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Everything posted by G'th
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[WIP] The Ultimate Shuttle IVA - Releasing Soon!(tm)
G'th replied to G'th's topic in KSP1 Mod Development
Indeed, though they may not do much. And the response to this has been rather unexpected tbh. Cause i personally dont like parts of it :D -
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@blackrack Not sure if this is a scatterer or B9 partswitch specific problem, or even something separate. Thanks to @DjPreside, I've been clued in to the fact that if the root part of the vessel is a part thats causing this bug, it will cause the bug. But if you re-root the vessel to a part that doesn't, then all is fine. So a temporary fix for those having this issue is to have the root of your vessel be something you know doesn't break scatterer.
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Certainly, though be forewarned most of the props converted would actually be specific to the spacecraft in question. Not that they still couldn't be used, but even so. Short of what I'm dubbing "Gameplay" props that are specifically configured to attach to KSP functions (and not just be empty or designated for Simulation purposes) most of the props will just be there for show. This is most apparent in the CM. If I kept it strictly to the props you'd actually use at this stage, it'd just be the left instrument panel and part of the center panel.
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I've always described Kerbals as a species of cave sludge that accidentally gained intelligence, who have since grown into a spacefaring species that spends most of their time building rockets and scribbling their names into dirt with sticks. Oh and that they may have originally come from Duna before it died.
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Idk man, these instructions we'rent clear enough. My dog now owns my house and I owe 5 sandwiches to the Earl of Lacrosse team.
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I have in fact heard of this concept. Seems a bit above my skill level though. Supposedly involves some kind of use of a keyboard and navigation of some kind of "Windows" system.
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I for one implore Squad to not release 1.4.3. So that I can continue with my Steam install uninterrupted while I still sort out my mod list xD
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I'm eventually going to do the standard remove everything and add it back to figure this out, but I figured I"d ask here if anyone's seen this or just plain knows whats causing it. These waypoints are being continually added (as in I delete them and htey come back) and I'm not sure by what. Whatever it is is obviously broken given that the names its adding make no sense, nor do the location of most waypoints. Some are tied to to the stock DSN stations, but most are like the one I hovered over.
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MechJEB can sort of replicate what the AGC did, and for gameplay purposes its more than suitable. But for a real AGC it'd be a bit more involved. But thats for later. I do plan on eventually creating an even more realistic experience, and a working AGC (whether its MechJEB based or otherwise) will be among the features of that. But in the meantime to update everyone, works' been crunching on me lately so I haven't had the energy to go through it yet, but the plan right now is being amended as follows (and I'll update the main post here shortly): Phase 0: Convert/Create a series of MAS props to cover the entire range of NASA IVA's from Mercury to Apollo. This will be relatively simple, just a time consuming process. I'm doing this as in order to properly replicate the real interiors, a set of props will need to be created specifically for this purpose, and as MAS is set to replace RPM, there's no reason to try and create a bunch of props for RPM. (originally some of the initial ivas would have been half and half or even full RPM) I have set up an excel file documenting each and every single switch in all four vessels (those being Mercury, Gemini, Apollo CM, and Apollo LM) to track my progress. Phase 1: Creation of IVA's. This is going to follow a simple pattern. Once I complete a set of props for the IVA, I will put the IVA together and release. So this means Mercury will come first, then gemini, and so on. Plan is for Lunar Module to come stock with emergency 3 seat option. Whether it will just be an open 3rd seat (and the module only configured for 2 kerbals obviously) or some kind of IVA switch mechanism is unclear at this time. Phase 2: Re-model of Apollo Command Module IVA. The Initial one will be set up to work and have something for it, but a re-model is something I"ll have to tackle and that will take time. So instead of leaving the set incomplete I will put out a basic one using hte model we have, then release a revamped version once the new model is finished and set up. This may also be accompanied by a Hammock mode for the LM to roleplay those rest periods on the Mun. Phase 3: ETS specific IVA's for Apollo. With new model, it will be worthwhile to create these properly. Phase 4: Features. This will likely be a split from this specific mod, but this is where things like simulation mode will be researched and developed.
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Today I played with 43k clouds on Kerbin. Its pretty neat.
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It would be interesting to me to one day see a mod that changes the Kerbals into legit humans. While Orbiter is great, it doesn't give you the absolute free range to screw around like Kerbal does. So for us realism junkies that still want to play a game, it would be an interesting change up to the game.
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@themaster401 Here's some awesome shots of 43k. I will say though they could use a bit of touching up. There's a lot of super small clouds all over the place, and while in some sections (like the one below) it looks great, in the larger cloud formations it just doesn't look as good, particularly as you move farther away. Course this isn't entirely the fault of the actual clouds themselves, but trimming out some of this here and there particularly in the larger cloud sections will help it look a lot smoother. Further, this could do with less clouds imo. While its not unrealistic for the entire planet to be this cloudy all at once, for game purposes, I think we could do with less. After all, without a dynamic cloud system that changes day to day it kinda robs you of the experience of seeing the contrast of blues, whites, greens, and browns that actually make up our little planet. This is very apparent in one of the pictures below where most of a continent is obscured by clouds. Breaking up some of the larger formations into a cluster of medium sized ones with some space in between to let the land through would probably come out better.
