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About katateochi

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    KerbalX.com dev

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  • Website URL http://KerbalX.com

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  • Location Orbiting Something
  • Interests Things, I'm interested in things.

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  1. I don't know of a mod that does this specifically but you can fake it with Infernal Robotics if you don't mind that the wings will be clipped into other objects and will pass through them. You could create a sort of opening with other parts which the wings appear between, then you won't see them clipping out of the central object, if that makes sense.
  2. oh! and the other (kinda more significant) thing; Currently when you upload a craft it becomes visible on the front page the instant you upload it, before you've had a chance to customise the page. I'm changing this to have a "publish" step, so you can upload a craft and make whatever changes you want to the page and during this time the craft won't be visible to other users, then you can click publish to make it visible. Because this is a change to the current usage I'm making it an option. There'll be a setting to enable/disable "instant publish", with it on craft will get published the instant you upload them (as it is now). What I'm thinking is that for existing users "instant publish" will be switched on by default so unless you choose to change the option there won't be any change to how uploading works. New users will have "instant publish" off by default. Or do you think I should push this new way of doing things to all users (but you can still choose to go back to the old insta-publish way if you like)? You'll only be able to have one craft at a time in an unpublished state as I don't want to enable having "private" craft (that maybe something I'll add later). If you upload a craft and leave it in an unpublished state and then come back a couple hours later and hit publish, the "upload" date stamp will be set to the time you hit publish (rather than the time it was actually uploaded) so it will appear at the top of the main page at the time you publish it. Uploads from the mod will still be insta-published regardless of what setting you have (point being that mod uploads can be done fully from in game without having to go and finalise anything on the site). The only warning here is that if you have a craft that is unpublished and you then go and upload a craft using the mod, it will remove the unpublished craft first. I'm just tidying up this feature now, so it will be ready soon. If you've got any thoughts about it before I deploy the changes let me know!
  3. @swjr-swis good suggestions. seriously sometimes you (read: I) can't see the wood for the trees! I shall add in more links in the next deploy (soon. main new change coming is a condensing of notifications for people you follow, rather than one notification for each thing (upload/update), you'll get one notification showing all uploads/updates of someone you follow. So when one of the more prolific posters (you know the ones!) updates a ton of their craft it will just be one notification).
  4. @YourCompanionCube Good point! I will add some links to it on the front page. It gets show on craft that are uploaded with it, which I guess lets people know about it when browsing, but isn't much good if you're looking for it later. I just wasn't sure where on the front page to put it, but it does need to be there somewhere!
  5. missed it by that much maybe perhaps @Yakuzi
  6. they (struts more than autostruts) can also be the cause of the pull to one side, if you have even 1 strut that is asymmetrically placed it can cause a pull to one side. Sometimes when you place a strut with symmetry on and then reload the craft, or do an undo, then one of the pair may not connect in the same way (or at all) which can cause the issue. Angled gears can also sometimes be the cause of a pull to one side. If you have very flexy wings and the gears are attached to the wings that can cause issues. I often mount the gears to the fuselage and then use the offset tool to make them look like their attached to the wing to get around that. Basically any asymmetry will cause a pull to one side.
  7. Thanks!! and yes, it has been a fun little mini-game, but slow! takes quite a while to make something that you could chuck together in the VAB in minutes. Also, with KAS, KIS and infernal robotics in play I can't stress enough how much you need to quicksave! (although tbf, most of the glitches happened when using KAS winches and then attaching/detaching parts, once I stopped trying to use them it got better).
