raidernick Posted March 30, 2016 Share Posted March 30, 2016 I would like to point out module manager was already updated before you posted this and it is in fact working. Quote Link to comment Share on other sites More sharing options...
akron Posted March 30, 2016 Share Posted March 30, 2016 5 minutes ago, raidernick said: I would like to point out module manager was already updated before you posted this and it is in fact working. Good news! It wasn't last night when I tested Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted March 30, 2016 Author Share Posted March 30, 2016 18 minutes ago, raidernick said: I would like to point out module manager was already updated before you posted this and it is in fact working. 13 minutes ago, akron said: Good news! It wasn't last night when I tested Ah, I had no idea. I'm at work right now but my supervisor doesn't mind me tabbing over to check here occasionally as long as I keep to my deadlines. Quote Link to comment Share on other sites More sharing options...
TimothyC Posted March 30, 2016 Share Posted March 30, 2016 Cobalt, nice work on the manual, and you do you, and don't let the users push the schedule. I'd rather have something a bit late but polished and awesome than something soon but buggy. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted March 30, 2016 Author Share Posted March 30, 2016 9 minutes ago, TimothyC said: Cobalt, nice work on the manual, and you do you, and don't let the users push the schedule. I'd rather have something a bit late but polished and awesome than something soon but buggy. Thank @DiscoSlelge, he did the grunt work of making it happen. I just proofread over and over again. I won't be rushing anything. The will possibly be an intermediate release that is cleaned up for 1.1, that includes the basic Gemini stuff from @Beale (no MOL, lander, etc) and the remaining Agena parts, so that you can finally do a full Gemini-ATV docking. I figure that will keep y'all occupied while I work on the station parts etc. I'm moving into more and more uncharted territory now, and would like to start putting more polish and more advanced features into the parts. More complicated things like emissives for the windows (something I never bothered doing before), more complex gameplay hooks with the station science systems (which I need to prototype to make sure my plan for implementation will actually work). Also, on that note, I need ideas for science based on the Gemini flights. Like Gemini itself, the experiments would focus more on engineering questions, rather than more abstract inquiries. If anyone has any favorite Gemini experiments, let me know. Perhaps a manned maneuvering unit, a small work... thing, which requires the kerbals to use some hand tools and try and perform some simple work in space. The only issue would be that I don't want to have a dependency on KIS/KAS... Quote Link to comment Share on other sites More sharing options...
Beale Posted March 30, 2016 Share Posted March 30, 2016 3 hours ago, CobaltWolf said: Also, because it got somewhat buried: Manual What is interesting, from a quick look of new PartTools, you may be able to integrate that directly into KSPedia. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted March 30, 2016 Author Share Posted March 30, 2016 3 minutes ago, Beale said: What is interesting, from a quick look of new PartTools, you may be able to integrate that directly into KSPedia. Ooooh, wouldn't that be exciting! @DiscoSlelge Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted March 30, 2016 Share Posted March 30, 2016 6 minutes ago, Beale said: What is interesting, from a quick look of new PartTools, you may be able to integrate that directly into KSPedia. That would be awesome! We should also have a Tantares one. I'm so demanding. Quote Link to comment Share on other sites More sharing options...
DiscoSlelge Posted March 30, 2016 Share Posted March 30, 2016 2 hours ago, CobaltWolf said: Ooooh, wouldn't that be exciting! @DiscoSlelge What is that ? Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted March 30, 2016 Author Share Posted March 30, 2016 Just now, DiscoSlelge said: What is that ? It's like Civilopedia but for KSP. It's a new 1.1 feature. Quote Link to comment Share on other sites More sharing options...
