time.

    However if you want full RPM functionality (such as screens on stock pods) then download it normally and drag and drop everything as normal overwriting what the KSOS installs.

    Phase IV will update KSOS (such as to the latest version of Firespitter).

  2. I want

    -A full IVA API that allows us to implement a lot more in IVA. For example; Declare states whether in gravity or not. This would allow us to trigger a different IVA or perhaps plugins that allow animations to fire off. We could then do things like anchor transforms to such controllers and have say, kerbals floating around in IVA spaces while in zero-G.

    -Movement of Kerbals between modules without the need for mods such as Crew Manifest or Ship Manifest.

    -A much better memory handler and asset handler. Particularly one that allows us to specify what texture an asset uses regardless of whether it is Internal or external.

  3. What would you guys think about a rover assembly building. Would get new tools, not quite sure what they would be.

    Should it be included with an update for the VAB/SPH mechanic overhaul. Another thing that would be nice is inter compatibility between the assembly buildings, like transfer to VAB or transfer to SPH?

    YES PLEASE

    A vehicle depot is badly needed. I didn't realize this until I started working on the KSOS Phase IV which is a series of service trucks and accessories. Having to drive all the way from the runway gets tiring. Wish there was a vehicle depot right at the center.

  4. Yea I made it work with the rockomax adapter, it still just doesnt look quite right,But Im just being picky I guess :P lolz
    Wow ok then...I guess I didnt realize that I was being rude or that I was making you mad about it...

    Making an adapter wouldn't be an issue. The problem is that, that texture has no more space. It's jammed packed already. Any additional accessories would have to have another texture. KSOS is already pushing people's stuff to the limit, I really don't think we should yet another texture sheet for something only a few people are asking for? What do you think?

    Nazari has plans for stuff like that and may eventually fit parts like that in.

  5. I didn't know that KMW made busses?

    KAN (MAN) or KAF (DAF) are bus builders.

    Yeah but neither of those logos looked right on the steering wheel at such low resolution. While the BMW symbol just popped. So in the Kerbal world, there's Kerbin Motor Works AG and they make trucks and busses also.

  6. So I have ironed out the phase selector script I'm working on and thoroughly tested it.

    Nice job!! can you PM me the scripts and such? I'll include it in 3.09. Editing it shouldn't be an issue.

    Regarding the TGA issue, are you sure you're properly handling the alpha? That may be the issue you're having. Typically if the texture is showing up as transparent in Gimp, it's because it is treating the Alpha as transparency.

  7. @Helldiver/Nazari

    kso25_dre.cfg has some errors in it:

    The left/right gear does not reference the correct part name so these parts have no heat shielding.

    I also suggest that you move from an ablative configuration to reflective only, which would mean no ablative material. (and correspondingly more payload mass)

    I'm already working on a patch for myself so it would be little trouble for me to adapt that to a replacement kso25_dre.cfg if you'd like.

    If you could post that sometime soon, that'd be great. I'm planning on uploading 3.08 tonight.

  8. Thanks for this awesome mod, i'll definitly use it in my LP-Series :)

    I would love to see some more Stationparts, because they simply look verry pretty!

    But anyway, my grammar ... wanna know something:

    Is it intended, that the Phase II Logo ist named "KTS" and not "KST" ?

    http://i.imgur.com/PwCTWfX.png

    </grammar...> :D

    Regards,

    Karosieben

    P.S.: Did you noticed the white border around the Phase II logo?:rolleyes:

    KST Kerbin Shuttle Transport. Any prime vehicle that carries stuff for players.

    KTS Kerbin Transporter Support. Any non-prime part meant to support the KST with gameplay content to make the mod viable. The idea being that every even numbered phase you guys would get a KTS, and odd numbered phases we'd get a new prime vehicle.

    The Phase II logo was just an accident in my part collapsing layers :D

    The other thing Im curious about is if we'll get the phas 2 and 3 (and I guess... potentially 4...) in an updated patch kit?

    I wasn't planning on it. The Patch kit was for those folks wanting to make their own patches. I never really intended for the mod patches to be editable aside from the first one. The patches signify that the Phase is finally in game and functional with less than a week before release.

    Are you going to integrate KAS into the container truck? Meaning will you set it up so you can use it like the KAS Storage boxes?

    I'd love to. At least set it up so people can easily make it possible to do so. Right now it just looks cool...

  9. Hey Helldiver. This is not a bug parse but the node for the left rear wheel of the S25 is smaller than the node on the wheels.

    Fixed for v3.08. Although I didn't notice any difference with the behavior of the left landing gear. If you hit too hard it will dislodge itself. It's a KSP thing really. That spot on the wing is really thin, so any rubberband movement will show.

    Just an idea: but how about the best of both worlds? Maybe one download but with your own install batch file with a simple script to ask the user which parts of the mod they want or an install all option. Less work for you to maintain the mod+downloads and easier for the users to cherry pick what they want. I understand there would have to be seperate scripts for Linux, Mac, and windows but I'm sure there are more than enough people capable of such a script out there. I don't remember for sure but think it's also possible to seperate the mod parts at a folder level (KSO/Parts/Shuttle1/, KSO/Parts/SSParts/, KSO/Parts/S25/, KSO/Parts/Trucks/, etc or it might be KSO/Shuttle1/Parts/, etc) to further simplify things for the user and mod author.

