-
Posts
2,482 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by AlamoVampire
-
EVA Suits Prime Crew
AlamoVampire replied to AlamoVampire's topic in KSP1 Suggestions & Development Discussion
glad im not goin mad as a hatter then -
Has ANYONE noticed that, with the original crew members of Jeb, Bill, Bob and Val that inside the craft their suits are orange but on EVA they turn WHITE? Anyone notice that? Am I just batty? Also, did you know that on the EVA pack <at least with Bill I think <who ever is the scientist lol> your flag shows on the EVA Pack?
-
Screenshots Re-Imagined [GROUP THINGY NOW]
AlamoVampire replied to HazelPine's topic in KSP Fan Works
@Pine Looking forward to it also glad things seem to be back on track for you I may have a pic or two more for your creative eye if that's cool- 503 replies
-
- 2
-
Reentry Effects and Plasma
AlamoVampire replied to AlamoVampire's topic in KSP1 Suggestions & Development Discussion
@Nightside the effect IS stock. Its an extension of the rocket smoke effects. the code is in game, but currently turned off thanks to prior unity and lower end machines having issues. Squelch said, it may get turned on with U5 and how it handles particles, but its a down the road a bit thing for now -
Reentry Effects and Plasma
AlamoVampire replied to AlamoVampire's topic in KSP1 Suggestions & Development Discussion
Thats the version im running if its july4 ish and at 1500+- ms in atmo going up or down it comes on -
I posted this issue to the tracker some days back. I find it rather difficult to use. I test as best I can and post my results where I can. This sadly seems to be insufficient for people. So, they blindly chastise with out looking deeper or simply asking why the noise is being made here and call it a tantrum. I am tired of the slings, arrows and barbs flung at me. This community overall has been wonderful but I find more and more that people would rather attack than ask. Closed minded barbs, attacks and insults finally win. Thank you for showing me I do not belong, that I am doing wrong the only thing I know how to do to try to help fix a problem.
-
I want to posit something. This is for the camp of put it on the tracker and hush. When in the history of anything has file complaint, then say nothing any more ever worked? To my knowledge, never. The problem is, there is no indication by the game, in construction or on mission that something you placed externally on a cargo bay or service bay will and sometimes DOES become deactivated because of the cargo doors. Take my Goliath Shuttle, the very craft that sparked the resurgence of this conversation. Had I not by intentional design had a secondary method of recovery, namely a ton of parachutes, the lack of any indication that opening the cargo bay rendered the nose wheel inoperable I could have lost the crew. But I am an experienced player so I know to plan for failures. The fresh from the box newbie? Nope. No, as Wildlynx said, we, the vets must fend for ourselves, and by extension we fend for our incoming brothers and sisters. We must rise as a chorus, we must sing loud of these issues, only then will they hear us, only then will things like this take priority.
-
Reentry Effects and Plasma
AlamoVampire replied to AlamoVampire's topic in KSP1 Suggestions & Development Discussion
@Adelaar sadly, at least with the mod <maybe its in the games code?> the moment you are fast enough and have a solid reentry like heat effect going you generate the plasma trail. Yes, even during launch if you go fast enough lol -
@suicidejunkie Manning a satellite completely goes against the point and purpose of an unmanned device and drastically reduces service life and exponentially increases cost and risk. Imagine Earths GPS satellite system or our communications satellites, let alone Voyagers 1 & 2. Imagine the cost to have a human, just 1 human on each. And thats not including any probe beyond Earth. Now picture every probe thats left Earths SOI. The cost in Human life alone would be extreme. Its bad and tragic enough we lost all those brave souls to tragic accidents, but can you imagine the moral and ethical cost of deliberately sending people on a mission that ultimately will kill them? No. Probes are perfect as is. Low cost (relatively speaking compared to an intentionally manned mission with a return home) and basically fatality free.
