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Everything posted by G'th
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
G'th replied to sDaZe's topic in KSP1 Mod Development
Dat Jupiter tho. *Heavy breathing* Looks amazing.- 2,401 replies
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This is why FASA hasn't been updated yet.
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The issue with that is the only update publicly planned for FASA atm (other than mine) isn't going to be for stock. And its really not so much as backwards engineering as it is cleaning up the mod for 1.1.2. The landing gear and legs in the mod aren't going to be fixed any time soon (nor is any other mod for that matter), and as such in my update the two things are going to be disabled until such time that they can be made functional again. (read, not till 1.2 at the earliest, as I'm taking a leaf out of every other modders book and waiting for the wheel system to not be (as) stupid). And if you were referring to the whole adding SAS debacle, modding a mod is perfectly acceptable. At no point have I ever disputed that idea. I just don't see why there was such a big deal made out of it. Could I save myself 10 seconds every time FASA updates? Probably. Does it really matter? Nope. And besides that, I also suggested a direct edit to the file because thats going to be easier for someone who clearly doesn't have much experience in this sort of thing to do than creating an MM patch. If he was really that concerned, he could have just posted an MM patch with those edits to the pods to save the guy the trouble.
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This introduces an offshoot question. Presuming you did mine enough to create a fake Deimos, would the removal of that mass from the Earth reduce gravity here on the surface?
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As part of my planned update to FASA, I want to include engine variants that I've had for a while as part of it. Things like the F-1A/B, J2/S/X etc. However, I also want to make sure that the ISP is correct, because it now occurs to me that in all the tiem I spent on the variants getting them tweaked to perform just right at Kerbal scale, I never actually changed the ISP. Right now, I've gone ahead and matched the ISP's of the engines to what they should be in real life, but I'm concerned on whether or this would be accurate for simulating at the game's scale. So essentially my question is, does, for whatever reason, ISP work differently in the game than it does in real life?
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K. Not really sure why you're so upset over how I do things on something on my computer specifically. I've had zero issues with it the way I've been doing it. Patches (for the mod or the game) aren't released on near enough of a frequent basis for your issue to really have any merit outside of you apparently finding the idea of me not using Module manager for these little bits offensive to your core. And thats without going into the fact that I only do this for little things like SAS in the command pods and KIS/KAS functionality in certain places, and if they get overwritten (like with a new patch), then its really no work to just copy and paste again. I'm not very uppity about the 10 or so seconds it takes. My engine patches/variants and tweakscale compatibility are done via MM, because those do actually take more than a simple copy and paste. TO ANYONE WHOSE CURIOUS ABOUT 1.1.2 COMPATIBILITY: The mod is 98% compatible with 1.1.2 (in a stock + FAR + KJR install). The only outstanding issues right now are the landing legs for the LM, the Landing gear for winged Gemini, the default settings for parachutes in stock (and potentially RealChute as well), and the part reflections. The parachute issue is easily circumvented by making sure you set the default deploy height for your parachutes to something higher than 250, so that your parachutes can actually deploy in time. The part reflections will depend on Starwasters update to that mod, which will be coming soon(TM). The legs/gear issues, on the otherhand, will take more work to deal with, and I'm currently working on that. If/when I can get these working, I'm going to push a separate release of the mod with updated example crafts. Beyond that, so long as you don't mind being without the legs/gear and dealing with the parachutes not cooperating out of the box, you can still load up the mod and have fun.
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^ When they're on my computer and my computer alone I can do with them as I please. I don't bother with a MM config because its easier to just insert the changes directly into the configs and keeps things organized for me. If I was redistributing the file with those changes, you might have a point, but FASA's license allows that with due credit to Frizzank anyway, so, you have no point.
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This is something you can very easily do yourself. I like to do it myself (namely because its virtually impossible to zero out motion in every direction without it without also consuming way more RCS than the crafts actually have) and what I do is I go into the Mk 1-2 command pod config, copy out its SAS bits (theres two sections you need to copy) and then copy it into the command pod configs in the mod. Its a little over powerful in most cases, but it gets the job done and you can always tweak the values to balance it out yourself.
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Astro/Cosmonaut Heads for TextureReplacer
G'th replied to Christronomy's topic in KSP1 Mods Discussions
Now that Jeb is gorgeous and distinctively not creepy . I'd love to see a pack of these with varied facial features.- 36 replies
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Astro/Cosmonaut Heads for TextureReplacer
G'th replied to Christronomy's topic in KSP1 Mods Discussions
I have to say these are still kind of disturbing. Something about them bearing an overwhelming resemblance to real people (to the point that I can recognize which ones are which just at a glance) is just offputting. But at the same time, they really are great looking, and I'd love to see more.- 36 replies
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
G'th replied to linuxgurugamer's topic in KSP1 Mod Releases
Ah well thats fair. And there it is. Gotta love syntax. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
G'th replied to Ven's topic in KSP1 Mod Development
As in the top node isn't there? If so, go into Tweakable Everything and delete the TweakableDockingNode.cfg and .dll. This should fix the issue. You won't be losing any serious functionality with the docking ports, just various tweakables that in the scheme of things aren't going to affect most people (imo). -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
G'th replied to linuxgurugamer's topic in KSP1 Mod Releases
Ya know I get that its annoying to have people submit issues without providing everything, but I also think it was largely unnecessary to become so hostile as if I had not explicitly stated I would provide you the proper information to figure this out when I had time. Though it was good to see that what I was pointing out was actually the issue. My best guess would be that may be the code for that functions got changed so that now it works opposite, or something? I'm not going to claim to have in-depth knowledge of Module Managers functions, but intuitively speaking it makes sense. When you finally recreated the issue, was that with CTT/B9 installed or without? -
Not sure if its ever been suggested, but has there been any thought to adding a "Reusable" variable to the various command pods (and potentially more complex, to every part where appropriate to make a distinction), where if the pod doesn't have the reusable variable then it cannot actually be reused on another launch? With this mod, if you say, use the Mk 1-2 for every launch but don't run multiple craft at a time (IE, set your craft to build and then just autowarp to finish instead of putting more copies in the build queue) then you essentially are using the exact same pod (even though its the funds, the pod being reused is whats being simulated) for every launch, which isn't that terribly realistic. Something else, that could perhaps be done if its possible, is to perhaps have it tied to your landing. In real life, pretty much any spacecraft landing in the water is doomed to never be reused without extensive refurbishment (that IIRC would require essentially rebuilding it with new parts anyway). May be it can be set up where the mod detects what biome you landed in (the easiest method I would think. Can't imagine theres any code available to detect whether or not parts have actually touched the water) and determines whether or not the pod can be reused. Would introduce issues with planes that are supposed to land in water, but there's always the possibility of also adding a water recoverable toggle to cockpits.
