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ericwdhs

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Everything posted by ericwdhs

  1. Seconded on putting this on CKAN. Great work though!
  2. Done. Haven't done much on GitHub. Guess I should rectify that if I want to get good at programming.
  3. Not sure if this is the best place for a feature/plug-in request, but could we get a column in the GUI dedicated to custom, filterable tags to mods (both installed and not)? I'd like to be able to label mods with tags like "Favorite," "Watch: Needs Update," "Watch: Concept Has Potential," "First to Delete at RAM Limit," "Rejected: Not Stock-like," "Rejected: Alternative Used," and so on. CKAN has already become indispensable for me, but I keep going to other programs to do mod evaluating and sorting, and I end up looking over a lot of mods more than once. This one feature would allow me to do everything I need to do within CKAN. Whatever the result, thanks for this great program!
  4. Just adding another vote to continuing this mod. The new stock fairings have some pretty cool functionality, but I still think PF is much better all around and much more enjoyable to look at.
  5. Exactly what I needed to know. I'll definitely look into making a custom file. Thanks, guys.
  6. Quick question I haven't seen addressed: I delete mod parts I don't use. Very few of the big mods I have are as downloaded. Will that cause any problems with CKAN? In other words, does CKAN perform any sort of automatic file verification/correction on already installed mods, or is it just limited to downloading mods you specifically tell it to update in each session? I haven't tried it yet, and I'm not entirely sure how it works in that respect.
  7. Thanks! You should know that this is the first mod I'm adding into 0.90.
  8. There's a lot of outdated information in those links, and I've had a heck of a time trying to pinpoint where particular methods were wrong. I only recently found Nifty255's videos for beginning modders, and he does a very good job of covering the modding process. A few alterations based on his video solved all the issues I was running into. I apologize if these are already linked here somewhere, but I highly recommend that all prospective modders start with these videos: - This covers the very basics. If you've looked into KSP modding at all, this may not teach you anything. - If you're making regular parts, this is probably all you need. It covers proper model and texture setup in Blender, setup and exporting through Unity, and even goes into setting up animations. and - These two cover things on the programming side: modules, plugins, .dll's, etc. I haven't gone through them, but they look thorough and easy enough to follow.
  9. VTOLs would follow the same rules. It just wouldn't be as elegant. If what you actually set to build is tweaked to vertical thrust, assume it's better off launching from the launchpad. If it's tweaked to horizontal thrust, assume it's better off on the runway. Make that clear to the user and you should have no problems. Even if the user does split points half SPH, half VAB, they should get what they want eventually. It'll just take longer overall, and that's perfectly fine since developing VTOL craft takes more time and effort in the real world anyway. That all said, I only replied because magico said he's "not a big fan of people building rockets in the VAB or planes in the SPH" (I assume VAB and SPH are supposed to be switched.) I agree with him there, but I think the proposed solution of unifying the queue doesn't actually do anything to solve that. It would only remove the distinction between SPH and VAB, and that's a step backward. Then again, I haven't gotten more than few minutes into testing this mod (just saw it today), so I'm may have missed the obvious or woefully misinterpreted some stuff about how the mod works. I'm also assuming there's an easy way to read a craft's thrust direction, the one given by the Center of Thrust icon in the editor. I really don't know how feasible my "solution" to this one concern is.
  10. Instead of unifying the queue or penalizing use of both buildings, could you have incentives/penalties tied to the actual type of craft? It would make sense considering the buildings are supposed to be specialized. I'm not familiar with KSP's internals, but it seems like it should be as easy as the coding equivalent of: "If the ship launches with thrust down, it's a rocket. It will take twice as long to build in the SPH. If the ship launches with thrust horizontal, it's a plane. It will take twice as long to build in the VAB." Personally, I'd prefer a penalty more on the order of 5 or 10 times as long, but twice is good for easing up gameplay.
  11. So you've used the freedom of planetary EVA with some models on top to fake freedom in IVA? Genius. How far do you think you can take this? If it's possible, could you look into setting up standards for hatches between parts and connecting multiple interior models? In other words, if two parts connect on one node and both of those parts have the same "hatch type" at the node, the hatch doors are removed from both interiors and you can travel between them. It would basically be the full 3D version of the Connected Living Space API. It doesn't seem like it would be that hard, but I have no idea what you have set up. If you managed to do this though, that would make this mod the king of all mods.
