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Sir Haxington

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Everything posted by Sir Haxington

  1. It's pretty easy without ISRU (if you're a good pilot and can operate on razor thin margins). This simple three-seater can drop in from about 30km, land, and re-orbit to about 10km. There are actually two fuel tanks, the smallest 2.5 and the smallest 3.75. Three command chairs and some science equipment, a reaction wheel for a little more control and two aerospikes for thrust. Don't forget a ladder! This all assumes you have a way to refuel once you've got back into orbit and you're landing from that 30km orbit with a full tank.
  2. I asked my wife to make anything she wanted in KSP. She made a turkey. I decided to land it on the Mun. Happy Thanksgiving! [IMG]http://i.imgur.com/hnWIsJH.png[/IMG] [IMG]http://i.imgur.com/ly7We8e.png[/IMG] [IMG]http://i.imgur.com/n4PNXQi.png[/IMG] [IMG]http://i.imgur.com/B5Zzcmw.png[/IMG] [imgur]V4Yjm[/imgur]
  3. Created a fun to pilot subjet... Fishbone! [IMG]https://i.imgur.com/2kGPgzN.png[/IMG] [imgur]1phRv[/imgur]
  4. @aeTIos: So far I haven't found a way that the game will let me shake everything while in IVA, I can only find ways to shake the IVA cam. Ideally everything would shake, but this is a good first step. @Cpt. Kipard: I've thought about smoothing out planes even more, eventually once I factor in drag planes will look less shaky. It's basically impossible to differentiate between rockets and planes since the game is sandboxy, I'd have to make some bad assumptions about how people build their stuff which I don't want to do. @pingopete, Motokid600: Yeah, audio would be the next thing to add. I'm probably done feature wise... I did this mod in my spare time away from work but now that work is going again I won't have more time for new features, just tweaks here and there (camera on a spring is unlikely at any point in the near future). @Helix935: I just updated the mod to 1.21, which now has basic support for the FirstPersonEVA mod. However, it's a bit of a hack and not as good as support for the Through the Eyes of a Kerbal mod. With the FirstPersonEVA mod active, camera shakes will still occur while in regular EVA which is a bug and I couldn't figure out how to shut it off on short notice. Anyway, only people using that mod and while not playing first person will see the bug which isn't a big deal for me at this point.
  5. New release + video updated! Also, I went through and updated the first post with the new features, etc.
  6. 1.2 release here, I'll update the first post within a day or over the weekend to give it time for people to try out. As for the space plane thing, I did a pass on it which seems to make it better. I cap the overall atmospheric shakes since they didn't need to be that high anyway, but re-entry and mach fx still ramp them up as they should. Jets also now are shake-less which should help things a bit there too. I think space planes might still shake a bit too much on lower altitudes but once you're high enough up (10k for sure since the air is pretty thin by then) it feels good. I'll eventually need to fix by factoring in the drag model and figuring out how to pull that data from FAR (probably just the cD). So yeah, first person EVA if using the "Through the Eyes of a Kerbal" mod is now in, SRBs fixed up, space planes adjusted, etc. Let me know if you guys still run into console spam issues, I didn't find any through testing yet.
  7. @pingopete: I'm looking at that now, locally I think the space planes shake too much too. It's mostly an atmospheric density issue I need to work out. I could easily fix it by throwing drag into the mix, but a lot of people play with FAR and I'm not sure how to get / interpret FAR's aerodynamics as they're a lot more complicated. With the stock game I could use a single variable to alter shake (get the drag of the vessel, apply shake appropriately), with FAR who knows. @Green Skull: Thanks for looking into it. If you get a sec, try this pre-release (just swap out DLLs) and see if you still get the issue since I shifted some code around. It's also a debug DLL so maybe I'll get better console info. I have a feeling the problem is a part / part module thing, or the way the craft is built somehow breaks a shake case in my code, especially as you say the issue goes away in the upper atmosphere (which to me means some part detached and is no longer being accounted for so the issue stops). You say log spam starts when the ship is on the pad right? Looking at the .craft file (not in game, just the raw text of it) might give me some indication of what could cause the issue. Oh, and if you use that DLL and play with this mod you'll see a basically finished version of the first person EVA shakes. I'm pretty much done with that, I'm going to fix the space plane stuff, the console spam bugs and do another update.
