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Everything posted by Wheffle
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Stock Fairing Tweaker After some digging around and experimenting, I familiarized myself with a few part file fields for the module that handles stock fairing creation. This plugin allows you to tweak a handful of those fields in the VAB via the right-click menu, without having to muck around in the actual part files. These fields were also made persistent so they will stay with your saved vessel and behave as expected after unfocusing and refocusing a vessel. The fields I chose to make tweakable are the ones I both fully understood (through testing) and felt were the most useful for fairing customization. They include: Divisions - How many vertical slices the fairing is divided into. ('nArcs' in the part files) [Depricated - tweak now included in stock] Max Height - The maximum height for each section when building the fairing. ('xSectionHeightMax' in the part files) Edge Smooth - Roundness between edges of sections. ('edgeWarp' in the part files) Feel free to post any bugs or suggestions. Download Current Version (1.0.2) 23 April 2016, for KSP v1.1 (source included) Spacedock Curse *ModuleManager included and required Changelog License Known Bugs Increased "Edge Smooth" seems to cause a frame rate drop in the VAB while the fairing right-click menu is open. Example Screenshots
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In praise of the new aerodynamics and rocket flipping
Wheffle replied to Superfluous J's topic in KSP1 Discussion
I remember going through a short rage-phase after installing FAR in alpha/beta because my rockets were flipping, which forced me to learn more about aerodynamics. It just takes some time for people to adapt to new rules, I think. In the end, for me a large part of KSP is about discovering parts of how the real world works by crashing goofy rockets, which is why the new aero system is awesome. Add simple aerodynamics to the list of things I understand a lot better because of this awesome game. -
Check out the "settings.cfg" file in the "OrbitalSurveyPlus" folder. The first value in there called "orbitsToScan" represents how many orbits it takes to do a full scan, which you can alter to your liking. If you do change it to something like 5, let me know how it goes! I haven't tested it on any higher number than 2. If it acts wonky I'll be sure to hotfix it. It's not currently, but I'll look into it! Edit Got the process started for getting this mod on CKAN. If I did it right, it should be registered as "OrbitalSurveyPlus" soon.
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Thanks! It does not take power at the moment, though I imagine that would be easy to add. Edit Just threw together a quick update, gave the scanner electric charge consumption (tweakable in the settings config file).
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Orbital Survey Plus Recent Update Detailed Notes / Thoughts Introduction Does the insta-scanning capability of the M700 Survey Scanner keep you awake at night? Are you thirsty for more realism but uninterested in complex add-ons that ignore or replace the rest of the stock resource system or add lots of parts? You might be in luck! Orbital Survey Plus is a light-weight mod that provides you with a more realistic and intuitive way to perform surveys with the survey scanner while still using the rest of the stock resource system. Gone are the arbitrary inclination requirements and instant full-body witchcraft resource reveals! The M700 will now only reveal resource data for terrain it has passed over and scanned. How It Works After deploying the M700 Survey Scanner and pressing the "start survey" button, survey of the current body will begin. As long as altitude conditions are met (which are the same as stock behavior) the scan will progress, gathering resource information for the terrain under the vessel and draining electric charge. There are no other specific orbit requirements besides current altitude. As the scan progresses, survey data is accumulated, which can be transmitted back to the KSC. As soon as you transmit your first batch of survey data the stock resource overlay becomes unlocked. When you toggle the resource overlay, you will notice that regions that haven't been scanned and transmitted will be shrouded. As your vessel gathers more data as it passes over terrain, the resource overlay will become revealed for those regions after that data is transmitted. [Science] Not only does transmitting survey data back to the KSC reveal planetary overlays, it also yields science! [Biome Overlay] This mod adds a biome overlay toolbar button to go along with the stock resource overlay. The biome overlay will be shrouded in the same way for regions that haven't been scanned and transmitted by the survey scanner. [Background Scanning] Once you get your scanner going, feel free to leave it and launch more ships! Scans will progress in the background, so there's no need to stick around and time warp. [Settings] Many of the features of OSP can be tweaked or toggled through the KSP game settings menu. For example, if you're just here for the biome overlay, the advanced surveying feature can be disabled. Download Current Version - 2.3.6 compatible with KSP 1.4.X through KSP 1.12.X Spacedock | Curse *ModuleManager included and required Source code available here on Bitbucket. Pictures! Video! (Thanks KottabosGames!) Changelog License Known Bugs - At the highest time warp speed scan lines can start to zig-zag - Entering the map view can swap the biome overlay with the resource overlay sometimes - Attempting to tweak the Scan Autocomplete Threshold in the options will peg the value to 0% or 100% (workaround: change it manually in the persistent file) I primarily built this mod for me, so I don't expect anything. But if you like it and you're the tipping type, feel free.
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Eek, that silly vocal majority I was surprised to see all the empty nodes pop up everywhere when I moved to CTT2.1. It's not the end of the world or anything, but a cleaned-up tech tree would sure be a lot nicer. No worries though.