  12. I've gone through all the parts and here's all my thoughts (with any issues found): Cargo BaysPros: Everything! Except... Cons: Surface attachment goes through the flat inside floor/back wall (can be worked around with other parts). Tweak reads "Disable Srf Attach" and "Enable Sef Attach" (minor non-game-affecting nitpick). Will I Use? Probably yes. These parts look and work great enough for me to keep them around, but I'll need an excuse to use them. I've only used cargo bays on reusable craft, and I only make spaceplanes reusable, and B9 has spaceplane cargo bays in all the sizes I use. For all other craft, I hide everything in fairings, though this alternative could reduce debris. I could maybe see myself using them as parts of space stations or bases to store contraptions I don't want outside all the time. Perhaps there are other uses I haven't thought of yet. Crocodile InterstagesPros: They look great and have very cool functionality. Cons: The inside bottom texture of the larger of the two interstages seems excessively stretched as you can tell by the "screws" (minor non-game-affecting nitpick). Will I Use? Yes. I can think some builds where I could use this at the very least as a more visually impressive alternative to regular fairings, and sharing internal space with the cargo bays and storage shrouds makes it all the more useful. Generic ShroudsPros: Works well and matches stock style. Editor visibility is a nice touch. Cons: The 3.75 meter shrouds don't line up with other parts radius-wise. The outside nodes on both 1.25 meter shrouds need to be pushed in a bit as there is a noticeable gap between them and joined parts. Will I Use? Probably not. I use Procedural Fairings for all interstage fairings, and its ability to curve around payloads, enclose payloads of any length, and join ends of many different sizes together is just indispensable to me. That said, I may use this in barer builds or attempts to recreate historical craft. End CapsPros: Everything here is great. Both sides of the cap look good, and surface attachment lines up. Cons: Nothing! Will I Use? Probably yes. It depends on whether I use the cargo bays. Radial Engine MountPros: Looks great and very useful. Offset is perfect for 4 placed around 2.5 meter parts, and 7 (via Editor Extensions) fit very well around 3.75 meter parts. Cons: None! Will I Use? Yes. This is a very basic piece that I have been sorely missing. I'll definitely use it on many of my big rockets and it works well for air intakes. Storage ShroudsPros: They match the cargo bays and crocodile interstages perfectly. Surface attachment works well on the inside. Cons: None, but is there supposed to be a long version of the 1.25 meter one? Will I Use? Probably yes. It depends mostly on what I use the crocodile interstages for. Inflatable HeatshieldsPros: Great look and functionality. Cons: Four Auto Deploy tweaks. Buoyancy should probably be higher. Will I Use? Yes. These definitely beat Deadly Reentry's heatshields for me. UBS and KM InflatablesPros: Nice animations, good textures, and very useful. Cons: Two Auto Deploy tweaks on the KM Inflatables. Buoyancy should probably be higher. Will I Use? Yes. All in all, this is a very nice set of parts.
  13. I haven't tested this yet, but I can already tell the floats will be must-haves for me. The rest of the parts look great but may or may not make it into my install because they duplicate functionality I already have. I'll edit or post again once I've tested them.
  14. Hey Toerti! Thanks for the category icons. However, I have to second Arron Rift's statement on them. Don't get me wrong. They are nicely done and I'd rather have them than not have them, but they clash with the stock GUI style which the rest of Part Catalog shares. As for black and white being boring, that might be so, but I don't think sorting icons are something you really want to be that lively. If there were grey-scale versions of your icons, I'd consider the mod perfect. That said, there are some buttons in the KSP GUI that use color. The ones in the top right of the VAB/SPH are a good example. They use muted color backgrounds with dark icons drawn on top. The background color lights up a bit on mouseover and the icon turns white. I think that style would look really good for category icons. In fact, I'm liking the idea enough to try my hand at making all my Part Catalog icons like that, though I think I'll see how the GUI changes in .24 before making the attempt.
