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Posts posted by Kerb-fu
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No need for further work on this from your side, honorable sir!
I went ahead and provided the necessary config to the CKAN team. Now all I need to launch barrels and ships from the most Excellent Vertical Propulsion Emporium is:
Q:\Kerbal Space Program>ckan update
...
...
Q:\Kerbal Space Program>ckan install Kerb-fu
...
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Q:\Kerbal Space Program>kspAll that is necesary from your side is to upload to kerbalstuff.com
My Thanks good sir!!!
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How about a steampunk rover wheel, with a RADIAL STEAM ENGINE at the attachment point/wheel axle/as-the-power-source.
In other ideas: I'd really like to see this mod have more metals and victorian paintwork. You don't have to be made of wood and copper to be steampunk. Cast-Iron and Steel are great materials; and in fact many larger victorian boilers use "Hoops" of steel in a ring shape.
http://www.crabfu.com/steamtoys/info_faq/steampunk_spider_s.jpg
http://www.crabfu.com/steamtoys/info_faq/steampunk_robot.jpg
Wheels and better landing legs are a high priority for me, I am still researching and testing suspension setup, however I hope I will have something to share soon.
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The Hatch on the Domed Crewbarrel is VERY Glitchy. I get thrown away from the pod at high speed and spin when I exit, and I can't click on the hatch.
It seems to be a recurring work in progress, it was behaving perfectly for me, and now sadly it is not . I will continue with development, but thankyou for the feedback
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I wouldn't call this "Steampunk" so much as "Fantasy". Try solar sails 100 times bigger and then it'll be realistic.
realistic? what is this thing you call realistic? I am launching barrels into orbit and you want realism? shame on you sir!
Can we have struts as ropes? Copper struts don't really make much sense to me.And have you thought about baking your textures?
I wish I were a better texture artist, however time and skill level deny me that oportunity
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Talking about urgently having to leave and update my KSP installation...
Did you notice the CKAN effort to automate intallations? I would love the have your Emporium manageable thereby as well, so if you want, I could create a .ckan file...
Aaaaaand, if you do want me to do so, what would you like your mod to be called? How about the following:
Author: Kerb-Fu
Mod-Name: VerticalPropulsionEmporium
I have got a fair bit of work concentrating on learning the ropes and making parts at the moment so I will hold off from that for a bit, unless I get a lot of requests...
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That is just utterly magnificent! Amazing work as always
Thankyou
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I just downloaded this for the first time, simply because it looks awesome.
But why exactly are you still linking to spaceport for the KerbolQuest Jetpack plugin...?
The proper link would be this one I guess: http://forum.kerbalspaceprogram.com/threads/51624-WIP-KerbolQuest-Jetpacks-Beta?p=677004&viewfull=1#post677004
Although it says 0.23...
Thanks for the link, I have updated the main page with the info
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STOP MAKING US SALIVATE, JUST RELEASE IT MAN
Ah, seriously, take as much time as you require, but be aware that you are torturing some of us
Salivation is good for the digestion process...
anyway, I put out the new release yesterday . links are on the first page post
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OK just made some solar sails.... they work as thrusters, power depends on angle to sun, and you can throttle them and turn them off (who needs logic and physics!)
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Tested airships still the best way to explore the base in 0.25
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Is that a Munshine tank instead of Whale Oil?
It is indeed a Munshine tank...
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Time for some orbital lair making
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just a pic of my telescopic docking port test in orbit...
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Screenie showing a few bits of the mod. Nothing major but it's a pic I like.
Still on quite an old version so don't know if you've updated those science bits, but I'm assuming not.
Nice snapshot.
I must admit I have been occupied elsewhere for a bit, However I have a few new parts on test, and repairs for a 0.25 compatibility fix, so I will be putting a new version out soon
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I would love to see some asteroid grabber part decorated in proper copper and leather and cogwork... Maybe it's time to learn how to create Unity 3D models :-)
I cant promise anything, I haven't tried modelling anything like the grabber, looks like it would be fun (and painful) to work it out
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In case someone likes to use RemoteTech in a Steampunky way, here is my ModuleManager config file for the Voice Transmogrificator:
@PART[VoiceTransmogrificationset]
{
!MODULE[ModuleDataTransmitter] {}
MODULE
{
name = ModuleRTAntenna
Mode0OmniRange = 0
Mode1OmniRange = 2500000
MaxQ = 6000
DeployFxModules = 0
TRANSMITTER
{
PacketInterval = 0.3
PacketSize = 2
}
}
MODULE
{
name = ModuleSPUPassive
}
}
cool, thankyou for sharing that on to us
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Don't worry about lack of time or inspiration. As far as I am concerned, the mod as it is now is just brilliant and if you add nothing more to it then it won't bother me.
Thankyou for that, Im currently trying to force myself to improve the suspension on the legs and make better wheels etc...
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Is this dead? SHame.
Not dead, just low on time and inspiration
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Just downloaded the mod, its great! One question, how do I get my kerbal on the jetpack?
well, its complicated, but here goes...
1... make sure you have the mods KAS and Kerbolquest
2... attach pack radially on ship with clear access
3... approach pack with intrepid kerbonaut, and right-click on pack and select equip
4... have RCS and SAS on
5... Turn throttle all the way off for safety (whats safety you ask?)....
6... right-click pack and select activate engine
7... if in gravity throttle up to approx 50% (if outside gravity, wait untill floated clear of vessel and use less throttle)
8... right-click pack and select decouple
9... fly
10... crash
11... win!!!
Disclaimer: I just flew it 5 minutes ago on ver 0.24.2 and it worked ok, however I understand KAS does not support 0.24.2, i downloaded a version from the KAS forum that worked for me in this situation.
edit: its probably a good idea to right-click and select control from here, so that navigation is simplified.....
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I keep imagining a space station made of wood and cast iron, equipped with one of Mr Babbage's difference engines, and the crew dressed in frock coats and stovepipe hats!
Got a few ideas for station parts. And some better interiors are coming ....
Post any pics or ideas you like too please
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Am also in early stages of distillery developement...
All input welcome, just let me know...
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Well, its been a while, I still have a bit to do to fit the parts into career/contracts modes....
However I have been messing around with munshine developement.
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Even more actually, thinking even more about it, the comic "Ministry of Space" might give a few good ideas:
https://www.goodreads.com/book/show/43731.Ministry_Of_Space
There are even a few pages available on Google:
I see that I will have to purchase a copy of this interesting manuscript. who knows what scientific discoveries await within.
We can put it the lunchroom where our engineers can peruse it during their breaks from dodging exploding boilers and munshine stills.
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Actually, I was about to try combining the Emporium with Remote Tech and therefore went on a hunt for a parabolic antenna with the appropiate number of cogs, wheels and copper tubings :-)
Now thinking a bit more about this, I imagine floating stations in space, with mutton-chopped gentlemen passing along some morse coded telemetry from Mun to Her Majesties Space Exploration and Exploitation Centre. Unless it is tea time, then those darned telegrams can wait until a civilized man enjoys his tea!
And wait they shall... for tea is upon us !!!
[1.02] Vertical Propulsion Emporium. v0.22b (10th may 2015)
in KSP1 Mod Releases
Posted
ok who knows about wheelCollider values to stop my suspension behaving like a rock!!!!
All linkages and steering, drive works but suspension sits at full extension and wont bounce...