Ooglak Kerman Posted August 19, 2022 Share Posted August 19, 2022 13 minutes ago, Angel-125 said: Try slowing using the gravitic engine first, then engage crazy mode. Matter of technique, I imagine. My technique-fu is weak! Quote Link to comment Share on other sites More sharing options...
Ooglak Kerman Posted August 21, 2022 Share Posted August 21, 2022 (edited) @Angel-125 you might want to have a look at your 0.7.0 release of KFS on Github The 0.7.0 release package indicates version 0.6.15 and includes BARIS The 0.7.0 tag and master branch indicate version 0.6.16. It <appears> that this is 0.7.0 and you just didn't update the version file Edited August 21, 2022 by Ooglak Kerman Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 23, 2022 Author Share Posted August 23, 2022 On 8/21/2022 at 10:23 AM, Ooglak Kerman said: @Angel-125 you might want to have a look at your 0.7.0 release of KFS on Github The 0.7.0 release package indicates version 0.6.15 and includes BARIS The 0.7.0 tag and master branch indicate version 0.6.16. It <appears> that this is 0.7.0 and you just didn't update the version file Done. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 22, 2022 Author Share Posted October 22, 2022 Kerbal Flying Saucers 1.0 is now available: - Added gravitic engine 3D model needed for Buffalo 2 support. Given the announcement for KSP 2 today, and my goal to finish Buffalo 2 and retire from modding KSP 1 by the end of the year, I've made the hard decision to not complete the Excalibur mothership. Buffalo 2 is simply taking too much time to complete. But at least the Flapjack has been completed for months now, and it's fully functional. Will a version of Kerbal Flying Saucers appear in KSP 2? You bet! The parts will be different, but the concepts will carry over to the new game. Quote Link to comment Share on other sites More sharing options...
Horizons Aerospace Posted October 26, 2022 Share Posted October 26, 2022 (edited) Updated the waterfall effects for B2 compatibility: https://github.com/Kopernicus-Shadows2/KFS-Waterfall-Effects/releases/tag/1.2.0 Edited October 26, 2022 by Horizons Aerospace wrong link Quote Link to comment Share on other sites More sharing options...
Ooglak Kerman Posted October 28, 2022 Share Posted October 28, 2022 @Angel-125 not sure what is going on with the gravatic in KFS 1.0. When in VTOL/HOVR, I'm essentially unable to change the orientation of the vessel with QWASDE keys. While in FWD mode - no problem. It didn't appear there was a delta with WildBlueTools, KerbalActuators, or CSR so I didn't up date those. I've confirmed that KFS 0.7.1 with B2 1.4 works properly. Another oddity is the patches that load. For me, here is what I've got with the only difference being KFS 1.0 vs 0.7.1 KFS 0.7.1: 4382 patches KFS 1.0: 4295 patches Big disparity. What isn't loading? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 28, 2022 Author Share Posted October 28, 2022 14 hours ago, Ooglak Kerman said: @Angel-125 not sure what is going on with the gravatic in KFS 1.0. When in VTOL/HOVR, I'm essentially unable to change the orientation of the vessel with QWASDE keys. While in FWD mode - no problem. It didn't appear there was a delta with WildBlueTools, KerbalActuators, or CSR so I didn't up date those. I've confirmed that KFS 0.7.1 with B2 1.4 works properly. Another oddity is the patches that load. For me, here is what I've got with the only difference being KFS 1.0 vs 0.7.1 KFS 0.7.1: 4382 patches KFS 1.0: 4295 patches Big disparity. What isn't loading? There was a bug where, if you put the ship in hover mode and tap on the brakes, the craft would slowly lose altitude. The fix I have keeps the vessel in place. I may have to revisit that and figure out why it slowly sinks. Quote Link to comment Share on other sites More sharing options...
Ooglak Kerman Posted October 28, 2022 Share Posted October 28, 2022 44 minutes ago, Angel-125 said: There was a bug where, if you put the ship in hover mode and tap on the brakes, the craft would slowly lose altitude. The fix I have keeps the vessel in place. I may have to revisit that and figure out why it slowly sinks. Placard. Brake use prohibited when in hover mode. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 14, 2022 Author Share Posted November 14, 2022 Kerbal Flying Saucers 1.0.1 is now available: - Fixed issue preventing vehicles from maneuvering when at zero velocity. This doesn't completely eliminate the slow drift to the ground when you're stopped but it's minimized. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 28, 2023 Author Share Posted January 28, 2023 After watching @EJ_SA's Kraken-powered Grissom stream, I've thought about one more KFS update with a 3.75m drive (based on the existing 2.5m engine) that can pull hundreds of gees to let you go fast through the solar system, to a max of 99.99% of light speed due to relativity limitations. It would be a prototype for what I'd like to do in KSP 2... Quote Link to comment Share on other sites More sharing options...
GhostOfMM Posted February 18, 2023 Share Posted February 18, 2023 I think this pack is really awesome but I'm struggling to make a VTOL A-51 work. Seems like the basic weight of a saucer with only LF, just the Avro hoverjet installed with no landing legs or anything seems to somehow be 9774kg while somehow the XA-51 is 7884kg with everything installed? Is that because the XA-51 was designed with different resource mods? Quote Link to comment Share on other sites More sharing options...