  15. Any chance you'll be optimizing the Stock-Like parts? (Has someone else done so?) They look great and I'd like to use them, but I just can't justify 81 MB for 6 parts. That's more than half the size of my B9 folder (158 MB) which has over 200 parts. I'd peg 20 MB as the maximum reasonable size for this. Oh well, I'll keep this thread watched in case it gets updated. Happy modding.
  16. Fair enough. No pressure or anything. You've already contributed a lot, and I look forward to whatever else you may make. Adding a complete download link along with the separate links would be great. Combining the files as they are now is not a big deal, but still... (A little time lost) x (A lot of people) = (A lot of time lost).
  17. Loving every bit of this so far. Do you plan on or are you open to doing stockalike versions of the American capsules after the Russian side is done?
  18. I actually browsed through the whole UniverseReplacer thread several months ago picking out texture packs which I currently have mix-and-matched in TextureReplacer. Unfortunately, I didn't think to log my work. Clearly you are the better man. Thanks for the hard work.
  19. I have a lot and I run some of the big game changing ones on parallel installs, but I'll list the ones I've almost never gone without. Absolute favorites are asterisked (*). First, the part-less utility mods (in no particular order): **Part Catalog *Editor Extensions *Editor Part Highlighter Enhanced NavBall Goodspeed Automatic Fuel Pump *Kerbal Engineer Redux (with All Pods config) *Kerbal Joint Reinforcement Navball Docking Alignment Indicator *RCS Build Aid SceneJumper (with alternate buttons) Targetron *TweakableEverything Active Texture Management (Aggressive) Raster Prop Monitor Final Frontier Texture Replacer UbioWeldingLtd HotRockets DeadlyReentry Environmental Visual Enhancements (the texture pack I go with varies) KSP Alternate Resource Panel Crowd-Sourced Science Logs Minimum Ambience SelectRoot *DarkMultiPlayer Distant Object Enhancement *Ferram Aerospace Research Now for part mods: *TAC Life Support (with alternate textures) Vanguard Parachutes Aviation Lights Perfectrons *Habitat Pack *Kerbal Attachment System *Kerbal Aircraft Expansion *Klockheed Martian Smart Parts KSPX *Infernal Robotics (with model reworks) 6S Service Compartment Tubes *Procedural Fairings RealChute *RemoteTech2 RLA Electric Engines, Power Generation, and Stockalike *SCANsat SurfaceLights B9 (Who doesn't use this?) GlowStrips kOS Scriptable Autopilot System Stack Lights There's probably at least twice that that I frequently use and some favorites I forgot, but that's what I recognize from my current main install. If you're curious, there's a few popular mods I never really got into because they didn't really seem to add a whole lot gameplay wise. KW Rocketry and NovaPunch are probably the two big ones there. I've also never used MechJeb, though I understand its popularity among those who are more Mission Controller than pilot. (No debates please.)
  20. My most glorious moment was my first Duna mission. I decided to get the game after my brother had mentioned it, and I was completely addicted. In 3 hours, I had a crewed vessel on Duna (with enough fuel to go back to Kerbin). My brother was most surprised when I sent him screenshots of my victory. Here is the craft in its over-engineered glory just prior to touchdown:
  21. Well, I decided to try my hand at making some custom flags/seals/banners/whatever. Though I don't really do any image editing, Inkscape is pretty fun. Not sure why I hadn't heard of it before. Anyway, I made several variants, but my favorite two are below (at 4x resolution).
  22. Love this. I avoid all mods that don't mesh well with the stock style (or find re-textures if possible), and so far, that has included all historical craft mods. This breaks that trend. I hope stockalike historical craft becomes a thing. Thanks.
  23. This was my first attempt at a space station back a few months ago. Despite the appearance, it is a single module and was launched in one piece. I had intended to add large fuel modules to the triple docking ports and capped off by another ring module, but after only a few missions to it, it was devoured by the physics Kraken upon loading with a few docked craft (last image). I do have backup saves of the station in orbit, but I'd rather just redo the design, one that is actually modular and has a much bigger ring.
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