-
Reentry Effects and Plasma
AlamoVampire replied to AlamoVampire's topic in KSP1 Suggestions & Development Discussion
Ya I dont get it either. The reentry effects are, at least according to Squelch the same type of thing as rocket exhaust effects, yet complaints about performance hits on launches, where you are the most part heavy yet on landing you are what? A command pod, 1-4 chutes and a heat shield for a max of what 6 parts? -
Reentry Effects and Plasma
AlamoVampire replied to AlamoVampire's topic in KSP1 Suggestions & Development Discussion
Tbh im not sure, but Squelch made mention of the same thing but the plasma trails according to Squelch are essentially an extension of current rocket plumes so with U5 we may yet see this come up. -
@The_Rocketeer Im making noise because im not the only person having this issue. as to the other bit, not even a kerbal, not even jeb is that reckless lol.
-
Reentry Effects and Plasma
AlamoVampire replied to AlamoVampire's topic in KSP1 Suggestions & Development Discussion
ive a little LCD read out on my keyboard showing CPU usage and RAM usage, and it stayed normal during all those pictures. -
Reentry Effects and Plasma
AlamoVampire replied to AlamoVampire's topic in KSP1 Suggestions & Development Discussion
the thing is, according to pizzaoverhead and the youtube channel i first saw the mod in, the codes there, its jut not turned on. we can only hope its turned on proper soon. let the devs know what we want! -
KIS/KAS make engineers soo much more fun
-
What was the craziest thing that happened in KSP?
AlamoVampire replied to Wildcat111's topic in KSP1 Discussion
for me? it was learning that <via a youtube video and the mod it spoke of> there is a Squad developed, programmed set of code to give us superior re-entry effects that mimic the REAL THING. The fact that they programmed this and never enabled it just blew my mind away. Frankly nothing I have done myself or seen in any videos or screen shots is crazier than the fact they coded superior reentry effects only to never use them and leave us what what is clearly a place holder. crazy huh -
Hi folks. I want to make a suggestion that seems simple, and stunningly IS easy to have done! Now to sound like some late night infomercial lol. Do you feel your reentries are lacking something? Do you feel that they could use some more pep? Do you feel that they just simply are NOT realistic enough, especially those of you using the RO mod? Well, have I the solution for you! And for no additional cost the code for it is ALREADY IN THE GAME!!!!!!!! It just has NEVER been turned on!!!! A fellow forum user has located this code and turned it on via a mod. @pizzaoverhead is the user to have located Squads code and generated the mod I speak of, and to you sir, as I said in your thread, you are a god! The mod can be found: It was on youtube that I found this mod. KottabosGaming is the channel <is it ok I mention a youtube channel here? and ya know give credit where its due and all that cool and nice stuff?> Since I am unsure on the linking of YouTube channels, I just will leave his name. BUT, lets check this out: Re-entry as we know it: Re-entry as it is with the aforementioned code thats in game and mod that turns this code ON: I zoomed out to show its length of the plasma trail. Some other shots, and yes, anything that comes off your ship that is moving fast enough shows the effect: What I keep wondering is, why is such an awesome feature not turned on by Squad? Why are we left with a bland re-entry effect when the coolness is just sitting dormant in the code? I truly, TRULY wish to thank both the folks I mentioned for first finding the code and making a mod that turned the code ON, so, PizzaOverhead, thank you soo much. I also want to thank KottabosGaming for taking the time to review and show off this truly astounding feature turned mod. Thank you! I now wish to suggest that Squad go ahead and turn this feature on! Lets hear what YOU my dear readers have to say!
- 68 replies
-
- 10
-
[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
AlamoVampire replied to pizzaoverhead's topic in KSP1 Mod Releases
oh come on SQUAD, why wont you turn this effect on? @pizzaoverhead you are a god. hey um @Squelch any chance you guys can just go ahead and turn this on? I mean yall did code it in there according people who found the code... please? -
1. I really wish that @Vanamonde had NOT merged my post from 16 hours ago into this thread as it points out something should NOT BE BURIED in a similar thread, so I beg for an unmerge please. Thats why my opening said "deserves its own thread" but here we are.... 2. The devs or at least Claw, Squelch and Arsonide are aware of this BS at least insofar as gear/cargo bays go. I should know having spoken with all 3 on that. 3. Already made a bug tracker ticket on the gear portion and it was confirmed by another user. 4. @The_Rocketeer #3 and #4 are for you, not putting gear on a cargo bay ever just isnt realistic.
