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LukeTheYeti

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Posts posted by LukeTheYeti

  1. On 5/19/2017 at 0:18 PM, stali79 said:

    Jump and spam B

    Tried this with the boarding ramp retracted so I wouldn't fall away, was not able to trigger it. When I exited the airlock I saw the option for a half second before I fell down the ramp, which makes me think the object to trigger it is behind the mesh of the wall/floor and too far away to properly interact with. 


    Edit: Found where the collider is while in space, may still be hard to hit while in gravity but now I know where it is :wink:

  2. Just now, JadeOfMaar said:

    K.Yeon has a fix for that in his last post above. That's an error alright.

     

    2 minutes ago, K.Yeon said:

    it's a bug i missed it when making the config file, heres the patch if you wish to use: https://www.dropbox.com/s/gmhr0fmzf361hfj/missing tech%26cost fix.zip?dl=0

    yes is another bug >, but the fix was posted in OP, incase u didn't see it, here it is: https://www.dropbox.com/s/k5suu2n8pxsk45h/OPT h fuselage Fuel Fix.zip?dl=0

     

    Heh, thank you both for the quick response and sorry for not seeing it myself. I'm loving the update so far!

  3. 23 hours ago, stali79 said:

    Not without completely reuploading the entire mod. I haven't seen any other mod that does a full re-upload just because a dependency gets updated, only exception to this is if the mod needs to be updated because it doesn't work with the new version of the dependency.

    Seems like a pretty simple fix to a pretty common problem, currently it seems like every third post is asking about the fuel tanks.

  4. On ‎8‎/‎6‎/‎2016 at 9:46 AM, stali79 said:

    I have no control over the front page, I am not the original poster of it. And the version on spacedock was released at KSP 1.1.2, I thought it was for 1.1.1. At any rate spacedock does show the following warning.

    Outdated Mod

    This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.

     

    Thank you for the heads up though, I have updated the spacedock page to state that the version of firespitter bundled in the mod is not compatible with 1.1.3

     

    We have only some minor things to do before we can release OPT 1.8.5 so hopefully it will be soon.

     

    Is it not possible to update the version of firespitter bundled on spacedock?

  5. On ‎8‎/‎3‎/‎2016 at 9:27 AM, Badsector said:

    Simple sketch for a crew section

    K2XmGJx.jpg

    at the bottom you can add handrails, cables or everithing you like

    I see what you're talking about. I'm currently planning on keeping the Hex and 2x1 cross sections symmetrical in top/bottom and left/right so that they can be used to make ships in either portrait or landscape orientation equally well. The Thex and Ahex sections will only be symmetrical in left/right so they'll look more like your sketch. 

    I actually got a decent amount of work done last night so I should be replacing the album in the first post that lists all the parts I'm planning. Soon :wink:

     

     

  6. 53 minutes ago, Badsector said:

    See your linked ship have give me one hint, less symmetrical (UP/DOWN) can give a more interesting shape, hexagonal Up  and down squared with windows and hatch can make a beautiful crew section.

    When i have some time i sketch something

    Regards

    Luca

    I'd love to see a sketch of what you're thinking about!

    Symmetry gives me a bit of a headache, I want to keep all the base parts symmetrical so that the center of mass will keep in line with thrust but a lot of the Homeworld ships I'm looking at lose the up/down symmetry. Really strong reaction wheels could make up for some of this but I'd rather not make something that I know is going to be difficult to balance. The Thex hull drives me crazy because I like the asymmetric shape but dislike faking where the center of mass is for gameplay reasons. I may eventually phase it out and replace it with something else like a triangular hull cross section or an "I" shape.

     

    One thing that I think about a lot when looking at scifi ships is that in the future there may be enough technology laying around to allow you to make an asymmetrical ship with off center thrust and counter it with some sort of handwavium, but what sort of engineer would do that instead of a simpler design that requires a smaller budget for handwavium?

  7. On 7/29/2016 at 10:55 PM, Badsector said:

    Nice sci-fi design, see if you like this radiator , the model can be easy modified if you like it

    RSLqVFE.jpg

    Regards

    Thanks for the offer! Radiators are a ways down the line but thats definitely what those are. I've been looking at a lot of Homeworld ships lately and lifted this shape from them :wink:  I've been trying a bunch of different ways of making the basic shapes more interesting so I'm keeping a lot of things really blocky and simple.

  8. On ‎11‎/‎7‎/‎2015 at 11:13 AM, CobaltWolf said:

    Ah! That certainly makes figuring this out a lot easier. I'll have to crunch the numbers later and post my findings.

    I actually have a huge spreadsheet full of things like weight, fuel capacity, and cost of parts that I'm using to keep my parts in line with stock (and a few mods) values. It's based off of an old google doc I found on here so I don't know how accurate some of it is but I've been trying to update things when I see discrepancies. It's not quite mathing out the actual volume of my tanks but it helps let me know when things become ridiculous.

  9. Hallo!

    I've had a crazy idea bouncing around my head for a while but I'm not sure how possible it would be. Has there ever been a mod that adds custom ground scatter to planets? Is the ground scatter system even available to modders? Essentially I want to add a custom type of terrain scatter to Kerbin and control where it appears on the map, density, size of models, etc.  So I guess my real question is: can anyone tell me everything there is to know about ground scatter?

  10. On ‎6‎/‎4‎/‎2016 at 6:21 AM, stali79 said:

    Hi guys. I am maintaining the OPT Spaceplane mod and i would like to ask how to import the mod into unity. I dont have access to any of the blender files etc, all i have is what K.Yeon has publicly released. Is there a way for me to do this?

    There's a mod floating around here that allows you to load a part mod into Blender, complete with 3d model and textures and UVs. I think Taniwha made it? Anyway, I posted this info to the main OPT thread and someone replied with a link to the Blender mod, shouldn't be too hard to find.

  11. Things are pretty much working as intended at this point. All of the crew parts have their own science functionality now and all the 2x1 parts are in the game. There's still no EVA hatches but oh well :)  Here's Alpha 2!

     

    Known issues:

    Attachment nodes are slightly off.

    Engine mount nodes dont have symmetry.

    Engines don't flame out when out of electricity.

    No eva hatches.

    Textures are still bad.

     

     

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