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Alright, so I've had time to try out resource scanning with both stock and the latest version of SCANsat (v12 I think). I'm pretty torn. I really enjoy the simplicity of the stock system and the way it encourages you to make scouting flights/rover missions to further investigate mining sites using the narrow band scanner and ground truthing. But, I really just can't get over the insta-scan of the surveyor. There are several reasons for this that I won't get into here. SCANsat is really awesome, but at this point it doesn't seem to integrate well with the stock system. The stock parts retain their separate functionality, while SCANsat seems to kind of contrive reasons you'd want to use them (this may change in future versions). The primary thing I was looking for was a replacement for the stock initial survey, but without doing the survey the way the stock game wants you to, the narrow band scanner doesn't function at all. Another option would be to delete the stock parts and just scan resources using SCANsat, but... man, I just really enjoy using the narrow band scanner and running surface resource scouting missions. I don't know. I'm weird. Anyway, for me the absolute best thing would be some sort of stock tweak that would make the orbital survey more reasonable. Are there any such mods on the horizon? In the meantime, I'll probably keep an eye on SCANsat to see what else they come up with. It may be that the current version is more of a quick fix to get it running for 1.0. EDIT AGAIN So, I actually picked up modding and made my own solution, just in case anyone else looking for something like this is interested.
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Wheffle replied to DMagic's topic in KSP1 Mod Development
I'm jumping into SCANsat for the first time for 1.0. I usually tend towards simple stock tweaks or light parts packs as far as mods go, but my realism OCD just can't handle the magic surveyor. Plus this mod looks super cool, and 1.0 integration looks great. Couple of questions/clarifications (Sorry if these are answered somewhere in the thread; I've looked it over for twenty minutes or so now. Also I'm a SCANsat noob and might not understand everything fully yet.): - If I disable the magic one-button surveyor scan, what exactly does that turn the surveyor into? Does it now act like a SCANsat part, and if so, does it have different functionality from other dedicated SCANsat parts? - Does SCANsat interact at all with the stock resource overlay on the orbital map? - As far as the Narrow Band Scanner's functionality goes, is it still useful for pinpointing high concentration areas? Is the zoom map intended to fill this roll in SCANsat? (I know by default you need a NBS to gain access to the zoom map, so I'm assuming the functionality is similar.) Thanks! Edit: Eek, just now noticed the release thread. Should I be posting there? -
SCANsat updated! I've been keeping an eye on this to see what they do with the new version. It says there's an option to disable the insta-scan, so I might give it a try. EDIT: So I might use SCANsat, but ideally I'd want to start with the simpler stock system. My main issue was that the polar orbit requirement for the surveyor forces you to, well, make a polar orbit. If I wanted to scan a whole planet in detail, yes I would get into a polar orbit, but sometimes I am only interested in scanning equatorial regions. With stock, this puts me in an awkward situation of having to get a scanner into a polar orbit first to get the general scan, and then putting it back into an equatorial orbit for a narrow-band scan (or juggling two satellites or something weird like that). I dunno, maybe the survey isn't imperative? I haven't tried the narrow band without first doing a survey yet, so I'm not sure if it's a requirement. I nice quick fix (retaining the easy-mode surveyor) would just be to eliminate the polar orbit requirement for the big-dish quick scan. Anyway, if anyone knows of a simple fix like that, I'd love to hear about it. I usually lean towards using smaller mods that only tweak the stock systems and keep things simple. Otherwise I might eventually try to dive into SCANsat.
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I'm not a huge fan of the insta-scan ore survey, but seeing as how more detailed information requires more precise scans, I can live with it. However, I kind of get annoyed at the polar orbit requirement. Is there any way to get rid of the orbit requirement at least? Maybe even a way to overhaul how the surveyor works, like have it only map the side of the planet it can see?
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PSA: Solar panels now useless past Dres (as it should be)
Wheffle replied to a2soup's topic in KSP1 Discussion
Woah, calm down dude. Puberty is just phase and your hormones will balance eventually. If you disagree with a change, that's fine, but you can do it without living up to what everyone expects from internet comment sections. -
I just saw this thread and was about to post a quick spaceplane I put together (haven't really played too much yet, waiting for mods to update, but I got on to check out what the aero complaining was about). Granted I've been playing with FAR for ages; it feels a bit different, but spaceplanes are definitely not "dead". To my pleasant surprise there are already a ton of working designs posted. Awesome!
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[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
Wheffle replied to ferram4's topic in KSP1 Mod Releases
Awesome. Just built a solar powered air boat with KAX, worked extremely well. Pretty sweet mod! -
Quick question about the line of sight requirement: Is this only for having line of sight to another vessel that serves as a relay, or should being on the back side of the Mun with a dish normally strong enough to reach Kerbin also block connection? As it stands I seem to be maintaining connection without line of sight to Kerbin. If this is intended, that's fine. I'm just curious. I haven't tried any relay setups yet so I don't know if it's working or not working in that situation.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Wheffle replied to TaranisElsu's topic in KSP1 Mod Releases
Is the water purifier supposed to be running at 100% efficiency? I was doing some testing before I send out an interplanetary mission to Jool using 18 hours of both oxygen and water, and after about 5 earth days and 16 hours oxygen was about to run out while water was still nearly full. I'm running two installs and I get the same behavior on both. I checked the part file for the water filter in both installs and nothing seemed off to my untrained eye. Is this known and/or intentional? EDIT I was poking around and I think it might have to do with the fact that kerbals output more wastewater volume than water they take in with the default configuration. I assume this has to do with the the wastewater containing some waste product along with pure water. Again, is this intentional? Are my consumption and production values off somehow? -
[1.1.3] MunSeeker Mk1 Greenhouse (TAC Life Support add-on)
Wheffle replied to munseeker's topic in KSP1 Mod Releases
Thank you for this! I've been waiting/looking for a while for a simple greenhouse that works with TAC. For a long time I had been mutilating the legacy version of BioMass to fit my needs (trying, sometimes in vain, to get it to work with the latest version of KSP), and I eventually had to give up. This is exactly what I was looking for -
The Official KSPumpkin Halloween Contest Thread
Wheffle replied to Rowsdower's topic in KSP1 Discussion
This made my day!!!