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Everything posted by HafCoJoe
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yeah... the position of Kerbal's eyes on their enormous heads would make it difficult to see out of anything that's angled like that. It suits well for side facing and steeper angled windows though. The new redesign makes a lot of sense.
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I want to take a moment and appreciate the old sci-fi concept plane cockpit we used to have up until 0.25 as well as it's cleaned up version by the summer intern Hugo which we had up until v1.1 when it was revamped by @Porkjet for a sleek private-jet style and happily received . A lot of us can agree that it needed a new face, but there still is a certain demeanor to it's original design. Sometimes it's nice to appreciate what we've come from. If you guys like this sort of thing I might do more of these on occasion. Ta ta for now.
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Is it just me, or is Unity 5 going to be AMAZING for KSP?
HafCoJoe replied to StarManta's topic in KSP1 Discussion
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Is it just me, or is Unity 5 going to be AMAZING for KSP?
HafCoJoe replied to StarManta's topic in KSP1 Discussion
I think we can all agree that U5 was definitely amazing -
Give me your favorite KSP ship names you've come up with?
HafCoJoe replied to The Yellow Dart's topic in KSP1 Discussion
Man... remembrance of years past... this wasn't my greatest work, but it's where I started - On the topic of this old thread, more recently I've been naming my crafts after admirable traits or words. Ambition is the name of my next major craft, with a drone named Pioneer and a plane which carries said drone called Inquiry. Still though, Sola Procul Nave was one of the more ingenious names I ever came up with, even though it was from years ago. I've been reading through my account activity in an attempt to find an old racing thread which I took part in alongside @GusTurbo - we both tied in first place on the very first official race there was in KSP if I recall correctly. -
I've already done some work with it and it makes a fantastic door hinge - I'm curious about this new propeller hinge! @Spacepigu do you think you could send me your craft file? I'm curious how you got such a small hinge to stay put with a propeller on it. - Also on a completely unrelated note, if you haven't seen the movie "Redline" and you're a fan of Speed Racer old school style racing, go watch it now. My mind has been blown.
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
HafCoJoe replied to pizzaoverhead's topic in KSP1 Mod Releases
Hmm... I think I follow? Almost like a hierarchy setting up like [playlist 1 < playlist 2 < playlist 3]? So you could set up [Space playlist < planetary S.O.I playlist < Docking playlist < reentry < landing] so that if it's playing one track, it will kick it off and start the next one if you're in that scene as well? I've been guessing that the hardest part of creating soundtrack editor is making sure the playlists don't overlap. If you ever need some sorted out playlists or a a collection of music to test, I've got a good list to test EDIT: I'm doing my best to make the new space center facility songs as close in feel to their original counterparts. For Mission Control, what are your opinions of this song being used? Stock song for comparison.- 779 replies
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Ignoring the bad cropping and the horrendous diagram I made in 1 minute while on lunch break, this is what I mean. Left side being what it is now, right side being what it should be. Hopefully fixable by increasing the smoke exit speed. It's only really noticeable when moving faster in higher altitudes as at that speed you can't tell that the smoke is being pushed out at all - it just looks like a particle being spawned with no motion. The plumes would look a lot more realistic as well if the particle speed was increased. It would raise tax on your system though as you would need to double the amount of particles each time you double their speed. It would truly make it look like a fiery plume being launched out of a high pressurized tank
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
HafCoJoe replied to Claw's topic in KSP1 Mod Releases
I've had similar issues with fuel drain myself but in what sounds like an opposite way from this I've been wanting to drain fuel evenly from a set of tanks that are attached stacked on top of each other, but no matter how I rearranged fuel lines I couldn't get the tanks to all drain at the same time without placing a panel in between them (Which greatly increases drag to the point of the craft being unusable). The addition of being able to toggle fuel transfer on fuel tanks which is coming in 1.2 is going to be very useful for this type of thing though . It was mentioned in the devnotes alongside the advanced building mode if I recall correctly. -
Congrats to all the winners
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Completely solid-fueled first stages?
HafCoJoe replied to MedwedianPresident's topic in KSP1 Discussion
Which means you're right lol -
Completely solid-fueled first stages?
HafCoJoe replied to MedwedianPresident's topic in KSP1 Discussion
Ach! I think you're right Many thanks -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
HafCoJoe replied to pizzaoverhead's topic in KSP1 Mod Releases
Voicing up once again on the progress of my music sorting, I am beginning work on planet S.O.I. themes and I've decided to not give each planet a specific theme every time you enter it's S.O.I. Instead I'm going to have four generalized playlists for S.O.I. themes that each have a few songs in them. One for atmospheric bodies (Eve, Kerbin, Duna, Jool, and Laythe), one for icy/cold planets (Gilly, Mun, Minmus, Ike, Vall, Tylo), one for eerie planets (Moho, Dres, Bop, Pol, and Eeloo), and one for interplanetary travel (Kerbol). I'm not sure exactly how many songs there will be in each playlist but I'm hoping for there to be enough that each time you visit a planet there will be a sense of uniqueness to the music. Hopefully the same goes for everything in this soundtrack.- 779 replies
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I wanted to voice a long standing grudge against a stock smoke trail feature that I fear is present in RealPlumes Stock as well :/ - During rocket launches at higher speeds in atmosphere (~200 m/s), the smoke trails don't exit engine bells in the direction of thrust - they leave in the direction of retrograde, making them veer sometimes upwards of 30 degrees off to one side of the engine bell if you perform a gravity turn quickly and often meaning it doesn't come out of the back of the rocket plume but off to one side as well. I'd post a video of this if I wasn't at work. You can see what I mean by launching any regular rocket into the air and then performing a sudden gravity turn in the upper atmosphere. - I've been quietly fuming about this for a while now but haven't voiced up because I haven't been sure about the best way to fix this. I think that increasing the speed that the smoke trails leave the engines would fix this. Mind you it isn't the rocket plume that's frustrating, it's the smoke trail that doesn't leave the engine in the right direction.