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A well put together IVA is certainly useful in KSP, particularly for people who DO want realism. (thats why there's dozens mods that increase the realism of the game) And besides, realism aside, its just that much more satisfying to land somewhere and never once go into an external view. Or even a map view for that matter.
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Most people who don't like the Shuttle typically only dislike it for the fact that it was a very dangerous and overly complicated machine to keep flying (even when it was working as intended). That doesn't stop it from still being an incredible machine. And besides, if you've ever seen one of the Shuttles in person. You can't -NOT- like it. And if you build one in KSP, and really get it flying and doing some work, then you'd be crazy to not feel attached to it lol. But anyway, my absolute favorite rockets are the ones I've seen launch in person. Those being the Ares 1(-X) and the Falcon Heavy. But I'm also partial to the Shuttle (obviously) as well as the Saturn V.
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@MOARdV @alexustas I have a question for you guys. Figured this would be easier than PMing you given this question kinda goes both ways. Anyway, I'm running into an issue that, while for now I can work around, in the future is going be rather problematic. And that is the sheer amount of analog switches that the CM has. Placing them isn't an issue, but what I'm concerned about is having these switches actually do something. In the prop packs I can find -some- switches that are already designated as things I can use for certain functions (Like an abort switch, and a staging switch for instance). But there is also a lot missing. This is most apparent as what I'd like to do is have analog style switches for all of the control functions (Like SAS, direction holds, etc) and unless I"m just missing them, they're not already set up. So to get to the point, is it possible to place a blank switch, and then configure it for these functions, or is going to be a matter of setting up an entire new prop? Neither one really bothers me (because either way its a matter of messing around with configs from my understanding), but I'm not sure how to approach it. At the stage I'm at now with the IVA much of whats left to populate is just switches. And while most of them will just be blanks (as not every switch in the CM has a gameplay counterpart in KSP), where applicable it would be good to have some of the switches be functional. And for everybody else, here's a picture of where I'm at. The locations are a tad bit more accurate now for what I'm working with with this model. And I'm also aware the scaling may be...off on some objects. This will be tweaked and fine tuned as I go along. Right now I"m mostly concerned with getting stuff into the IVA and approximately where it should be. Then I'll tweak from there to get it as perfect as it can get before its time to make a new IVA model altogether. What we're looking at is essentially the left section of the Instrument Panel and part of the center section. This is where most players would want to be spending their IVA time as this is where all of the controls and readouts are concentrated. Also, started working on Mercury. Going considerably faster for obvious reasons.
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I'm running into this issue: And its only with certain parts in pretty much any mod I use. This probe part above from BDB causes this issue with scatterer. But if I were to remove that and load up another probe part or any other part from the mod, nothing's wrong. Everything loads as normal. I'm not entirely sure which parts from BDB might be doing this (and I don't think its really necessary to go through each one), but there's no consistency to it at all. Probes Plus (coatl aerospace) parts almost all do this, but some don't. The KEAM from Kerbalow aerospace does it, but the KA330 doesn't. Etc. I keep going through the logs and removing stuff but no matter what I cannot figure out what is doing this. Right now I've got my install to literally just BDB and its dependencies and scatterer, and this is still happening for certain parts. I've got the ksp.log and output log below. KSP log should list the load of the part above (labeled test) and then another of the LEO command pod (untitled). Scatterer breaks with test, is just fine with untitled. https://www.dropbox.com/s/i3r9q0yojfaymz5/KSP.log?dl=0 https://www.dropbox.com/s/urlvyjq13veahef/output_log.txt?dl=0 I can also confirm that this is NOT being caused by B9 Part switch as that has been removed from this install. For the life of me I can't figure out what could possibly be causing this. As I said above theres no consistency to the parts that trigger this, and its not just BDB or Coatl. Looking at the logs it almost seems like scatterer is trying to call on EVE for something even though eve isn't present, but that doesn't explain why its only when certain parts are loaded into a flight that this happens. EDIT: Has to be something to do with the parts themselves. The only BDB parts I could find that did this were the probes that had solar panels on the part itself. Which leads me to believe whatever is responsible for those is whats breaking scatterer. SECOND EDIT: Thanks to @DjPreside, I've been clued in to the fact that if the root part of the vessel is a part thats causing this bug, it will cause the bug. But if you re-root the vessel to a part that doesn't, then all is fine. So a temporary fix for those having this issue is to have the root of your vessel be something you know doesn't break scatterer.
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More progress. Its a little slow going as I'm still familiarizing myself with how Parttools is organized and I'm also constantly adjusting hte placement and sizes of everything. Also may as well include that I'm going to redo the Mercury and Gemini capsules as well. They'll be fairly simple to knock out once the CM/LM are complete.
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Do you use probe components to de-orbit large booster stages?
G'th replied to Markus Reese's topic in KSP1 Discussion
Yeah but in a thousand years we can just blow through the debris with our shield systems. -
Do you use probe components to de-orbit large booster stages?
G'th replied to Markus Reese's topic in KSP1 Discussion
Debris control is always a fun thing. What I typically do with any stage is just ditch it before orbital insertion. But for upper stages (and transfer stages in particular), what I like to do is switch to them and have them burn either to crash into the Mun or I turn them around, set their throttle to full and then switch back immediately to my payload. For the 2km load distance the engine will still fire in whatever direction it was pointed at and this is enough to guarantee either a deorbit or a clear push into Solar orbit.