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Everything posted by michaelhester07
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Mighoul Saboodo(Maxmaps) is invited to The White House ?!?
michaelhester07 replied to MK3424's topic in KSP1 Discussion
I followed it. This is not the forum to get into that though. Off topic section? sure. Kinda cool to be invited to astronomy night on the White House lawn. My suggestion: point the scope at Jupiter and leave it there all night. You can try the Pleiades too and maybe Orion's nebula but anything else will be a washout from downtown DC. A bright planet will fare so much better in such light pollution. -
The "You know you're playing a lot of KSP when..." thread
michaelhester07 replied to Phenom Anon X's topic in KSP1 Discussion
When you watch the Martian and compare Matt Damon to Jeb after you marooned him on Duna. You then start thinking of hollywood flaws with space travel, at least starting with the centrifuge on the Hermes not going fast enough to create 1G -
Still struggling to get into orbit ...
michaelhester07 replied to JackBush's topic in KSP1 Gameplay Questions and Tutorials
You made it. Now you know what it takes. -
Kerbals on Long Duration Missions.
michaelhester07 replied to Clipperride's topic in KSP1 Gameplay Questions and Tutorials
Adjust it to 500 meters if your pilot is Valentina and don't tell her. She's an adrenaline junky and doesn't scare easy. If you're not drawing in the sand with your antenna while you orbit you're not low enough. -
How finished is KSP in your opinion?
michaelhester07 replied to Robotengineer's topic in KSP1 Discussion
There's no such thing as finished. -
I recently picked up playing this again after a long hiatus. I'll balance this with guildwars 2 anymore. Anyway... First mission around the Mun in my new save. Things were going smoothly for Jeb. He orbited Mun once then came back. Problem was the parachute was set to activate on the same stage as the command module decoupler and there is no way to disarm the chute. It popped during re-entry and ripped off. Poor Jeb. He took a day off while Valentina flew the Mun landing mission and was somehow back to work the next morning smelling like seaweed. Used to be the most dangerous thing for my kerbals was working around a ground base on minmus or mun. Riding in a vehicle with TR-XL3 wheels on a low gravity planet was second place.
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[1.0.x] Civilian Population 1.4
michaelhester07 replied to michaelhester07's topic in KSP1 Mod Releases
I have an old CRP packed in there. Honest truth I dont expect to return to KSP for a while. If anyone wants to take over this project let me know through PM. The source code is packed into the zip file and I can provide the art assets and add you as a collaborator on the KerbalStuff link. -
KSP Modding Guide/Tutorial
michaelhester07 replied to SkyeRangerDelta's topic in KSP1 C# Plugin Development Help and Support
A large amount of the material from here: http://forum.kerbalspaceprogram.com/threads/94638-Mod-Development-Links-Compilation-START-HERE Is still valid. At least the setting up of things is valid there. -
[1.0.x] Civilian Population 1.4
michaelhester07 replied to michaelhester07's topic in KSP1 Mod Releases
It was probably visual studio being annoying. Assembly, unity, mono, kspapi, launchpad don't need to be in the plugin folder. -
KSP Modding Guide/Tutorial
michaelhester07 replied to SkyeRangerDelta's topic in KSP1 C# Plugin Development Help and Support
Blender + gimp Texture tutorial (cause i'm bored at work in the mornings ) By the time you're done with this tutorial you'll have 3 textures: warningStripes.png PanelBump.png PanelDiffuse.png You can use gimp or parttools in unity to change them to a better format. The panel bump and diffuse go together and should be used with the KSP Bumped Diffuse shader. Once you mark the panelbump in unity as a bump map it will show you the final resulting look. The best part about these textures is that since you made them you own the rights to em and could sell them. They have nothing to do with Kerbal Space Program or its licensing since you don't even touch those parts until the final model is done. -
[1.0.x] Civilian Population 1.4
michaelhester07 replied to michaelhester07's topic in KSP1 Mod Releases
My PC is fine and I got the final changes in for 1.0 compatibility. It's out now. Let me know of anything breaking. I'm otherwise taking a break from modding KSP and going back to playing GuildWars 2. I'll be watching and updating as necessary. -
KSP Modding Guide/Tutorial
michaelhester07 replied to SkyeRangerDelta's topic in KSP1 C# Plugin Development Help and Support
Tool chains: If you have your own tools all the better. Models: Gimp, Blender, Unity 4.2.2 (for animated textures), KSP Part Tools Plugins: Visual studio 2013 express for PC (free). MonoDevelop if you're used to that. Setting up Visual Studio 2013 express for KSP plugins: 1. Start a new class project in c#. 2. under the references section in the solution explorer right click and choose "Add Reference". 3. Navigate to your KSP install, then to KSP_Data\Managed\ 4. Select "Assembly-Csharp.dll" and "UnityEngine.dll", click OK. 5. Your visual studio is setup and ready to go. -
[1.0.x] Civilian Population 1.4
michaelhester07 replied to michaelhester07's topic in KSP1 Mod Releases
Probably tonight. No promises... but i suspect a smooth re-integration. This assuming my PC doesn't crash like it did last night. -
[1.12] Extraplanetary Launchpads v6.99.3
michaelhester07 replied to taniwha's topic in KSP1 Mod Releases
Haha i've been waiting for this very update to deliver that update! I'll see what I can do and maybe get it out tonight. -