  8. Do me a favor, can you let me know what mods you're using and post the craft file you used? I changed some stuff locally and haven't seen any errors in a while. I've tested the plugin against a pretty mod heavy build of my own (including now adding AtmosphericSoundEnhancement which I didn't even know existed ) and the only error I get is a EditorLogic.Lock spam that shows up every frame, but that's due to mods that haven't been re-compiled for 0.23 from my understanding. In other news, I'm getting the first person EVA mod (ForceIVA) to work with KerbQuake as well. In a local build, RCS now shakes the cam a bit when you're in first person EVA mode. Also shakes play where shifts between anim states occur as a test... I just need to define the shake logic better for various state transitions and I'll do a new release. I do want to check for any bugs that pop up first though so please let me know what mods you're running and post up your craft files for me if you get the chance.
  9. Weird, just discovered that parts with ModuleLandingGear always consider .GroundContact to be false, even when on the runway. Anyway, I thought about adding more camera sway / movement to the IVA camera mod I made, but I can't seem to figure out how to calculate perceived G forces. I dug around and someone mentioned subtracting the FlightGlobals.getGeeForceAtPosition from the vessel's acceleration, but I don't understand what the vessel's acceleration value is spitting out in the first place. Basically, I want to push the camera using centripetal force / determine the angle the Gees are pushing... has anyone tried anything like this or might know what to look for? I was hoping this was already done in game and I wouldn't have to do a bunch of math to solve it.
  10. Locally I fixed up the SRBs to have more kick. The overall engine thrust cap is still the same, you just hit it faster using SRBs. @TouhouTorpedo: I played around with rover / plane stuff tonight. I got it feeling more shaky on terrain, but less if you're on the runway / launch pad. I tested it on the Mun and it felt decent, maybe it needs a little more. I don't want it to be too crazy though since you're generally not going that fast anyway. I also found some bugs with the landing gear, so now planes should feel bumpy as well (they weren't doing anything before). It felt cool to have it be bumpy on the runway -> smooth in the air -> bumpy as speed went up in low atmosphere -> smooth again at higher atmospheres -> really bumpy landing in the middle of no where. @xEvilReeperx: Yeah, a refactor is needed, probably on a large update (if i do the spring thing... I played some with it tonight but I couldn't make sense of the acceleration values the game spits out). @ObsessedWithKSP: I tried tried window clicking / zoom and it seemed to work for me. Try a bigger engine and let me know if it's still not working. I'll probably tinker with it a bit more and do an update in the next few days.
  11. @BahamutoD: Yeah, I was thinking about it, I'd have to write some "spring" code to deal with the acceleration / g forces. Currently my code is pretty cheap, it just randomizes some rotation and positions within certain bounds based on a situation and that gets assigned every frame. If someone wants to take this and play around with it, feel free! I'm not precious about any of this.
  12. @pingopete: I'd be cool to do more shake through clouds and maxQ, the trouble is detecting if those things exist, etc. I'm trying to keep the mod as light as possible for now. @kiwiak: I've thought about adding sounds. They'd be little rattles mostly. Currently, anything with a huge shake factor has an associated sound (re-entry, engines on full blast, launch clamps detaching, etc). It shouldn't be too terribly difficult, probably in a future update. @BahamutoD, @ NathanKell: Yeah, SRB shaking more should be an easy one to knock out, I'll add it to the short list. @Pecan: Heh, thanks. Yeah, this is meant to be purely a fun thing to make IVA flying feel a bit more real so I take it as a complement @ObsessedWithKSP: Thanks for the video! I was going to do one last night but pooped out, I added it to the front page (hope you don't mind) and I'll probably do one later that shows off each feature, etc.
