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Everything posted by Daeridanii

  1. This mod is really cool! Neat, efficient, and does exactly what it says on the tin. Don't mean to take over your thread, but it performed admirably on my Scimitar. After all, no warbird should go without a cloaking device!
  2. More Pictures, if you like. I worked on making another stock replica, this time of the Krenim weapon ship from Star Trek: Voyager. This thing is a lagfest with 731 parts (most in the forward prongy thingies), but looks relatively accurate. Optimization and aesthetic improvement planned before a KerbalX release.
  3. I made the majority of the hull of a replica of the Scimitar from Star Trek: Nemesis. Stock, of course. This thing has enough autostruts to hold a bundle of spaghetti together.
  4. I think the thickness is good, but it could use some color; maybe blue or green.
  5. Going to be keeping an eye on this; looks very interesting indeed.
  6. Wanted a challenge, so I did this. PRESENTING, A STOCK REPLICA OF THE SHIELD QUINJET Full Imgur Album Featuring: - Folding Wingtips - VTOL - Cargo Bay - Excessively powerful RCS - Looks mostly accurate A fully stock replica of the SHIELD Quinjet from the Marvel Cinematic Universe. It's rather heavy for a craft of its size (39.5 tons) but form was put before function with this craft. Nonetheless, it is fully capable of VTOL as well as "standard flight." In addition, there is a small cargo bay in the back (no door, sorry). DOWNLOAD AT KERBALX Tips, Action Groups, Etc. AG1: Toggles Wingtips. Horizontal flight works better with the wingtips up, and VTOL works better with them down. AG2: Toggles VTOL engines. Max TWR of ~1.25, but take a while to spool up. AG3: Toggles main engines (Panthers) AG4: Toggles main engine afterburners. I recommend full thrust afterburners for regular flight, considering how heavy the plane is. - Top speed in level flight is about 85 m/s - The RCS drain a lot of fuel, so I recommend using it only for stabilization while VTOLing. - If you feel that the plane is about to pancake, just activate the VTOL engines. - VTOL doesn't work too well on steep slopes. - The large weight combined with the atypical wing shape leads to some interesting flight characteristics. Still, it is fairly maneuverable. - The cloaking system is "undergoing maintenance" (it doesn't cloak)
  7. You're right. The Mk1 Capsule isn't the Mercury any more than Jool is Jupiter. HOWEVER, the Mk1 Capsule is the Kerbal analogue of the Mercury just as Jool is the Kerbal analogue of Jupiter. The fact that both Jool and the Mk1 are analogues of their real life counterparts means that they are not exact scaled replicas, and instead represent what their respective entities would be like if they were developed by Kerbals rather than humans (with some room for artistic license.)
  8. Started working on a (stock) replica of the Marvel Quinjet. Autostruts abound! Unfortunately, part clipping leads to headroom issues...
  9. Teensy tiny electric helicopter! 0.792 tons sans Kerbal, although the Kerbal does tend to help with the helicopter pitching up. Tends to top out at about 30 m/sec in level(ish) flight. Still has a few quirks (such as the wobbly bearing) I'm trying to fix and/or optimize, which is why I'm putting it here rather than its own Spacecraft Exchange page. Kerbalx link Enjoy, and feel free to pick it apart if you like the bearing, etc. (My apologies for the thread bump)
  10. Recently I've been experimenting with electric propellers and have come up with this monstrosity. PRESENTING, THE SA-III "DE-FIRE" Featuring: - 100% Modlessness - Semi-extreme maneuverability at low speeds - Theoretically infinite range - Rather difficult to land - Looks cool (by far the most important feature) - More Pictures The SA-III is the third iteration (and the best one) in a line of three electric prop-planes I've created. It is notable for its high maneuverability at low speeds, something I've noticed was lacking in my previous designs. The two SQ-2 contra-rotating propellers eliminate unwanted spin for a smooth (ish) flight experience. DOWNLOAD AT KERBALX How to Operate: 1. Press 1 to undock the propeller shafts 2. Activate the brakes (and SAS too, if you like) 3. Switch to a propellor and use alt-e to spin up the prop. You can monitor what % max speed the prop is at by observing the "roll" gauge under the stage indicator. (Recommended setting shown below) 4. Repeat with the second prop 5. Switch back to the main craft, deactivate the brakes, and taxi to the end of the runway. 6. Pull up once you have reached the end of the runway; may take a little practice to not damage the rear prop on takeoff. Happy flights, everyone! Any feedback is welcome.
  11. Okay, I'm back. Helicopters seem to have gone out of style a bit, but I just built my first one that works reasonably and decided to come out of hiding. It looks awful, and it's a bit of a struggle to fly, but it's a lot of fun.
  12. I've continued work on my planet pack, now renamed Kau Ceti. While cobbling together a quick n' dirty plane for the pictures, I managed to build my second SSTO. Go figure... Album showing off the WIP planets: http://imgur.com/a/JgqjL
  13. I'd like to present the new Minthe. Work is proceeding well on the PQSing - you can't see a single pixel while landed. However, I'm still running into the overbright terrain issue - if anyone has any ideas, I'd be quite grateful. Thought I should put this out here as an explanation for my silence. Also, sorry for the bump.