  8. I used to be militant about not leaving any debris in orbit and that does add a nice extra bit of design and piloting challenge. But now that you can just switch off debris from being shown in map mode and KSP has got better (although still not great) at having lots of debris left around, I've gone in the other direction and in my last career I've been intentionally messy. Partly to see how well the game copes with it and also trying to increase that rare chance of having a mission compromised by debris impact (yeah I know, odds of that happening are really low). I've also been doing something else with some smaller spent stages. I've been shipping them off to Minmus (usually picked up by a collector craft and transported) to "Bill's Scrap Yard", a base where (with KAS/KIS and a couple other mods) the stages are broken down and reassembled into new craft, refueled with on-site mined resources and launched. It's been quite fun (and really time consuming) to build craft on site with engineers (using KAS/KIS) and without any of the build tools that you get in the VAB/SPH. Quite a bit of the base itself has also been built from recycled stages so it's got quite a scrap yard feel to it. This is one probe being built and you can see the pile of parts from stripped down stages behind. And here it is ready for launch to Duna (one section was to remain in orbit while the lower section would land to conduct experiments). Unfortunately none of the probes launched from this base have actually completed their full mission plans, mostly due to lack of dV. But what has been successful is assembling little rescue missions to go and pickup rescue contracts in Minmus orbit. This is one rescue mission about to launch. The process is to take up a couple parachutes which are strapped to whatever needs rescuing and then setting them to be deployed before shunting it into a return course to Kerbin (and then the rescue craft turns around and returns to base). I feel that's a suitably haphazard and budget approach to rescue contracts!
  9. I love it when I see a KSP image appear in imgur's usersub and I always upvote, but usually my upvote just makes the post slightly less downvoted. I never bother posting my images to the public gallery on imgur, I just use it to host images to post on here & KerbalX.
  10. The mod is definitely active, but I (still) haven't gotten around to putting it on CKAN, something I really need to do! Just grab it from here https://kerbalx.com/mod and unpack the zip into your GameData folder. (The thing on CKAN is the KerbalX PartMapper tool, which someone else put onto CKAN and now there's a name conflict which I need to sort out).
  11. Would adding an Orion capsule cause some scale issues? Looking at pictures of Orion and Ares, the command pod fit's with the orange tank of the upper stage of the Ares-I and IV (it's flush or even slightly more narrow than the tank). Our current Mk1-2 pod (which is more of an Apollo analogy) fits flush with our current orange tanks, but an Orion capsule would be wider than the Mk1-2 so then it wouldn't fit with our current tanks. So would we also need a new set of tanks to go with it? tbh I'm happy building Orion style craft out of the current stock parts, in fact I'd rather not have a set of "pre-made" Orion parts which you just clip together and ta-da: Orion. I'd far rather they added a generic stock hinge (in a few sizes) and some more generic structural parts so we could make our own landing legs and make them how we like. Actually, I'm kinda opposed to having too many specific parts which mimic the RL space programs. I think that would make KSP more like an airfix kit, where players can just select the indented parts and clip them together as "instructed". I think that takes away from the challenge and creativity of using non-specific parts to construct a replica; trying to balance appearance with functionality. I also think that the specific parts have less potential to be used in new and interesting ways; a Falcon-9 landing leg would be great but it's just a landing leg, whereas a hinge and a bunch more structural parts would open up so many more possibilities for designs. I think structural parts is one of the areas where the stock game is lacking; we need more basic shapes, ie a triangular structural panel, a curved panel, a bulkhead type part (with multiple nodes), more girder like parts (only less like I-beams, maybe just simple simple rod shapes).....etc. And we really need a stock hinge! I'd far rather see development time go into those sort of things than making parts to match RL space program parts.
  12. ah well, as it happens craft sharing is kinda my thing () click the KerbalX link in my sig. I can't promise a quick fix, but I will do my best!
  13. @BlackSun There are some issues with this and I've not had time to figure it out. It's something to do with the logic for working out which parts are on which side of the docking ports, works in some craft designs, but not in others. Bear with me and I'll try to get it fixed. If you could post the test setup craft you've got that doesn't work that would help me.
  14. I'm not a fan of using lots of control surfaces on rockets (or things vaguely resembling rockets), I prefer using rockets with more gimbal. As others have said, keep TWR lower and don't deviate away from prograde too much. With this ring I followed a fairly standard gravity turn, asparagus staging, no control surfaces, 4 large SAS modules.
  15. As @mrmcp1 says, check out the Dakar entries, lot's of great designs with a focus on durability. I don't recommend RTG's, you need loads to keep lots of wheels powered (and doubling up on wheels is a good idea, but adds more power drain) and then you're Kerbals will end up green...wait..well, it adds too much weight anyway. I suggest using fuel cells. Jet engines for speed boosters work nicely (and are fuel efficient) and you can use "boost flaps" to quickly activate/disable them (without waiting for engine spoolup/down). Landing gears make for a very strong rollcage, if you don't mind it looking a bit odd.