OTmikhail Posted March 30, 2016 Share Posted March 30, 2016 (edited) Nice manual. There was a couple of things I hadn't tried yet as well as helpful instructions (like ditch the Atlas booster engines around 20-20km), but there was something in this manual which bothered me. In Appendix B regarding name origins it says: "Brun - Derived from the name ‘Braun’, of ‘von Braun’ fame. Vanguard was von Braun’s project." Now that I know where the name came from I must change it to the IRL name, because that's wrong. Von Braun was never involved with Vanguard, he was with the Army and his projects were Redstone and Jupiter. The Navy was the Vanguard project, and the only reason Vanguard was developed was to have an alternative to the "Naz i Rockets" the Army was using. The Air Force's Atlas wasn't online yet (although being tested) when Sputnik happened, otherwise they would have used Atlas to launch the first USA satellite. I always wondered where the name "Brun" came from in this mod, and now I feel it's.......inappropriate for the Vanguard and Able parts. Sorry to be such a nit pick. On to something else, I finally figured out something that has been bothering me for a while, The Infrared Spectrometer and the Hydrometer have the same experiment name, but they are 2 separate experiments with different flavor text in the same biome. I use Science Alert and I couldn't figure out why i could do the experiment twice in the same biome, and have been wondering for a while when I'm going to see this moisture experiment that I keep bringing along. So yeah, is there a way I can change the experiment name in the cfg file? Don't want to break anything. Edited March 30, 2016 by OTmikhail Quote Link to comment Share on other sites More sharing options...
Sgt.Shutesie Posted March 30, 2016 Share Posted March 30, 2016 Is ksp 1.1 actually out to the public, or is it just specific people? Quote Link to comment Share on other sites More sharing options...
Avalon304 Posted March 30, 2016 Share Posted March 30, 2016 1 minute ago, Sgt.Shutesie said: Is ksp 1.1 actually out to the public, or is it just specific people? If you bought it via Steam, you can access the 1.1 pre-release by right clicking on KSP in your Steam Library, going to Properties, going to the betas tab, and selecting it from the drop down. Quote Link to comment Share on other sites More sharing options...
akron Posted March 31, 2016 Share Posted March 31, 2016 2 hours ago, OTmikhail said: On to something else, I finally figured out something that has been bothering me for a while, The Infrared Spectrometer and the Hydrometer have the same experiment name, but they are 2 separate experiments with different flavor text in the same biome. I use Science Alert and I couldn't figure out why i could do the experiment twice in the same biome, and have been wondering for a while when I'm going to see this moisture experiment that I keep bringing along. So yeah, is there a way I can change the experiment name in the cfg file? Don't want to break anything. Good catch! I saw those ScienceDefs not too long ago and missed it. You can change this and it shouldn't break anything. Just make sure you are changing the "title" and not the "id". Science experiments use the ID in their module config. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted March 31, 2016 Author Share Posted March 31, 2016 10 minutes ago, akron said: Good catch! I saw those ScienceDefs not too long ago and missed it. You can change this and it shouldn't break anything. Just make sure you are changing the "title" and not the "id". Science experiments use the ID in their module config. ^^ yes Also, Spica has successfully docked with the Belle Target Vehicle. time to start actually texturing this SOB... Quote Link to comment Share on other sites More sharing options...
Sgt.Shutesie Posted March 31, 2016 Share Posted March 31, 2016 On the topic of 1.1, I like it, but it kinda went back to feeling cartooney and out of focus. I'll get screenshots to show you later, but it doesn't feel as sharp and crisp. Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted March 31, 2016 Share Posted March 31, 2016 4 minutes ago, Sgt.Shutesie said: On the topic of 1.1, I like it, but it kinda went back to feeling cartooney and out of focus. I'll get screenshots to show you later, but it doesn't feel as sharp and crisp. But... Whew... It runs so well compared to 1.0.5. Even I get like 120FPS, even on a full Salyut launch with Tantares. Quote Link to comment Share on other sites More sharing options...
Noah_Blade Posted March 31, 2016 Share Posted March 31, 2016 20 hours ago, Beale said: My goodness. GAH! [that moment when I hate myself for buying the game for desktop instead of steam] Quote Link to comment Share on other sites More sharing options...
helaeon Posted March 31, 2016 Share Posted March 31, 2016 2 hours ago, Sgt.Shutesie said: On the topic of 1.1, I like it, but it kinda went back to feeling cartooney and out of focus. I'll get screenshots to show you later, but it doesn't feel as sharp and crisp. On my rig 1.1 by default has AA set to 8x. Try turning that down. Anti-Aliasing makes things look smooth but can also make things appear less sharp too. Might be the cause of the cartoony look. Quote Link to comment Share on other sites More sharing options...
