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EritoKaio

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  1. Yes, I agree with this. Not the full thing, just primarily these features.
  2. Very nice. But honestly, personally I just want the parts manager gone and reverted back to how KSP1 was. I really can't see what was wrong with the old system, right click a part to bring its settings, easy, simple, works. And the same goes for prop transfer, Alt Right Click 2 parts and transfer, again easy, simple and works. These are some of the reasons I'm still playing mostly KSP1, at the very least give us a legacy mode for older player who are used to the old system. As someone in another post said, the UI wastes a LOT of space with where its placed, and even its visuals, too much is being wasted on making it pretty covering the actual gameplay, and once you add some mods and open extra windows, oh boy i might as well not have a 3D view at all, just the instruments. And I cant scale things down to compensate because then certain text becomes too small to read on a 1080p monitor. Another things that I just can NOT get used to is the VAB controls, I hate them with a passion, please give me back the KSP1 controls. TLDR: Parts manager bad. UI big elements with small information. Give us the option for KSP1 VAB controls.
  3. Are you just maintaining it or planning to add new features? Something that would make this a lifesaver is to have something like Mechjeb where you have a config file with preset landing zones you can select in a drop down menu. Oh, and it doesn't hide the UI when using F2 which kinda sucks for recording videos. @linuxgurugamer
  4. I do not plan to make configs for that myself. Ill leave that for the community. I don't play RSS/RP1. Also here's a little update on the booster:
  5. Awesome! In that case I will hold off the plume for a little longer while I finish modeling the booster. Thank you!
  6. Hi Nertea, is there a way you can have a setting in the plume parts to toggle the backface view? At certain angles the texture becomes really visible. This is a volumetric plume I'm showing here. And here's the side view: Anyways, having a ton of fun with WF making plumes for my Superheavy
  7. Just wanna leave here some work-in-progress eye candy from the 2.0 update. Just finished texturing the raptors, the center ones also have their gimbal rig done.
  8. Added a little section in the main post listing configs people have made
  9. Keep in mind my mod is not made for RSS/RO and I have not added tweakscale support for the ship yet, ill try adding that when I release the booster.
  10. *EDIT* ignore everything i just said if you saw the original, i thought i was replying to a more recent message but I was on the wrong page, im a big pepega LOL ehem, anyways.. Since Elon recently showed the bottom of the booster with most of its thermal protection added, I can finally go on to finish mine, hopefully releasing it early January
  11. Changelog 1.2: Screenshots in the original post! **Model/Texture Updates:** Bottom tiles of both flaps have been updated to match real design (S21). Adjusted the welds of the flaps. Added flap motors inside the skirt. Added the GSE Panel on Ship. (Only visual for now) Added extra supports for the skirt clamp mounts. Added RVac mounts. Added COPVs inside the Ship's skirt. (Speculative placement until real-reference) Added the GSE Pipes inside the skirt. Added the raceway. **Config Updates:** Symmetry now works for the engine mounts. RVac attachment node slightly moved up to match the visual mount. (May break craft files) Added an offset to the CoL of the flaps in an attempt to improve belly flop roll stability. Added a fuel switch for the tank contents and vents. (LqdMethane + Oxidizer) Improved the engine configurations for CryoEngines to work better with my ship. They are also now auto-installed so you don't have to do it manually.
  12. Next update should be coming by the end of the week, here's the changelog so far, it's currently on my patreon for testing to make sure i didn't miss anything. As for the booster, I'm still waiting on SpaceX to finish working on the engine skirt. https://trello.com/c/o1nJz67k/41-v12-changelog I did make a small change to the center of lift of the flaps to see if it helps.
  13. Damn! That's really cool, most of it goes completely over my head but makes me happy people are having fun with it. I only ended with leftover propellants when i started the flight on a non-full ship, because of how i configured the tanks to move some LOX to the header tank. So if you manually use the slider to lower the prop amount it will no longer be filled with the right ratio. Its kinda janky. Also unrelated, if anyone knows why the heck symmetry placing of the engine isn't working let me know, I've done everything i can think of to fix it from naming the nodes like other parts to changing the axis rotation of the nodes and nothing worked.
  14. Cool, I do plan on transitioning to my own script since I also want to make the vents work in a more realistic way that isn't making them engine modules. But I need to figure that part of Unity still, its been years since I've programmed and right now I'm having way more fun with the modeling part of this, which is why I made the mod really.
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