  13. Not yet... I'll probably add customization on a later release once features get settled a bit.
  14. Just added RealChute support. Those chutes tend to open slowly over a few seconds (whereas the stock shutes "pop" open) so I skipped the hard shake on open, but having them deployed / predeployed will affect the atmospheric shake like stock chutes. Also, I added support for rovers / wheeled vehicles. So you get some bump while driving over terrain. Should make IVA Mun missions a little more exciting.
  15. Oh hey, inspired by this mod, I made an IVA camera shake mod (KerbQuake) that handles most cases that a camera should shake while in IVA. Immersion++.
  16. Thanks, license updated and added. As for RealChutes, I haven't used them, but adding support for them I imagine would be pretty easy. I'll add that to the list + better shakes for wheeled things. EDIT: As for thrust, I use the finalThrust total for all operational engines, so whatever thrust they are giving at that time is how much they scale the shake. I do limit it as not to go too crazy, the new NASA parts or a few mainsails on full throttle hit the cap.
  17. KerbQuake 1.21 Immersive IVA / FPS Reactive Camera Download Here Hey all, if you're like me you probably have hundreds of hours in KSP logged and you keep trying new things to make the game interesting. I got hooked on Mihara's Raster Prop Monitor mod and flying IVA, but something was missing. The universe felt a little dead... a little static. So, I put on my Unity hat and threw together KerbQuake, which adds camera shake for various events while in IVA mode. Let me know of any bugs you find (I'm sure there will be edge cases that look weird) or if there are other mods you want me to support. Feedback is appreciated. Let me know if things don't shake like you'd expect, or shakes are missing, in the wrong places, are too strong, not strong enough etc. --- 1.21 Features --- Engine Shakes: The combined engines total thrust will shake the cam accordingly. Throttle up the mainsails! (NEW) SRBs shake 2.5x more than their liquid fuel brethren. (NEW) Jet engines shake reduced to nearly zero for smoother space plane rides. (NEW) Max engine shake reduced slightly for easier button pressing. Atmospheric Shakes: The more dense the atmosphere and the faster you move through it the more it'll shake. Hitting terminal velocity will exaggerate the shake. Re-entry FX will REALLY exaggerate the shake. (NEW) Re-entry exits are smoother now. (NEW) Overall effect of atmospheric shake reduced for better space plane flights. Landing & Collision Shakes: Landing shake will depend on how hard you land and shakes when each part touches the ground / water. Nearby collisions (parts popping off you ship on rough landings) will shake the cam hard. Decouplers & Launch Clamps Decouplers total ejection force will shake accordingly. Launch clamps will shake when released but won't be seen on larger take-offs. Docking The cam will shake on successful docking, giving you visual feedback for IVA docking! Parachutes Parachutes will add to the atmospheric shake while semi-deployed. Parachutes will dampen the atmospheric shake while fully deployed. Chutes will give a healthy shake when they go from semi-deployed to fully deployed. RealChutes supported. Rovers Wheeled vehicles will shake while moving over terrain. (NEW) Fix for landing gear shakes, space planes shake on take off / landings now. (NEW) Overall shake increased, especially outside of the Space Center. (NEW) EVA (first person) Support for shakes in first person EVA using the "Through the Eyes of a Kerbal" mod. Shakes for RCS use. Shakes for ladder grabs. Shakes for landings and rough landings (ragdolls) based on impact speed. Shakes for footsteps on low-G worlds. Early / basic support for the FirstPersonEVA mod. ----------------- Download Here Source on GitHub License
  18. Thanks! That seemed to get me going. This lil' IVA camera shake mod is almost done now, adding some final touches and hopefully I have a version for folks in the next few days.