komodo Posted March 31, 2016 Share Posted March 31, 2016 This is me just smashing numbers around. There was at the beginning an idea to realign the numbers to something more matching reality. That kinda went by the wayside in favor of 'fun/feels/etc'. The other part is me trying to do a thing which apparently doesn't work; i'd love to have the SafeSolid system (great marketing, btw!) available such that the on/off is done via throttle and not activate deactivate. I could have sworn that RO managed such a thing, open the throttle even 0.001% and it comes on full. They may have been using their black magicks though, for all I know. Anyway, find some MM mashup behind the fold. If someone else wants to have a play with it to tell me how it feels gameplay wise, that'd be great. After decent gameplay, balance can come in. Basic goal was to make the light things lighter, and the heavy things heavier. Fun fact to find out that in contrast to many parts which scale down for KSP, the Pioneer 4-a-like actually scaled UP. We sent some really glorified model rockets off once upon a time, didn't we? The Sargent numbers are taken from reality, but smacked by a 0.64 multiplier. It occurs to me now this doesn't take into account the KSP dry mass ratio. Crap. Oh well. They seemed fun, at least! Spoiler // BDB_SRB_Balance_Whack_1.cfg @PART[bluedog_PioneerKick] { @mass = 0.001 @MODULE[ModuleEngines] { @throttleLocked = False @minThrust = 0.5 @maxThrust = 0.5 } @RESOURCE[SolidFuel] { @amount = 1 @maxAmount = 1 } } @PART[bluedog_alcyone] { @mass = 0.0465 } @PART[bluedog_star20] { @mass = 0.0653 } @PART[bluedog_star31] { @mass = 0.388 } @PART[bluedog_Explorer1] { @mass = 0.009 } @PART[bluedog_Pioneer4] { @mass = 0.0192 } @PART[bluedog_Pioneer1] { @mass = 0.00861 } @PART[bluedog_Diamant_Diapason] { @mass = 0.01184 } @PART[bluedog_Diamant_Asterix] { @mass = 0.02688 } @PART[bluedog_Sargent_1x] { @mass = 0.00914 @MODULE[ModuleEngines] { @throttleLocked = False @minThrust = 4.3 @maxThrust = 4.3 } @RESOURCE[SolidFuel] { @amount = 1.8755 @maxAmount = 1.8755 } } @PART[bluedog_Sargent_3x] { @mass = 0.04064 @MODULE[ModuleEngines] { @throttleLocked = False @minThrust = 12.8 @maxThrust = 12.8 } @RESOURCE[SolidFuel] { @amount = 5.3189 @maxAmount = 5.4189 } } @PART[bluedog_Sargent_11x] { @mass = 0.22226 @MODULE[ModuleEngines] { @throttleLocked = False @minThrust = 47 @maxThrust = 47 } @RESOURCE[SolidFuel] { @amount = 32 @maxAmount = 32 } } As it says at the top of the file, this is "Whack 1". I hope to have a chance to get back to it this week, on my supposed vacation, but we shall see! Night all! Quote Link to comment Share on other sites More sharing options...
OTmikhail Posted March 31, 2016 Share Posted March 31, 2016 6 hours ago, akron said: Good catch! I saw those ScienceDefs not too long ago and missed it. You can change this and it shouldn't break anything. Just make sure you are changing the "title" and not the "id". Science experiments use the ID in their module config. Well I'm not sure what to do. In the cfg file it says "experimentActionName = Measure moisture" which looks like what it should be. I didn't see anything else that linked it to the IRSpec experiment. So not sure what to do. Is anyone else having this when they run the Hydrometer experiment it says Observe IR Spectrum instead? Quote Link to comment Share on other sites More sharing options...