  14. More of a progress update than anything else. It was a very useful config. Unfortunately, I haven't been working on Universe for a while due to numerous reasons, including some other games that I found. Don't worry, I have no intent of abandoning it any time soon! I'm back working on it now, but development will be a bit slower than the first update.
  15. VertexHeightMap offset is usually zero, but usually is different on planets with oceans. VertexColorMap order is 500 on all of them. (You can find this out yourself in the files.) NOTE: I've been away for a while, but am continuing work on planetary surface pixelation, so the worst of it should be gone by next update.
  16. Update to Version 0.55, mostly surface fixes and improvements, but also some new bodies and a neutron star! For the full changelog and download, check the OP.
  17. Thanks! I'm mostly going to try to be adding ground scatter and biomes in the next update, as well as smoothing some of the smaller moons (moonlets, mostly) and larger planets (Vestan, especially.) That might take a while, though, so I'll try to release it in chunks.
  18. I'll try to make a tutorial tomorrow, I need to sleep before doing so. Also, you just made my day. Thanks! Will do.
  19. After being distracted for far too long, I'm working on Universe again. However, I'll be completely rebuilding the mod (with the fancy stuff added), and so this might take a while. Thanks for your patience! Universe - The Stock Interstellar Experience Version 0.55 Most planet packs adding other stars have all had one flaw in my opinion - getting to those other stars takes either mods or ridiculously large and laggy spacecraft. What if going to another star took as much time and effort as going to Jool? No millennium-long transfer orbits. No crazy mods required - just stock KSP. Well, here it is. Downscale - by 90% Yes, that's right. Universe is the same size as the Toy Solar System mod, except, instead of just downscaling existing planets, Universe replaces and adds more. A LOT more. Where the stock game has 16 non-stellar bodies, Universe has 30, around five (and a half) different stars. Notes and Download I'm still working on heightmap smoothing through PQS (I've learned a lot (kinda)) so you should notice that several planets, (Minthe and E-1, most noticeably) no longer look like pixely piles of junk. As for total planetary count, there's nothing large left - maybe a few asteroid moons or another gas giant, but I want to keep the normal version from being GIGANTIC. DOWNLOAD AT SPACEDOCK Explore Strange New Worlds http://imgur.com/a/1TDyE (I'm posting the album as a link because Imgur is going totally wacko.) What May Become Frequently Asked Questions/Comments (Please read if you think something is wrong!) Does this replace our stock system? - Yes, it does, and replaces it with my own textured planets. Will this have compatibility with (insert mod here)? - Will it? Maybe. Does it? No. Currently, due to resizing everything, planet packs like OPM, or frankly just about anything are going to be 10x larger. This is one reason Universe is still in add-on development. One of the planets is acting up! - Please tell me which one it is and what's wrong. I haven't done a huge amount of testing, and there might be some problems. Once again, still in add-on development. I want MOAR! - First of all, thanks, and secondly, I'm working on an Expanded Version that will have some more planets to add, as well as a Light Version if your computer is on the weaker side. What do I need to make this work? - You need the latest version of Kopernicus and ModuleManager - that should be all. (If not, please tell me!) I see all these references to binaries and rings and stuff. Why aren't they ingame? Did I do something wrong? - This is still V0.55, and I'm mostly working on adding planets and stuff like that, so rings and binaries aren't there yet because they don't exist in the pack yet! Credits: - @GregroxMun for letting me use the removestockplanets.cfg from his Vernian project - @AndrewDrawsPrettyPictures for letting me use the Valentine config from the unfortunately abandoned Extrasolar mod as a template for the stars. Also, for helping me a lot with learning how to make decent textures in GIMP - @_Augustus_ because I'm using the Pledna config as a template for rougly half my terrestrial planets. (I don't claim ownership of the config structure - I'm still a starter when it comes to planet packs and am working on writing my own config templates) I'm in the process of switching to KopernicusExamples templates. - GIMP and SpaceEngine - the two most important parts to making planets with water - @daniel l. because I used the Sun's ring texture from the abandoned Dark Days mod as a ring for Kega, recolored. Changelog: Bugs and What's Next: Kerbin still has the annoying heightmap noise, and I just can't seem to get rid of it. Erbin has a similar problem, but I'm trying to iron this out. The next update should consist of continuing depixelation of planetary heighmaps through PQS, and maybe some ground scatter if I feel like it. License: CC-BY-NC-SA
  20. I have to say I really like the Sudric Universe - it has that nice, pastel, stock-alike feel. While it definitely needs some more stuff IMO, it's a great little mod. I've landed on Barnes (rather liberal definition of landed is required) - I would post pictures but wouldn't want to spoil what I found there. I'd be happy to help with science defs or descriptions if you like. I look forward to the (hopefully) continual development of this mod.