-
@Tex Mechs Robot @Ten Key MWO has gotten better. Its still not perfect, but, its something. I myself am an Elite founder and was wave 2 closed Beta. We do have the clans now if yall missed it coming in.
-
fun truth nugget: Squad has 0 zero obligation to do ANYTHING MORE than what we have RIGHT NOW. Also, imagine what it must be like to spend all day looking at lines of code, chasing bugs, accidentally making NEW bugs fixing OLD bugs. Its soul crushing Id imagine. After some point, they need a new project. What comes tomorrow will come. Good, bad, what ever it may be. Enjoy today.
-
Hello again ladies and gentlemen. I have found something that deserves its own thread. We are well aware of this fun little check the game does to see if something is closed inside a cargo bay or a fairing or service bay. We also are aware of how this check prevents you from using an engine lets say inside a fairing or cargo bay. Well, what I found just now was absolutely SHOCKING. I will also say, this will or could be a long post, but, will decidedly be picture heavy. With that said, I want to say this: This check is NOT CONSISTENT. We all remember this little test craft made for a dev during the experimentals phase of 1.1.3: This craft as confirmed by forum user @swjr-swis shows the landing gear failing to move after being rendered inoperable after the cargo bay even TWITCHES. Doesnt matter if its launched or not. I was playing around with a plane inspired by Mobile Suit Gundam Wing, and put a rocket engine into the cargo ramp. This ramp when closed occludes the engine. The engine in question is the LVT-30 "Reliant" Liquid Fuel Engine. I decided to punch the engine as a lark and to my shock, this happened: Hence this thread. I thought this is odd. SO, I went to the SPH and made a test stand. Available here for SPH version: http://www.filedropper.com/stowedteststandsph_1 the note in the hangar says Action Group 1: Toggle Engine. Here are some pictures of the ship in hangar, immediately as it loads to the runway and well, firing the engine THROUGH an occluded end Mono Prop Tank. No where does the game complain that the engine is stowed. The odd part here is, the landing gear remains OPERATIONAL after moving the cargo doors?? In SPH to show the parts: First shows top-ish down inside the bay, 2nd is showing 3 of 6 RTGs <3 each side, same holds true of the VAB version> Loading in: Testing the LVT-30: Now, we move onto the VAB version of this ship: http://www.filedropper.com/stowedteststandvab Inside VAB same as the SPH: Loading onto the launch pad: Testing the LVT-30: Testing the Landing Gear and getting told that IT is stowed: I want to point out to the eagle eyed here, that the time codes do not add up on the engine test <launch pad> and gear test <launch pad> thats because it hit me to double check and grab a picture of the games alert after starting the thread. The take away from all of this is, at least to me, this check is so absurdly hit and miss as to be useless. I am frankly floored by this, completely FLOORED by this. It completely ALLOWS the engine to fire while CLEARLY stowed, but heaven forbid I use something that is clearly on the OUTSIDE after I move the cargo bay? I have been, and shall continue to be a proponent of this check being removed completely. It is clearly not doing its job and when it TRIES, it is missing so badly as to completely FAIL. Look, I am one guy, who is absurdly frustrated by this. I will leave this up to anyone who wants to make a tracker report on this to do so. I leave this thread here as I really do not know where this truly belongs, if you are a moderator and reading this and know a better home, place it there. But, let this stand tribute to the oddity that is this check and why it should go.
-
Just you @GoSlash27 I think. Lol
-
No worries. They need to dump the stock failings and just go with the proc fairings mod. Imo ofc