akron Posted March 31, 2016 Share Posted March 31, 2016 (edited) 49 minutes ago, OTmikhail said: Well I'm not sure what to do. In the cfg file it says "experimentActionName = Measure moisture" which looks like what it should be. I didn't see anything else that linked it to the IRSpec experiment. So not sure what to do. Is anyone else having this when they run the Hydrometer experiment it says Observe IR Spectrum instead? Open "Your Steam directory \steamapps\common\Kerbal Space Program\GameData\Bluedog_DB\Resources\ScienceDefs.cfg" Find the bd_hydrometer experiment (It should be around the 6th one down) and try replacing it with this: EXPERIMENT_DEFINITION { id = bd_hydrometer title = Hydrometer Scan baseValue = 9 scienceCap = 9 dataScale = 1 requireAtmosphere = True situationMask = 15 biomeMask = 1 RESULTS { default = You measure the amount of moisture in the planet's atmosphere. } } By the way, this is totally not endorsed by @CobaltWolf but it's something to get you by until it is patched in the next release. Sorry for hijacking a response. I'll go in the corner now and write some more ScienceDefs Edited March 31, 2016 by akron Quote Link to comment Share on other sites More sharing options...
komodo Posted March 31, 2016 Share Posted March 31, 2016 Addendum to my post above, following some sleep. I entirely forgot I'm playing on an up scaled system size. My numbers may be totally hosed up. But it's also via SMURFF, so maybe it cancels out?... ill try to load up a ... Stock... (Ugh!) system later to see what science has actually wrought. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted March 31, 2016 Author Share Posted March 31, 2016 14 hours ago, Sgt.Shutesie said: On the topic of 1.1, I like it, but it kinda went back to feeling cartooney and out of focus. I'll get screenshots to show you later, but it doesn't feel as sharp and crisp. The lighting is very different as far as I can tell. It makes everything look strange and flatly lit, especially in the VAB/SPH scene. I only played with it a couple minutes before going back to 1.0.5 to finish testing the Agena docking port. Turns out I should have just looked up the help posts on docking ports in the mod development links thread. Would have saved me two evenings of messing around with it without knowing what I was doing. Including one hilarious instance where I accidentally staged as I was on final approach, which fired the gemini nose cone into the agena docking port, mating the two. I was laughing so hard I didn't react when the Gemini slammed into the Agena several seconds later going 2m/s. @Beale I was thinking, I'd like to make the gemini/agena docking mechanism unique, meaning they can only dock with each other, or two geminis I suppose, since there's no real way to prevent that. What do you think? I'll be trying to get some more done on the docking port (The main parts are UV unwrapped but the part as a whole needs some more mesh detail added) and the remaining Agena bits. I was trying to finish it last night but then FO4 Survival Beta happened... I tried 4 different times to get through the big fight in Concord and I can never damage the deathclaw enough to kill him before he kills me. I had nightmares all night about fighting it and then getting caught while I tried to run away. So right now I haven't decided if tonight will be spent conquering my demons or trying to ignore them by working on BDB. 18 hours ago, OTmikhail said: Nice manual. There was a couple of things I hadn't tried yet as well as helpful instructions (like ditch the Atlas booster engines around 20-20km), but there was something in this manual which bothered me. In Appendix B regarding name origins it says: "Brun - Derived from the name ‘Braun’, of ‘von Braun’ fame. Vanguard was von Braun’s project." Now that I know where the name came from I must change it to the IRL name, because that's wrong. Von Braun was never involved with Vanguard, he was with the Army and his projects were Redstone and Jupiter. The Navy was the Vanguard project, and the only reason Vanguard was developed was to have an alternative to the "bad person Rockets" the Army was using. The Air Force's Atlas wasn't online yet (although being tested) when Sputnik happened, otherwise they would have used Atlas to launch the first USA satellite. I always wondered where the name "Brun" came from in this mod, and now I feel it's.......inappropriate for the Vanguard and Able parts. Sorry to be such a nit pick. Dern. October Sky lied to me! I'm now considering changing the name to 'Viklund', which would make it the 2nd (3rd?) rocket part series in the mod