LukeTheYeti

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Everything posted by LukeTheYeti

  1. 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
  2. Also I may have found an actual bug, I cannot re-enter the J Inline Boarding Ramp. No option to grab or board.so my kerbs are stuck outside
  3. Been playing around with the H fuselage and made a pretty neat TSTO. I totally agree about any size adapters for the H fuselage but I totally get that they're meant to attach to other things.
  4. What's the chance of getting a size 2 air intake?
  5. Heh, thank you both for the quick response and sorry for not seeing it myself. I'm loving the update so far!
  6. Question: Is the H Fuselage FuelTank supposed to carry fuel? I'm seeing the fuel switch options for the H Mounted Fuel tank but no way to make a pure H plane at the moment.
  7. This is so freaking cool!
  8. What I'm asking is is there a way of fitting these parts together other than what is shown in the OP?
  9. Will there be a use to these parts other than fitting them together to make the Tachi?
  10. VMC may be a professional testing company but they're also the butt of a lot of jokes (I work for another testing company in the same area).
  11. Hi! I finally decided to make a KSP mod: a series of modular hull sections, command pods, engines, and adapters designed to be fit together to make big blocky sci-fi spacecraft. I'm pretty good with computers but need a lot of help with things like How to Use Tweakscale and Which Texture/Mesh Switch Mod to Use and What The Heck Do All These Thermal Values Mean. A wiki and downloads can be found here. Available Parts: Current plan: 7 hull types, 3 standard lengths, mesh switch and fuel switch, cargo bays and science bays and large crewed sections to carry way too many kerbals to the stars. There will also be SAS, RCS, electricity generation and storage, communications, and radiator parts. Each hull type will have an engine mount for multiples of 1.25 and 2.5 engines, and a unique engine of some sort. Unique engines will be powerful, end game type contraptions that will propel your giant space monstrosities to the stars. Most of the hull types will have a unique command pod with IVA etc. Types without command pods will have end caps, and some hull types will have both. Just about everything you could imagine, including stock adapters. Current Timeline: Alpha 1 Done 1 Hull Series (Hex) Command Pod, LFO Tanks, Engine Mount, LFO Cone, Engine Alpha 2 Done +1 Hull Series (2x1) +Crew Modules (with custom science!) +IVA Hatches +SAS Modules +2x1>Hex Adaptors Slightly better models and textures Better engine effects Beta Releases Later +All Hull series +Science modules +IVA for crewed parts +Cargo Bays +RCS parts +Comm parts +Size 2 parts +Radiators Engine heat effects Better engine effects Nice models and textures Mod support (Fuel Switch, TweakScale) Thanks for looking and for any help you can give along the way! License: This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/.
  12. Took a short break from No Mans Sky and made a quick update album. Imgur albums on the forum appear to be experiencing difficulty, so here's a link. A lot of parts are still pretty blocky (engines, engine mounts) but the general shapes are there. Not shown: Communication, radiators, radial bridges.
  13. Seems like a pretty simple fix to a pretty common problem, currently it seems like every third post is asking about the fuel tanks.
  14. Is it not possible to update the version of firespitter bundled on spacedock?
  15. 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
  16. 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?
  17. 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 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.
  18. 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.
  19. Quick update, redesigned most of the parts and added more polygons to just about everything. Here's some example ships! Next thing I'll be working on is hangers for the Hex and 2x1 series, and maybe textures
  20. What happened to the textures?
  21. Thanks! I've been working on this here and there, redesigning parts and trying to decide on a final look. Nothing really worth showing yet but I should have some stuff soon.
  22. 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?
  23. 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.
  24. 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.
  25. Isn't there a blender plugin that allows you to load ksp parts into blender? If you need access to the source 3d files that's probably the closest you're going to get.