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Superluminal Design Specialist
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Manned Space Exploration, Star Trek, Gaming, Air Force, KSP, comedy, satire, music,
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It would be nice if someone could upload some screenshots of what this mod adds, so that people can get a better idea of the parts in it.
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zer0Kerbal started following Raptor22
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Oh man, I remember Bobcat's mods fondly... back in the wild west days of KSP modding! The game truly had a different atmosphere to it back then; textures were grittier and more cartoonish, rather than the sleek, semi-realistic look of modern stock stuff. Many of the parts were nonsensical - remember the old RAM air intake, or the Mk 3 parts that existed before the current Mk 3 system was implemented? (The really cursed shuttle parts that had few to no applications, and were deprecated around 0.90 I believe)? Back in those days, each new mod was a surprise, pushing the boundaries of what KSP was capable of. It was probably 5-6 years ago, when I was back in middle school, that I recall being in 1st period and looking at Kerbal Stuff (RIP the predecessor to SpaceDock) and saw the first use of PlanetFactory (the precursor to modern-day Kopernicus) adding in new stars. I was BAFFLED to see Kerbol orbiting a black hole with other stars; even though there were no planets orbiting those stars (and thus very little reason to go there), it was still exciting to see the potential of it! Few mods nowadays elicit that "What!? That's even possible!?!" feeling in quite the same way. The most recent one has to be Parallax, especially the 2.0 update with its absolutely incredible ground scatters. I hope to see more mods from the pre-1.0 era get resurrected. Not necessarily overhauled (though, if people want to release it as a sequel mod, sure), but just made to work smoothly with modern versions, while preserving their looks and aesthetic as a memorial to a bygone era of KSP. Stuff like Bobcat's other mods such the DEMV series of rovers, the HOME habitat system, etc.; @Romfarer's Lazor system, @LazarusLuan's LazTek SpaceX packs (which speculated possible colonial transporters before ITS was even announced, let alone its successors BFR and eventually Starship), @Yogui87's Lionhead Aerospace probes and rovers, @InfiniteDice's ships and weapon systems, Kethane (the OG resource extraction mod - with, I dare argue, superior mechanics to stock ore harvesting, as Kethane is scanned and discovered in a hexagonal grid system, and the deposits have a limited amount of Kethane that can run dry), etc. Though, what I dearly hope to see the most of all, the venerable Kerbal Shuttle Orbiter System (the first proper shuttle mod, in my opinion). KSOS's design is timeless; it has the charm of the old alpha KSP days, while being sleek enough to blend in with modern parts without being too garish. The shuttles snapped together using attachment nodes, quite similar to the Shuttle Orbiter Construction Kit of today (which, I'm willing to bet, was inspired by KSOS in terms of assembly of the parts), giving the parts a sort of PlayMobil vibe with how they seamlessly fit together. There's been countless people who have claimed that they'd be reviving KSOS over the years, with @Eskandare taking over from @helldiver before before he, unfortunately, dropped off the radar too; I believe the most recent person to request to take over the mod is @StinkyAce. Sadly, there has not been a substantial update to the mod in nearly half a decade, without someone stepping up to the plate to take it over, it'll likely be lost to time.
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Considering that it's been around a year and a half since Eskandare's last post... in October 2020... yeah, unless someone takes over from Eskandare or if Eskandare rises from the dead and returns to modding, it's dead in the water.
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Considering that this mod hasn't seen an update in around half a decade now, I'd say that the first order of business is having the mod updated at all, then we can move on to getting it over to CKAN.
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[Min KSP 1.12.X] Sandcastle: 3D printing for parts and vessels
Raptor22 replied to Angelo Kerman's topic in KSP1 Mod Releases
Not going to get my hopes up too early, but a release of this update (or at least a beta of it) would make for an awesome Christmas gift, lol -
[Min KSP 1.12.X] Sandcastle: 3D printing for parts and vessels
Raptor22 replied to Angelo Kerman's topic in KSP1 Mod Releases
Man, I can't wait to be able to use these new parts, especially for the modular drydocks! About two years ago, I tried to make an earlier version of what I was envisioning: a network of orbiting servicing and repair docks, where damaged vessels could come in to be fixed, or aging vessels to come in for overhauls and upgrades. This was Service Dock K-1 They were nowhere near as large as the massive shipyards used to build capital ships in orbit, but they were nice all the same. Still, it was clunky to use them, and they never really worked as intended. I got maybe 1 or 2 repairs done out of them, and they were all excruciating operations trying to wrangle the parts around as the USI Konstruction cranes really aren't very user-friendly (especially for fine positioning). One thing that I'd love to see (if you don't already have it planned / in the works) are collapsible docking ports. I recall that USI Konstruction has (or had - USI is essentially dead nowadays...) collapsible ports, where once connected, you could click a button and the ports would disappear, connecting the two parts together with a new node. However, I don't know if it works in the current KSP versions... I haven't tried it since about 1.7.3 or so. Being able to print out parts with the printers, assemble them into sub-assemblies, use a crane / arm to move them into place, then permanently attach them using collapsing ports. That would be awesome! While this may be a far-flung fantasy, as I don't know if it'd be possible to do with the game's design limitations, it would be amazing to have a "print in place" capability. Essentially, a modified version of the construction menu, where you can select and place parts sort of like how you would in the SPH/VAB. Then, after a set period of "printing time", the part will appear on the vessel. Either that, or something to a similar effect - I've found the stock EVA construction controls to be really clunky, and having to get several dozen kerbals outside to build something is a nightmare in having to maintain all of their positions, or otherwise having to spam ladders everywhere. Essentially, EVA construction, but without the EVA. Agh, I'm probably not making any sense, but I hope you get the general idea. Enough rambling from me, though. I can't wait to see the next release of this mod! -