named after a video game composer. Also, re: your issue with the science parts, @akron's solution should fix it. I was fairly rushed when I was making the cfgs for those parts and must not have caught it. 9 hours ago, komodo said: This is me just smashing numbers around. There was at the beginning an idea to realign the numbers to something more matching reality. That kinda went by the wayside in favor of 'fun/feels/etc'. The other part is me trying to do a thing which apparently doesn't work; i'd love to have the SafeSolid system (great marketing, btw!) available such that the on/off is done via throttle and not activate deactivate. I could have sworn that RO managed such a thing, open the throttle even 0.001% and it comes on full. They may have been using their black magicks though, for all I know. Anyway, find some MM mashup behind the fold. If someone else wants to have a play with it to tell me how it feels gameplay wise, that'd be great. After decent gameplay, balance can come in. Basic goal was to make the light things lighter, and the heavy things heavier. Fun fact to find out that in contrast to many parts which scale down for KSP, the Pioneer 4-a-like actually scaled UP. We sent some really glorified model rockets off once upon a time, didn't we? The Sargent numbers are taken from reality, but smacked by a 0.64 multiplier. It occurs to me now this doesn't take into account the KSP dry mass ratio. Crap. Oh well. They seemed fun, at least! Reveal hidden contents // BDB_SRB_Balance_Whack_1.cfg @PART[bluedog_PioneerKick] { @mass = 0.001 @MODULE[ModuleEngines] { @throttleLocked = False @minThrust = 0.5 @maxThrust = 0.5 } @RESOURCE[SolidFuel] { @amount = 1 @maxAmount = 1 } } @PART[bluedog_alcyone] { @mass = 0.0465 } @PART[bluedog_star20] { @mass = 0.0653 } @PART[bluedog_star31] { @mass = 0.388 } @PART[bluedog_Explorer1] { @mass = 0.009 } @PART[bluedog_Pioneer4] { @mass = 0.0192 } @PART[bluedog_Pioneer1] { @mass = 0.00861 } @PART[bluedog_Diamant_Diapason] { @mass = 0.01184 } @PART[bluedog_Diamant_Asterix] { @mass = 0.02688 } @PART[bluedog_Sargent_1x] { @mass = 0.00914 @MODULE[ModuleEngines] { @throttleLocked = False @minThrust = 4.3 @maxThrust = 4.3 } @RESOURCE[SolidFuel] { @amount = 1.8755 @maxAmount = 1.8755 } } @PART[bluedog_Sargent_3x] { @mass = 0.04064 @MODULE[ModuleEngines] { @throttleLocked = False @minThrust = 12.8 @maxThrust = 12.8 } @RESOURCE[SolidFuel] { @amount = 5.3189 @maxAmount = 5.4189 } } @PART[bluedog_Sargent_11x] { @mass = 0.22226 @MODULE[ModuleEngines] { @throttleLocked = False @minThrust = 47 @maxThrust = 47 } @RESOURCE[SolidFuel] { @amount = 32 @maxAmount = 32 } } As it says at the top of the file, this is "Whack 1". I hope to have a chance to get back to it this week, on my supposed vacation, but we shall see! Night all! Two fun facts: The Sargent cfg files are based (read: copied and edited) on the ones from FASA, so credit to Frizzank there. They're generally underpowered as it happens, so I wouldn't mess with them too much except perhaps a slight buff. Secondly, they have a surface TWR of less than one, so scaling them up or clustering them to make sounding rockets doesn't work. Why does everyone make such a big deal about the SafeSolid thing? It was a sort of tongue in cheek way of making a big deal about changing a single cfg line to attempt to balance solid upper stages. I just wanted players to know it was possible so I prominently put it in the description. I would greatly prefer to use the throttle, if only because it IS a pain to go back and forth from the map view to the ship view. Re: Pioneer 4, yeah, I figured 0.3125m was really the extreme lower limit for size when it came to having a probe core worth using. So I tried to standardize it a bit, I think there are 3 (Pioneer 1, 4, and Asterix) in the mod right now, just to give you some variety for early probe launches. I've made some cool stuff out of them by expanding their size a bit with structural parts. Quote Link to comment Share on other sites More sharing options...
Beale Posted March 31, 2016 Share Posted March 31, 2016 2 hours ago, CobaltWolf said: @Beale I was thinking, I'd like to make the gemini/agena docking mechanism unique, meaning they can only dock with each other, or two geminis I suppose, since there's no real way to prevent that. What do you think? You can make the ports Male & Female, so only Gemini can dock to Agena. Example Soyuz: MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size1 gendered = true genderFemale = false } Quote Link to comment Share on other sites More sharing options...
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