    This is one reason why I've been in support of moving to the Nexus and uses Nexus Mod Manager (Skyrim style). It allows mod authors to write a script so that when users download a mod and install it with the mod manager, it allows the user to select what parts of the mod they wish to install.

    Was also thinking of having an installer made using one of various free installers available like Inno Setup. But we'd need a programmer for that.

    Anyhow here's a trucks update:

    q6Rnekw.jpg

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  10. Hey Green Skull

    KSO/Parts

    -kerbin_lifter.tga

    -kerbin_orbiter.tga

    -kerbin_orbiter_docking_mod.tga

    -kerbin_orbiter_engines.tga

    -kerbin_space_station.tga

    -KSO_25.tga

    -KSO_25_Lifter.tga

    -KSO_Engines_02.tga

    KSO/Spaces/internalkso

    -analog_guages.tga

    -cockpit_interior.tga

    -cockpit_interior_lower.tga

    -glass_panes.tga

    -RCS_panel.tga

    KSO/Spaces/internalstation

    -kerbin_space_station_interior.tga

    -KSOS_Plant_Foliage.tga

    -KSOS_Station_Glass.tga

    -SST_Stick_Petal.tga

    KSO/Spaces/internalsuper25

    -KSO_25_Interior_01.tga

    -KSO_25_Interior_02.tga

    -KSO_25_Screens_01.tga

    -KSO_25_Screens_02.tga

    -KSO_25_Windshield.tga

    KSO/Spaces/ksotug

    -analog_guages.tga

    -KSOS_Arm.tga

    -RCS_Panel.tga

    -SST_Stick_Petals.tga

    Note I didn't list emissives since it's ok if those are compressed/reduced.

    Thanks for the help! :D

  11. More crashes. :)

    No really there's no in-game benefit to 64 bits. If it had multithreading that'd be a whole different story. But the only actual real benefit is you're helping test the 64 bit version in a stock game - something that most people won't do considering the whole point is to add tons of mods. It's possible that crashes in your game are far more beneficial to Squad than most any other crashes in most any other installs.

    I have to agree as well. KSP's main problem is resource loading and the botched job that it does of that.

    Priority number 1 right now for Harvester and team is to fix the resource loading issue. The crux of the game isn't stock which only gets you so far. Where KSP begins to shine are the numerous mods that add content to a game severely lacking it.

    We can't add interesting and good looking mods (particularly IVAs) if your resource management, memory allocation, asset loading, isn't on par.

    The vast majority of my downloaders want to use the KSOS but they also want to use 15+ mods. They're all using active texture management, something that should be stock with KSP.

    Why are shared resources loaded multiple times in the same instance?!

    If two IVAs share the same texture (but different UVs), we have to make copies of the Texture twice! That makes absolutely no sense. This is the first game I've seen do this. We haven't done this since the 90's I think.

    My suggestions:

    -KSP should have built in asset management with real time loading/unloading of resources (textures primarily).

    -KSP needs an improved texture look up system. Allow us in our Configs to set specifically the location of the texture used by the part. This would allow us to have multiple parts use a single large texture map. For an example of this, see my Phase II satellite parts mod which has all the parts use a single texture for external and a single texture for internal.

  12. Ok guys I need Some Help :)

    I need a new part for the New Rover Science Mission.. Doesn't have to be special (animations would be great) this fits on rovers or landing probes and will be the main part for the new Mission Goal RoverResearch.

    New Part for ScienceProbes.. Like the Rover lander Or Probe lander this part is used for the New Mission Goal Probe Research and its main use is for orbital operations around planetary bodies.

    New Part For Asteroid Research another mission goal I plan on adding is for Intercepting and Researching the new Asteroids that are coming out.

    Still need parts for The RepairPart (something along lines of a hatch, or acessway that opens up).

    Maybe a Part for the repairparts.

    I have no real time to start my own parts... Or really have any great Modelling and texture abilities.. I keep thinking I will try but.. Time constraints are just too much. I want to get these new MissionGoals Out.. The plan is to either have dedicated parts, or I will just use placeholders. I would be very thankful for any help in these departments. Thanks everyone!

    Do you still need these parts?

    -Repair Access Hatch: For the repair hatch you simply want a box players can click on that opens up revealing some electrical components inside. "Repair Access Hatch" would be called and you'd surface attach it to anything, right?

    -Rover Probe: What do you want this part to look like? Does something like a small 2ftx2ft cellular antenna work?

    -Asteroid Research: What does this part look like?

    Once I get the trucks out of the way, I should be able to squeeze some time in to put these parts together. Feel free to PM me more details.

  13. Yea me too but it seems we are out of luck, can't get a response from helldiver, and can get no response out of the FAR thread, haven't tried the DREC thread yet, be my guest I'm just ignored and I don't know why?

    Not really sure what response you want from me?

    I know zero about FAR. Nazari knows, 20% more of what I know... FAR compatibility has been left up to the community. Your best bet is to ask in the FAR thread. If you haven't gotten a response in the FAR thread, there's nothing I can do.

    I PMed Ferram a while back to see if he had the time to take a look at the KSO and write up a config for it, I'd then link it here or include it as an alternate download. He never got back to me.

    I'm willing to work directly with mod authors. If they don't have the time or are unreachable, I stop wasting my time and do my own thing with what I got available.

    I will be doing a live stream soon as I get these trucks out of the way (and yes I know I promised to get back to working on RPM) where we can take a look at various FAR/DRE configs and pick one that works best. I'll then put a link to it on page 2.

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