  19. Hey all, I'm still pretty new to Unity an C# but have a scripting backgroud, so I'm fumbling my way through this. Anyway, I'm trying to put together a camera shake plug-in that, well... shakes the camera in IVA under various situations. I got the basics working but I've hit a few snags after searching around and was wondering if anyone could help me out. A few things I'm looking for... Is there a way to tell when a decoupler on the vessel has fired / detached and at what force? Maybe related to the above, is there a way to find / list the default events of stock parts? I was thinking I could wait for the default decoupler event (I'm assuming there is one) to fire but I haven't been able to figure out what it is. Is there a way to determine when active engines are out of fuel? Currently my camera shake continues when an active engine is out of fuel but the throttle is up. Is there a way to determine the current thrust of an active engine? I'd like to scale shake based on how hard the engines are currently going, not just the throttle like I'm doing now. Is there a way to determine when a vessel has landed rough and been damaged or parts have fallen off? Currently I'm doing checks against FlightGlobals.ActiveVessel.LandedOrSplashed for a shake when landing, but that doesn't account for harder landings or impacts. Maybe there's a better way to account for terrain or water contact? Currenty my shake alters InternalCamera.Instance.camera.transform.localPosition, but the world outside of the vessel remains static (the shake only affects the camera inside the vessel), is there a way to affect the entire screen while in IVA? Thanks in advance!
  20. Thanks! A handful of mods for information gathering like ISA MapSat, Protractor and Telemachus. Mechjeb for landing the probes and supplies and so on. Engineer for helping with deltaV predictions. Procedural fairings and the Romfarer camera cause it looks cooler. I try to keep it as stock as possible and play the exciting parts like important landings and docking (oh yeah, I use the docking port alignment mod as well) and let Mechjeb handle tedious things like ascents.
  21. After finding evidence of prior intelligent life on Duna using surface scans and unmanned landers, the KSA decided to fund a full-fledged, manned mission to Duna. The mission required an indefinite visit to an apparent monument on the surface of Duna, with the option to return at any time. Thus, Project OASIS was born. In order for Kerbals to sustain life around Duna and on the surface indefinitely, an interplanetary supply chain had to be set up and maintained. Also it was determined that a separate lander and rover had too high of an overhead both logistically and on resource load, so it was determined to combine the lander and the rover into a single unit. In addition, a space station would be sent to Duna to sustain the astronauts for the trip over and act as a base of operations around Duna once orbit had been achieved. With the window to Duna closing and each individual component of OASIS tested, it became time to put it all together in LKO. Like most projects, they all start with unassuming launches and payloads. Pictured here is about half of project OASIS connected to HAX 1, the space station around Kerbin. At this point, one of the tugs (bottom of HAX 1) and the station dubbed “OASIS Actual†(the commander of the operation lives on-board) with the remainder of its launch vehicle still attached (far right) has made it up. OASIS Ground, the Camel Mk II, in the VAB. Note the LV-T30s pictured here are for Kerbin testing. Before going to Duna, they get swapped with dual LV-Ns. Also of note is the large heat shield attached to the rear of the vehicle. Unmanned tests of OASIS Ground around Kerbin. Launch vehicle remnants can be seen burning up during re-entry in the background. The heat shield holding up to severe re-entry friction. ...and a safe landing. The Camel Mk II uses a unique landing and take-off system which was developed specially for Project OASIS. Parachutes are used to slow the descent, while dual side-mounted thrust vectors point towards the surface and are used to null out any downward velocity. Landing legs are deployed and the vehicle lands upright. The front-most leg is then raised to allow the vehicle to set down "gently," wheels side down. With final tests all cleared, the Lander and its launch vehicle attach to HAX 1. Extra fuel is transferred to HAX 1 for future missions. OASIS Actual and Ground are assembled and begin travel into deep space. Two tugs are needed, one side thrusting two LV-Ns, the other side thrusting three, in order to balance out asymmetrical mass distribution during flight. After a long flight, all five astronauts are ready to explore Duna. Two commanders will stay on board OASIS Actual and rotate shifts. They monitor action on the ground and act as a central hub of communication back to Kerbin. The other three crew members make up OASIS Ground and head into the lander to begin their descent. OASIS circularizing around Duna. Ike is seen in the distance. Fuel miscalculations means the