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Completely solid-fueled first stages?
HafCoJoe replied to MedwedianPresident's topic in KSP1 Discussion
Actually the oldest rocket I have in production (Version I was built in 0.21, I'm on version XIIV now) uses a completely solid first stage It's the rocket in the final sequence of this video: I modeled it loosely off my memory of an Ares 1 rocket but didn't intend it to be a remake. It's plainly called the "MkII Orbiter XIIV". It's survived through old aero and now has a fin in the first stage that makes it auto-gravity turn. All I need to do for controlling the first stage is yaw and roll and it automatically pitches itself into a perfect gravity turn. I added that partially for simplicity, but mainly because I was getting very annoyed at the smoke trails not leaving the rocket in the direction of thrust, but rather in the direction of retrograde making them veer upwards of 30 degrees to the side after leaving the engine bell. -
Completely solid-fueled first stages?
HafCoJoe replied to MedwedianPresident's topic in KSP1 Discussion
What's the mod that let's you take staging pictures like that? I'd love to take a few myself -
I just woke up to a whole bunch of new posts! - Many thansk Cy4n All of what you said is correct. Also L3mur, I didn't know anyone was able to get this working on Mac. I'd love to know how when I've got more time to type.
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If you can turn off opengl... I've been told that that's the cause of this not working.
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Just realized the communities average rating of this is 5. Congrats
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Mmm nostalgia... I recall when the Mun was added in v0.12... the solar system was a lonely place then... Say @sal_vager, it would be an interesting change to career if you could only see the planet indicators and not the actual planets in the tier 1 tracking station. Starting career mode would almost be reminiscent of when Kerbin was truly just a lonely dot. As you upgrade and expand the KSC it would make you feel like the discoverer of each planet as well as the first visitor. Also would give you more reason to build more into the R&D center since it has the space center's observatory. Would would give you more reason to read the description on each planet through the tracking station too . "Jool is particularly known for being a rather large, predominantly green planet. Kerbalkind has longed to visit it since it was first spotted in the sky. Philosophers reason that the swirling green planet must be a really nice place to visit, on account of its wholesome coloration. If you look at Jool through a telescope, it is fuzzy." - Jool's description Then upgrading to the tier 2 station would let you see moons. "Vall was one of the last Moons of Jool to be discovered. Frustrated scientists kept trying to wipe it off the lenses of their telescopes. Eventually after a rash of returned telescopes, Advanced Optics Co. finally decided to just tell them it was an actual object in the sky." - Vall's description Makes me sad that I doubt many people even know celestial bodies have descriptions. - Also I don't think Advanced Optics Co. has been mentioned in anything else. Hmm... possibly something that could be used in contracts? Oh man... thinking about this with the new addition of comms is just mind boggling... You'd literally discover a planet, Upgrade the R&D center, discover moons of that planet, build a communications network that reaches out to that planet, and then one by one visit the planets you found!
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People who joined back in 2011: are any of you still here?
HafCoJoe replied to Panichio's topic in KSP1 Discussion
Revisiting this topic, I've been playing KSP since at-least version 0.11, which was released in October of 2011 since I recall becoming super hyped when the Mun was added as well as the first vectoring engine the LV-T45, which marks the release of v0.13. After landing on the mun with souposphere air, "if you look at it wrong it will explode" part physics, no landing legs, RCS, SAS, or parts wider than 1.25m, I took a break from KSP for about half a year when it separated into demo and paid versions. I got bored one afternoon and remembered playing KSP, looked it up, and upon being greeted with an entire solar system having been added in my leave I broke down and bought version 0.21. Boy am I glad that I did. I recall browsing the forum in the very very early days of the forum from our schools library, but I haven't been able to login since, and all the moderators say that there was never an account under my old email alias meaning I either must have been browsing not logged in or I created the account shortly before the "great forum massacre of 2012" and the account was deleted when much account data was lost in an unexpected server issue. Either way, I've been around the metaphorical block. -
I'll post mine when I get home - Man... I took it January of 2012 - I remember when they added the liquid second engine (LV-T45) So that means I've been playing since at least v0.11 back in October 2011.
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I think @shaw is really busy w/ other things - this was talked about a few weeks ago but the conversation trailed off after the shaders where passed around.
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