Ooglak Kerman Posted March 7, 2023 Share Posted March 7, 2023 @Angelo Kerman I'm sure it's right in front of me, but where is the toggle to turn off the terrain warning in crazy mode for the gravatic drive? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 15, 2023 Author Share Posted March 15, 2023 On 3/7/2023 at 11:03 AM, Ooglak Kerman said: @Angelo Kerman I'm sure it's right in front of me, but where is the toggle to turn off the terrain warning in crazy mode for the gravatic drive? There currently isn't one, I'd have to add it. Before that though, Kerbal Flying Saucers 1.0.2 is now available: - Fixed issue where gravitic RCS effects would play when the vessel isn't the active vessel. - Fixes for Wild Blue Tools. Quote Link to comment Share on other sites More sharing options...
kowkillar Posted April 3, 2023 Share Posted April 3, 2023 What's the best way to ftl with the saucers? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 23, 2023 Author Share Posted April 23, 2023 Kerbal Flying Saucers 1.1.0 is now available: - Gravitic engines will no longer accelerate a vessel past 99.99% of light speed. - Added "Boost Mode" to WBIGraviticEngine. Boost Mode is only available when a vessel is orbiting, sub-orbital, or on an escape trajectory. When enabled, Boost Mode increases acceleration- and fuel consumption- by a factor specified by the boostModeModifier. The default is 10, meaning that when enabled, Boost Mode will consume 10x the propellants and also multiply max acceleration 10x. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 9, 2023 Author Share Posted May 9, 2023 Since the license on my previous 3D program ran out at the end of last year, I've been on a 3D modeling break for a few months, but I've had the goal of learning Blender this year. Last couple of days I took the first few steps in that direction. This is just me noodling around, but I thought it might be worth a look. This is based on the Mk2 form factor. While not as sleek as the existing craft, it does give more options for combining parts. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 9, 2023 Author Share Posted May 9, 2023 More doodling/learning. Below are some cross-sections. I learned how to use the measuring tool today. Top: Mk2-S (tentative name) cross-section, 8.75m-diameter saucer. Middle: Typical B2 IVA cross-section. Bottom: Mk2-S cross-section, 7.5m-diameter saucer. I think the 7.5m saucer would have enough floor space for IVAs. Here is another doodle, this one prototyping how the gravitic engine would look on a 7.5m-diameter saucer: The rotating section would have more glowing bits on it. I'm using a higher-resolution for this Mk2-S, potentially something like what you'd see in KSP 2, but perhaps a lower-resolution version of the gravitic engine would be possible for KSP 1. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 11, 2023 Author Share Posted May 11, 2023 The Flapjack was originally a proof-of-concept craft that I created to determine if modular, saucer-shaped craft could be built and flown in KSP 1. While the Mk2-S is a project that I'm using to learn Blender, it could potentially turn into a new saucer part set. If so, then the Mk2-S would essentially be a Restock version of the Flapjack. The Mk2-S would have the same stats as the Flapjack, but employ a new shape that lets it integrate with Mk2 parts and leverage the art experience that I gained since making the original. I don't plan on making adapters to go between the Mk2-S and the Flapjack (it was made in a 3D program that I no longer have the license for). I also don't see the Mk2-S artwork as a drop-in replacement for the Flapjack since the Mk2-S is slightly larger. If the Mk2-S ends up as a new part set, I could either retire the original Flapjack parts or let the Flapjack and the Mk2-S work side by side. Quote Link to comment Share on other sites More sharing options...
Horizons Aerospace Posted July 13, 2023 Share Posted July 13, 2023 Didn't notice the new engine until yesterday! Waterfall configs have been updated. Spoiler https://github.com/Kopernicus-Shadows2/KFS-Waterfall-Effects/releases/tag/1.3.0 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 30, 2023 Author Share Posted July 30, 2023 KFS 1.1.1 is now available: - Updated the FX for the standalone gravitic engines. - Bug fixes in Wild Blue Tools. Quote Link to comment Share on other sites More sharing options...
kurgut Posted February 2 Share Posted February 2 (edited) Hi @Angelo Kerman ! I've been working on a MAS remake of the S4 IVA in flying saucers, when finished, would you want this integrated ? As you've already a MAS IVA for this mod : ) Some quick pics : Spoiler Also added NFprops decoration in the meeting rooms downstairs : ) Also, I'm having an issue with nice galaxy display, for some reason it appears like if it had a wrong shader set up, I have no visual mods, just a test install, did you encounter this before ? Cheers and thank you EDIT : That's an intersting one, this rendering issue was caused by... FreeIVA ? Since I added its modules to the part/internal, I tried removing them just in case, and the issue is gone, the galaxy is displaying normally... EDIT next : it's because it uses KSP/Alpha/Translucent, and thus freeIVA thinks it's a window : ) EDIT 3 : I solved this by adding a depthmask over the windows and referencing in the FreeIVA internal module, so that FreeIVA stops looking for object using alpha shaders. : ) However, I noticed the galaxy animation stopped after a while, is it possible to make it looping instead of being one play ? thx Edited February 2 by kurgut Quote Link to comment Share on other sites More sharing options...
Secretkeeper626 Posted May 1 Share Posted May 1 It’s been quite a while since there’s been any word on this mod, is it still being worked on? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 2 Author Share Posted May 2 Every now and then I post a bug fix, but KFS is dev complete. Quote Link to comment Share on other sites More sharing options...
Secretkeeper626 Posted May 2 Share Posted May 2 What about the plans for the mothership serving as a colony deployment vessel? Were those scrapped somewhere along the line or has it been that long since I check here and it was stealthy completed? Quote Link to comment Share on other sites More sharing options...
AmanitaVerna Posted May 2 Share Posted May 2 The big saucer is still tagged like it's incomplete or in beta or something, isn't it? Quote Link to comment Share on other sites More sharing options...
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