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Why not the real Hermes?
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
G'th replied to linuxgurugamer's topic in KSP1 Mod Releases
If these are both so then I never get the new node. I presumed CTT was required because after looking at the config thats supposed to make the new node it references CTT quite a bit, as you can see here within KWPatch: After removing these bits from the config I get the engines in their original spot. As for what could potentially be conflicting with this if it is indeed supposed to work even without CTT (and B9 apparently, if I'm understanding what the "NEEDS" parts are doing), I haven't a clue as I don't have any other mods that alter the tech tree. (Unless its not supposed to that is, but everything I use is updated for 1.1.2, so any conflicts are inherent to the culprit) Once I have a bit more spare time I'll reinstall KW as is (as I've modified a lot of it after the fact for my own purposes) and get another log. -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
G'th replied to linuxgurugamer's topic in KSP1 Mod Releases
Would like to report that the big engines (Titan V and Griffon Century) don't appear in-game if you don't also have Community Tech Tree installed. CTT should either be listed as a dependency (If you're going to insist on it) or there needs to be a check for CTT so that the engines aren't moved to a non-existent node if you're not going to make CTT a dependency. I was able to track down the config that modifies the engines in this way and remove those bits for my purposes, but i figure I may as well report it. -
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
G'th replied to sDaZe's topic in KSP1 Mod Development
I hate to be a nickpicker but now it seems like the atmosphere isn't all there, as though its just clouds pasted over the ground. Missing the haze you typically see from scatterer.- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
G'th replied to sDaZe's topic in KSP1 Mod Development
Hit Alt + F10 (OR f11, not sure atm) and it should pull up the scatterer UI. Switch to the ocean tab and hit rebuild ocean. That fixes it, though it may come back (but then you can just rebuild ocean again and fix it)- 2,401 replies
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Got this thingy to fly: Ended up crashing in the ocean and losing its wings and engines, but for a test flight it was pretty successful.
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Any good Space-Shuttle mod for 1.0.5/1.1?
G'th replied to awfulhumanbeing's topic in KSP1 Mods Discussions
How on earth did I miss this wonderful little gem. Bless you Cobalt. -
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
G'th replied to sDaZe's topic in KSP1 Mod Development
Funnily enough though, I also hope it stays optional Really like the idea of having the real life inclinations without having to commit to the full RSS. While I'm also here, is Earth supposed to be so yellow? Didn't think pollution was so bad we became the pale yellow dot It is a stock install, so I'm imagining it had to be a misplaced decimal point or something. But there again, its strange because while its like shown in the pictures below most of the time, during ascent the yellowness will flick off for a bit and then come back, which was really strange. [imgur]A4A3k[/imgur] Also including the log, which does show some nullrefs coming from EVE, but I'm not sure if thats the root of the yellowyness or not. Beyond the yellowness and other things I know are EVE specific issues, the game is otherwise running smoothly with the mod installed. The planets are gorgeous and finally having the real Earth/Moon system (even if downscaled to the Kerbalverse) really makes me wish FASA was up and running. Double posting because it won't let me edit again, but heres the pictures I notice now that my screencaps don't really showcase the issue as well as I hoped, but essentially the issue is that the yellowish haze is really pronounced across the planet when I believe its probably meant to be something you only see along the terminator as an indication of dawn/dusk. And further, the atmosphere also carries this haze when facing Earth directly like in the first picture where it should be pure blue instead of yellow.- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
G'th replied to sDaZe's topic in KSP1 Mod Development
I would hope its a patch we can utilize rather than having to download the entire mod all over again.- 2,401 replies
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My probes are always in a Wayfarer class, so they end up being a combo of mapping and communications orbiters, and typically come in groups of 4 per body. 3 to set up a geo-synch (or semi-sync if geo is unavailable) at an equilateral inclination, and then a 4th in a polar orbit to map the planet and act as a near constant relay to Kerbin, typically carrying the largest dish of the 4. (which is done for design purposes, as the orbiter trio are typically designed to be small so they can be launched at once or potentially stacked on top of the 4th) I've also designed probes in this class that act as duo mapping and supply buses, where its sent ahead of a crew to an inclined orbit (to map out a greater part of the surface than an equilateral orbit would while it waits for the crew) then once the crew is approaching the body, it uses its remaining fuel to match the target inclination the crew will be arriving at. I only ever did two of these kinds of probes, however. One to a Minmus mission from ages ago (like, .24 I think) and another to my failed Duna mission.
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