[WIP] North American Rockwell Mars Excursion Module
Raptor22 replied to TiktaalikDreaming's topic in KSP1 Mod Development
This mod was working just fine in KSP 1.12.2, however suddenly the parts have all been rescaled to be way larger than they should be, breaking all of the craft I've made so far with the parts. I see that there's some configs with rescale lines (looks like a value of 1.068? This seems to be a bit larger than that, though) in them, but I don't think that I've messed with any of that. I don't have Realism Overhaul or anything like that. Can anyone help me to diagnose this problem? I would upload my KSP.log, however it's quite a large file and would take ages to upload, so I'd rather hold off on that until needed to not waste time uploading and waste drive space. I did recently update Tweakscale, however none of the parts are tweakscale-able, so it's not like I inadvertently tweakscaled the parts. -
[1.3.X] Lionhead Aerospace landers and probes pack continued v2.0
Raptor22 replied to Jhorriga's topic in KSP1 Mod Releases
Yeah, I just noticed that the Dropbox link has either expired or they've taken it down. @JhorrigaCould you consider re-uploading it? -
So is there no way to have the center of thrust shift off-axis? Not by rotating, mind you, but by staying pointed the same direction, but moving up (causing a pitch down), down (pitch up), left (yaw right), and right (yaw left) relative to the COM - in other words, translating on a 2-axis plane. I'd think that even shifting the center of thrust a few meters would be enough to get a good translation going. Since it seems to follow the COM even as it shifts around (with fuel consumption, etc), I'd imagine that it wouldn't be unfeasible to have it shift off the COM. Then again, despite having played KSP since around version 0.24.2, my knowledge of the internal workings of mods is still quite limited, much more so when it comes to plugins, so this may not be possible. As for flying in atmosphere, while the ships weren't necessarily built like spaceplanes, we did see several instances of the NX-class flying into a planet's atmosphere, and at least one that I can remember of the Consitution-Class entering the atmosphere (that one episode where they accidentally went back in time and ended up abducting a USAF pilot). The NX-class is probably more suited for atmospheric flight due to its more robust structure (stout pylons leading up to the nacelles, no thin neck for a secondary hull, etc.), and its sleeker lines compared to the Constitution-Class. Sure, they weren't meant to land, like the Intrepid-Class, but being able to at least launch them, and then make dives down into an atmosphere for whatever reasons you need (to find a Suliban Helix, rescue a stranded Klingon vessel, or fight alternate timeline pedants in WW2) before ascending back up to orbit. Either way, from now on I'll see if I an use Kerbal Konstructs + Kerbinside to launch the NX-class from some high-altitude bases up in the mountains so that I have less of the atmosphere to deal with. At any rate, the drag on the nacelles doesn't explain why the shuttlepods are pitching up a lot. I'm always having to use RCS to wrangle those things under control, and their small tanks means that they run out of RCS pretty quickly. Is there a way that you could use a module like deployable lifting surfaces to turn the wings into lifting and/or control surfaces to help stabilize and control it during atmospheric flight? Because, without something like that, the wings might as well just be decorative. Finally, on an unrelated note, at some point, are you considering adding the ventral docking bays on the NX-class? While we would have to use the aft-facing bays with the NX-Refit, it would be nice to use the ventral bays to dock with the normal NX-class like in the show. Perhaps I could combine it with stock robotics to have that boom arm that comes down to grab the shuttlepod and hoist it up into the bay. There's also those two cargo bays on the saucer section to the port and starboard (with the doors on the dorsal and ventral sides of the saucer - you may have seen it a few times in the show when they deployed one of those small work/inspection pods from there). I love to make ships like this highly functional, so the more cargo space available, the better. Regardless, I'm loving this mod, and can't wait to see when the Constitution-Class is released!
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I use 1/3 throttle or less, but even then I have to feather it down to zero quite often. It's a fresh install from Spacedock; in the near decade I've played KSP, I've never once touched CKAN. Well, now that you mention that the thrust from the engines goes through the COM, that should rule out asymmetrical thrust issues, so this must be an aerodynamics issue. I'll run some more tests with the aerodynamics overlay on and let you know if I find anything unusual.
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I'm having an issue where most of the craft (the ones I've tested, at least; the NX-01, NX refit, and the shuttlepod) pitch up when accelerating in the atmosphere, making it damn-near impossible to control with anything other than a painfully slow ascent. I don't have any aerodynamics mods like FAR installed, so I don't know what is causing this. RCS is barely enough to keep it under control (and for some reason the NX-class has the same amount of monopropellant as a shuttlepod, despite being like 100x larger?), so I run out of monoprop pretty quickly. I don't know if it's because the impulse engines have two settings (takeoff and landing) - maybe a 3rd, cruise setting would help with that? Is there any way you could add gimbal to the impulse engines? According to trek lore, they used magnetic fields to vector the charged exhaust from the impulse engines in order to steer the ships. Having gimbal control would massively help to improve the ship's maneuverability and control, especially due to the problems of wanting to pitch up (and I mean up as in going past vertical and almost pulling a loop) during ascent.
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[1.8.x-1.12.x] - RasterPropMonitor (adopted)
Raptor22 replied to JonnyOThan's topic in KSP1 Mod Releases
It looks like it worked! Thank you!