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Everything posted by Orionkermin
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The thing is that an alternate color doesn't take a huge amount of time, whereas to do a thermal blanket texture properly would basically mean creating an entire new texture. With so many other things to do in the mod and the limited time I have to work on the mod an alternate color was all I had time for. I do plan to texture the Lima in thermal blanket style, which I know is not exactly what people want but it's at least a start. At some point and time I may try to make one for the soy-juice, but it won't be until more of the mod is complete. For both files the end goal is to merge the HGR files with those installed on your computer. Merging the GameData files will achieve this same goal as the paths have been been set up for this. The alternate texture will ask if you want to overwrite the existing one and just say yes to all. I'll be looking into and trying to familiarize myself with texture switcher so that in the future it will be easier to go between them. When you say a lander that can reach the moon, do you mean a craft file?
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[1.0.2]HGR 1.875m parts(v1.3.0 released)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
Aye, I'd certainly like to add a docking port and even a cylindrical habitat. I have a reaction wheel and RCS tanks modeled already, but they need to be mapped and textured. I won't get to work on anything until I get home from vacation however. Re. The solar panel: Adding a left and right version is a possibility, as is simply making a more modern Soyuz styled panel that would only need 1 version. I'll have to investigate and discuss the possibilities when I'm free to work on this again. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
Yea they unfortunately only work from one side and due to symmetry I had to make them appear two sided. I'm hoping to find a way to get them to work as two sided panels in the future. I haven't quite figured out how to get the game to allow this yet, though. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
You mean like the new pods and parts? They were always intended to brought over, the beta is just a test bed. The files should be organized well enough that deleting unwanted parts will be easy enough. For instance if you only want the O'l radish, you get rid of everything else except the radish, it's decoupler, and the daikon service module. (There's no longer auto-shrouds for FAR reasons) -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
Oh! Knowing me I forgot to add an action group to decouple the orbital module. The inline chute is also a decoupler so if you right click, you can decouple it. Re. 64bit: Unfortunately the buggy-ness goes beyond just the mod and unfortunately it will take time to guarantee 100% stability for this version. YMMV. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
I mentioned in the other thread, but I should post it here, if you're already using the beta version you might want to stick with it. It has a few more WIP parts that aren't here yet and it'll continue to be the first place I release anything new. Thanks everyone. @Shaw: The seats are still a part of the model in the stock pods rather than actual props. I kinda like that I have my own seat anyway though. Thanks for letting me know that the old one is still there though, I'll have to get rid of it. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
HGR re-released for KSP.24 The mod now includes many changes and new parts, check out the OP for details! -
Ok the new official version of the Beta is up on the OP. Thanks for all your help everyone! Note that several parts have moved around on the tech tree and the old onion and tri adapter were removed. This means some parts may need to be re-researched, be careful with your flights in progress. Especially those using the radish or low pro RCS thrusters.
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I've been using the radish as my main rescue craft in the early game and it seems to work really well. (As long as I remember not to launch with two kerbals) Speaking of the Radish; I'm considering moving it to the flight control node on the tech tree. This would be to keep it in line with the stock pods which all appear on the same row now. Thoughts?
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Was definitely a typo. Fixed now, thank you! I know people often want alternate colors since I made the Soy-Juice an nontraditional color compared to a Soyuz. I might make a dark grey one at some point, but for now I'm more concerned with getting everything else done. I guess what I'm saying is we'll see.
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Ok I think I got the realchute.cfg working. I updated the DL, but I'll post up what I have as well. Seems to be working so far. @PART[InLineChute]:AFTER[RealChute]:NEEDS[RealChute] { maximum_drag = 0.32 !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.3 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 2 deployedDiameter = 50 minIsPressure = true minPressure = 0.01 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 preDeploymentAnimation = semiDeploy deploymentAnimation = fullDeploy parachuteName = canopy capName = Cap } } MODULE { name = ProceduralChute textureLibrary = StockReplacement currentCanopies = Main chute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } } @PART[InLineChuteSmall]:AFTER[RealChute]:NEEDS[RealChute] { maximum_drag = 0.32 !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.1 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 25 minIsPressure = true minPressure = 0.01 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 preDeploymentAnimation = semiDeploy deploymentAnimation = fullyDeploy parachuteName = Canopy capName = cap } } MODULE { name = ProceduralChute textureLibrary = StockReplacement currentCanopies = Main chute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } }
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[1.0.2]HGR 1.875m parts(v1.3.0 released)
Orionkermin replied to Orionkermin's topic in KSP1 Mod Releases
The default seats aren't props so I don't actually have access to them. The good news is that the seats I made over in the Beta(R&D) version of this mod, have control sticks. This version will hopefully be getting an update around Monday-ish. -
While it is cool and the author's artwork is beautiful, I just don't have the time to create a whole set of wedges for the 1.875m range. It might be better to just duplicate and scale up their 1.25m versions by an extra 50%. I've made some tweaks in the experimental build, mostly concerning engines. The 2.5m engines were pretty universally buffed and my engines had pretty much all became worse than the skipper... So that's not the case anymore. The G120 is basically just half a Mainsail now. Since the poodle is finally good, I've gotten rid of the extra node on the G47b to decrease fiddly-ness. Download: Here or the previous experimental link.
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OK I'm going to post up an experimental HGRbeta version0.23. This just a rough first attempt at cost balance at a glace, but should at least be serviceable for now. Any and all input to help with figuring out a price point on everything will be helpful. I'll try and tweak things as we go through the weekend, and my plan is to update the main HGR on monday. I'll be at SDCC most of next week so I've got to try and get this out kind of early. Luckily I think things aren't too far off and the changes that will need to be made will likely be minor. *Kod willing* Here is the download: HGRbetaV0.23experimental Things to note: -I've removed the 1.875 to tri 1.25 adapter. It didn't seem that necessary or useful now that there's an appropriate lifting engine for 1.875m parts. -The new shenzhou style OM and long march themed nosecone are in. -Fuel tank cost is the same as stock parts that hold the same amount, there's precedents for this in the case of overlapping capacities. -From initial tests, the Landertron and engine animation plug-ins are still working so I've kept those in. I'll update them when those mod authors do I think that's everything for now, as always thanks for all the support everybody and let me know how well everything works out in the new career mode. As a side note, I'd like to know if anyone ends up finding the Radish useful for early game rescue missions. I think that pod might have found another niche it works in.
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Stock Parts Costs and Balance Spreadsheet for 0.24
Orionkermin replied to Tiberion's topic in KSP1 Mod Development
Thanks Tiberion! This'll help me get my mod at least somewhat balanced for the .24 release. Much appreciate.