tugs that will push down OASIS Ground into Duna's atmosphere needs to dip in the emergency fuel reserves on OASIS Actual before decoupling and attempting a landing. Luckily, the fuel reserves were planned for in case such an emergency arose. This is simply a cautionary procedure; fuel is plentiful enough to attempt a landing, but not plentiful enough should an abort situation occur. The supply chain is set up and in motion. This cheap, modular vessel carries with it enough fuel to resupply OASIS Actual and OASIS Ground if necessary along with four drop pods used to resupply OASIS Ground for months on end with proper rationing of supplies. One of the tugs is filled to half capacity, docks with OASIS Ground and prepares for descent. OASIS Ground and tug push up the inclination in order to pass over the landing site. The tug puts OASIS Ground on a trajectory through Duna's atmosphere before detaching then re-circularizing at a safe altitude. OASIS Ground heads down over the landing site. Miscalculation of atmospheric density means OASIS Ground is going to miss the landing site by over 100km. Luckily, they can still drive there and explore along en route. The thin atmosphere and relatively slow orbital velocity means the heat shield was mostly unnecessary but at the very least protected the lander from dust and debris. The shield now detaches as chutes are deployed to slow the descent. All parachutes deploy normally and the lander begins to burn its way down to soften the descent. The lander legs were deployed but some last minute horizontal velocity to avoid uneven terrain topples the craft. Luckily, the vehicle lands wheels down. The landing is a nail biter, but OASIS Ground finally earns its name. Systems diagnostics and testing. In an emergency situation, the mission would be aborted here and they would immediately renascent back to OASIS Actual. However, outside of a damaged wheel (which is quickly repaired), all systems are nominal. The commander gives the "all clear" to continue. "To Duna" commemorative plaque and flag are planted as Kerbalkind takes its first step on another planet. A bit hard to read, the lander on the large central crater / volcano in the distance the intended target. In the center is the landing site. There's a lot of ground to cover. OASIS Ground begins its grand journey across Duna's landscape. Duna is a large and lonely place yet strangely beautiful and familiar. Dusk on Duna (side note, I got my new PC after this, screens will look better as of now). The crew thanks the Kerbal engineers back home for the creation of the Camel Mk II. Travelling at a constant 7-9 m/s over steep and uneven terrain is a comfortable and painless. Foothills in the distance. OASIS Ground steadily makes it way to one of the first landers on Duna (Jefferson, the second third and final probe landed from the Lewis and Clark Project). Nearly, there, the ground covered began at the flag on the left. First visual ground confirmation of the "The Face" is made. The light from Jefferson is seen in the distance, still powered by its solar panels. Closer approach shows more of the face and the Jefferson's silhouette now stands out. OASIS Ground set up basecamp here and remains here for the duration of the expedition. The astronauts leave the lander for the first time since the initial flag plant. Nothing noteworthy is detected, but compasses and some instrumentation stops working when near the monument. Bob Kerman is given the all clear to use his EVA thrusters to ascent the monument. He notices something... odd. Bob investigates Jefferson up close. He's noticed something he's keeping a secret for now. He wants the other three to experience this phenomenon first hand... ... that there appears to be some sort of anti-gravity or levitation field on the surface of the monument. Something that seemed like a glitch on the Jefferson probe (an altitude discrepancy of a few meters) is experienced first-hand by living Kerbals. Whoever used to live here knew a lot more about the Universe and had technology beyond what Kerbalkind has thought possible. KSA will be stunned by the news. Our three brave adventurers peer our over the landscape, discussing the possibilities of this newly discovered phenomenon. The science begins. OASIS Ground is going to be here for a long time, especially now that the news has arrived at the KSA of this discovery. After a few months, the first supply vessel arrives. Here OASIS Resupply is seen areobraking to conserve fuel. A fully automated system, OASIS Resupply was pre-programmed months ago to arrive on a schedule and dock with OASIS Actual. Automated OASIS Resupply docking. Note both docking system attachments in case of a port malfunction. OASIS Ground has the capability to call in supplies at their discretion. Here was the first successful drop, only 1 meter off from the predicted landing. Here we see the crew collecting their much needed oxygen, water and food stores, plus a few surprises from home. Second care package coming in for landing using automated landing systems months later. Gathering of more supplies. Each lander