1.0 hit science from contracts with a nerf sledgehammer. If you're struggling to get early science and have enough tech to reach kerbin's moons you can get some easy science. The trick is "in flight low over x" where x is a biome. 1. Launch to the Mun or Minmus with enough deltaV for orbital maneuvers (about 1500 should do for Mun and 1000 for minmus if even that). - I use the mun for the directions. the same works for Minmus. 2. Setup a polar orbit before you reach your periapsis. Burn toward anti-normal till your trajectory is inside the Mun, then burn north on the navball till the trajectory is outside of it. Repeat this till your trajectory passes over the Mun's poles. 3. Raise or lower your periapsis with normal and anti-normal nodes (blue nodes) until it is lower than 50,000 meters. 4. Warp to the periapsis and burn retrograde to circularize your orbit. Now that you're in the Low flight zone you can do EVAs whenever you see a feature that looks like a biome. As you pass over the feature, have your pilot EVA, then while sitting on the ladder do an EVA report. re-board your ship to store it. You get about 20 science per report for mun and 40 per report for Minmus. Mun has about 12 biomes for 100 or so science. If you brought a scientist along you can use the Goo and Material experiments as well during this. Make sure your report said "in space low over (biome)" and not "in space high over Mun". If it said "high" your orbit needs to be lower. Mun's biomes are fairly obvious. Pretty much every large crater is a biome. Some of the small craters are biomes and the smaller ones combined into "midlands craters" or similar. There should be at least 15 biomes you can tag in flight. Minmus's biomes are a bit weird compared to normal biomes. All of the mountain slopes are in the slopes biome. Plateaus and flatlands fall into 3 biomes: Lowlands, midlands, highlands. This mostly depends on the altitude of the land. Each lake is its own biome and the poles are combined into a single biome. There should be about 12 you can hit. Between the two moons you should be able to get somewhere around 600 science. Be sure to get the High flight biome eva report and the crew report for high and low before you go home. If you have access to the thermometer and pressure sensor experiments these both work in space now so make sure to run those as well. They reset for free and are massless. Spend it on essential systems first (struts, fuel lines, first solar panels and batteries) and on science experiments.
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What's the key to exit IVA?
michaelhester07 replied to RedsBone's topic in KSP1 Gameplay Questions and Tutorials
C will exit IVA V will switch between kerbals in the IVA (by default... and Ninja'd but I don't care, the spirit of ninja can't be denied) -
The definition of insanity is the look on Valentina's face at pretty much any moment.
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I ran a science bomb last night. Seeing as contract science is no longer viable in 1.0 science bombs are back! The Artemis science bomb carries 8 detachable probes which can descend to the surface to run experiments. The mothership core also has a resource scanner. Once each probe runs its experiments it launches back to orbit where a kerbal in a capsule (in this case it was Jeb from an earlier plan to land on Minmus) goes out and grabs the data. This capsule returns to Kerbin to get the science... 3 grand worth of it. Another bomb will go to Mun and a last one to Duna probably to full unlock my career mode.
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What it's like to be a mod maker after 1.0
michaelhester07 replied to kizz's topic in KSP1 Mods Discussions
This is actually quite accurate. I'm waiting on key mods to update that my mods extend (EPL mostly) before i can "fix it". -
Help to make a mod: Radiators
michaelhester07 replied to Dragonchampion's topic in KSP1 Mods Discussions
If you want an animated expanding radiator you can make it based on the folding solar panel module. Just have a different surface of the model pointing toward the sun and set the electrical output to 0. Tweak the properties on it as desired. -
Missing Explore Minmus Contract
michaelhester07 replied to arkie87's topic in KSP1 Technical Support (PC, unmodded installs)
I only got a flyby for Minmus. Guess it got Pluto'd (isn't important enough). I had jeb sittin in orbit of it waiting for that contract to appear. -
Did lots of stuff in KSP today: Launched 6 class A satellites Valentina went back to the Mun (cause she was scaring the tourists too much)... we fired the intern who wrote the text for the plaque and someone gave us a contract to bring her back. 2 Tourists got to ride in the auto-tour 1000. The computer may have threatened to kill them half way though but it calmed down, saying something about skynet. Did an orbital scan of the mun and found some ore near Val's landing site so we sent a probe there to investigate further.
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[1.12] Extraplanetary Launchpads v6.99.3
michaelhester07 replied to taniwha's topic in KSP1 Mod Releases
Once EPL is updated I'll have parts in my Civ pop mod that use the new stock Ore (it avoids having me change a lot of parts to do it that way) with the old 3 step system: ore -> metal -> rocket parts. -
[1.12] Extraplanetary Launchpads v6.99.3
michaelhester07 replied to taniwha's topic in KSP1 Mod Releases
Just went to find a calculator for that (there's one for everything about) http://www.calctool.org/CALC/phys/newtonian/centrifugal If a centrifuge was 25 meters radius (not too unreasonable for today's tech) it would have to rotate once every 10 seconds to produce 1g worth of force inside (normal gravity). I too really rely on EPLP and love to the point where I make mods that rely on it to be truly usable. I couldn't think of a better way to applaud EPLP than to build biodomes with it.