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Everything posted by Angel-125

  1. More progress today: I unwrapped the body, added a retractable flagpole, added side decals, and added air intake funnels:
  2. Can you tell me which parts are having that issue? I'd like to finish up the mod ASAP.
  3. I had a feeling that modding would be more about filling niches. That's why I looked at bringing the concepts of SunkWorks, Kerbal Flying Saucers, and possibly Blueshift to KSP 2. Based on that interview, I could see Graviolium being hard to find- possibly mined from asteroids like it is now- and requiring other rare resources needed to build the parts/vessels. Sandcastle has the ability to require specific conditions to manufacture parts- like heavy gravity, high atmospheric pressure, and so on. It can also require specific parts as sub-components in order to manufacture a part. I could see bringing that idea over as well. Imagine that, like Celestial Being in Gundam 00, you need to make Graviolium-powered gravitic engine components in the atmosphere of Jool, for instance, and other components on the surface of Eve. At one point that was the plan for printing gravitic engines with Sandcastle. Wow, those pics look fantastic! I like the idea of a long-duration rover traveling across the Mun, and your pics look even better with Parallax. The idea of a water buffalo is perfect! Thank you for sharing your adventures.
  4. Nice! Do you think you could post some pics? I'd love to see what people are doing with Buffalo 2. No updates today, I've been going crazy with work stuff and pre-Thanksgiving stuff. That' and watching the full PC Gamer interview on KSP 2. Hearing that it can take years of in-game time to reach the next star might mean that Blueshift in KSP 2 would be a viable concept-if the game supports it. And skyscraper-sized interstellar ships suggests that the KFS mothership should be big.
  5. Do submarines have rooms inside the sail where you drive? Or are they like a… laundry closet where machinery goes but people don’t normally hang out there? Glad you like the sail, it was a challenge to set up the colliders to make a “tub” for the kerbal to sit in. There will be a hatch to cover the top as well as air inlets, but I don’t think a snorkel is needed. Instead I think the sail will have a retractable flagpole- perfect for hoisting the jolly roger
  6. Not much done today due to life going insane, but I did get the prototype part into the game:
  7. Last part for Buffalo 2! Today I started modeling the B2 Submarine Sail. I am aiming to finish it by end of the month (ideally by the weekend, but we'll see). Here's a look: The leg from the stilt lift module is a stand-in for a retractable snorkel. I'm not sure that I'll keep it since Buffasubs tend to travel deep underwater. But the hollow space for an external command seat or perhaps some science instruments will definitely be a feature. And since the part requires SunkWorks, it will have a built-in sonar system as well.
  8. Maybe in KSP 2 I can revisit the Whipcrack jump engine for Blueshift. It depends on how KSP 2 handles interstellar travel.
  9. Buffalo 2 wasn't designed to work with the Hesisenber/bison gondola system, sorry. I have no plans to update Heisenberg at this point.
  10. Ok, this morning, I updated the position of the control panel. It's a compromise between having the HUD in a good spot so it's level with the camera when you first tap the "C" key, and being not too far down that the other controls are more difficult to see.
  11. Today I finished up the Guppy IVA. Stock: MOARdv's Avionics Systems: I'm happy to say that this is the last IVA that I need to make for Buffalo 2! Finally, since it wasn't too difficult to do, I added three part variants to the Guppy. Submarine: Submarine (No hatch): Station: ... And baring bug fixes/feedback updates, that concludes the Guppy Submarine Module! You can play with the latest here. There's just one more part left to make...
  12. I wasn't planning on it, it's the only way in and out.
  13. It's the same width and form factor as the Buffalo 2 body modules that have a ballast wedge underneath. For length it's a bit over 2.2m long. I went with the elongated nose design.
  14. Today I made progress on the Guppy's IVA. It isn't done by any stretch of the imagination. I focused on making sure that the interior lines up with the exterior, and that the IVA mask lines up as well. I got the interior lighting done as well. With that done I can finish up the modeling of the interior over the next few days. Here's a look:
  15. Ok, here is SunkWorks 1.0. It fixes the control groups in the Part Action Window so that the controls are all in their own control group.
  16. SunkWorks 1.0.0 is now available: - Moved the UI controls into their own control groups. This is also a version bump to 1.0.
  17. I'll have to make another SunkWorks update to group all the diving controls under a single control group in the Part Action Window...
  18. Today I finished the exterior for the Guppy Submarine Module. Currently I'm using the Buffalo 2 IVA but once I get the Guppy IVA done, it will hold a crew of 3. Here's a preview; my BuffaSub reference design is almost done!
  19. 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.
  20. You know Warp Core Breech is one of their drinks.
  21. Interesting and relevant video on the shape of submarine bows:
  22. More progress on the Guppy today. I haven't done the top windows yet. I'm trying to figure out which one is more better- Cyclops (left) or Subby McSubface (right):
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