is hitting right on target. Number three. As time goes on, the one thing the KSA learns is now how little they really know about the universe. The mystery of The Face eludes them. The longer they stay the less they understand, yet discoveries are being made daily. Returning samples of the monument to Kerbin would lead to potential hyper-advancement of the species. The final supply canister being opened. In the distance, one of the supply canisters has been taken apart and recycled for various parts. Eventually, it's time to come home. The mission is a success, but relatively little is learned about the strange properties of monument. This is one of the final shots of the OASIS Ground crew on Duna before heading out to find a good ascent site. OASIS Ground, leaving the monument and the place they called home for months. Supply canisters are Jefferson and a flag are all that are left for now. OASIS takes with them the knowledge gathered here from various experiments only Kerbals could execute in the flesh. They also take with them plenty of samples collected along their long journey for analysis on OASIS Actual and back on Kerbin. Finding and appropriately flat ascent site, OASIS Ground initiates the first phase for take-off. A front lander leg is used to push the vehicle up, while the rear legs catch the vehicle from tipping over. A small liquid fuel thruster on the nose helps push the vehicle up slightly and prevent it from pitching forward again. The third rear leg extends out and down to put the vehicle back into an upright take-off position during phase two. Phase three includes jettisoning any dead weight and uneven mass distribution, in addition to separating the habitation unit from the capsule and fuel core. Lift off is cleared! OASIS Actual is about to pass overhead for docking procedures. Everything is looking okay, ascent is going to plan. The Face is seen in the distance, scattered debris is barely seen. Ascent looks good. Gravity turn is initiated. Ike is seen looming over the distant horizon. OASIS Ground on approach to dock with OASIS Actual. The OASIS family is re-united once again. Hugs and stories are exchanged. OASIS Ground is re-supplied one last time for the journey home. OASIS Ground crew returns to Kerbin, a little more cramped then when they arrived. The two remaining crew on OASIS Actual volunteer to remain indefinitely, receiving more supplies on an schedule, with the option to have a return vessel sent at their option. Kerbin is seen in the distance for the first time in well over a year. Some said they'd never get there. Still others said they'd never return. Either way, the OASIS Crew is eager to return to Kerbin with proof of their journey. On approach to re-entry to Kerbin. She's big and beautiful. It's nice to see blue and green again. Hitting the atmosphere at nearly 3000m/s. Communication with KSA is lost during this period. Landing at night, in the middle of the largest ocean. Day breaks on Kerbin. OASIS Ground crew awaits pickup and to tell the world of their journey. No doubt they will be heralded as heroes, not only for being the first Kerbals to set foot on another planet and return to tell about it, but for their discovery and research that will catapult Kerbalkind into a bright and wonderful future.
  22. First (unmanned) landing at Duna. The Lewis and Clark mission was to send a satellite into polar orbit in the search for anomalies then land up to four light, cheap and expendable probes nearby to get a closer look. Probes come equipped with chutes, light RCS and enough fuel and engines to make safe landings on nearly any terrestrial body and some extra for "hopping" after arrival. Lewis on route with attached probes: Polar Orbit achieved, scanning begins: Probes away after three total anomalies discovered: Clark lands safely in the polar region of Duna. No immediate anomalies discovered. Successful landing of Sacajawea, again, no immediate anomalies discovered. KSA is beginning to wonder if this if data from Lewis was corrupted or a miscalculation has been made. Jefferson catches Ike on the way down: [REDACTED]. KSA decides to aim for a stretch goal and use Lewis to orbit and scan Ike then land Floyd, the final probe. However, the fuel line for Lewis' final stage was severed upon launch (one disgruntled ex-KSA insider has claimed the fuel line was never connected the the final stage engine in the first place, a huge oversight which KSA has repeatedly responded to with 'No comment'). Floyd is doomed to only have enough fuel to impact, and not land, on Ike. Here is the final image snapped from Floyd, traveling at nearly 600 m/s, only moments before impact: A manned mission to Duna to stay for an indefinite period of time is already in the works.
  23. Sent an unmanned rover to Minmus, with the intent of later sending a manned mission so Kerbals can drive it around manually: Test flight around Kerbin. Considered a "success": Landed!
  24. Same with me. IE and Firefox won't let me download it. Doing a right-click save-as gives me a corrupted file.
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