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About pizzaoverhead

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    Acoustic Engineer

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  1. Woomerang launch site

    Close! It was version 1.2.2:
  2. Woomerang launch site

    Plant a flag at it. "It's mine now!"
  3. Woomerang launch site

    With mods, all things are possible
  4. Mobile Launch Platform?

    We'd need a mod for something like the Mobile Launcher Platform. It could be doable if someone had the time. The platform would be in the VAB, sized to the max dimensions the building allows. When you launch a new rocket, you'd have the code shift it to outside the VAB, and attach the launch clamps to the platform instead of the launch pad. You could either have a pre-built crawler-transporter like the other vehicles inside the VAB, or allow the player to build one under the platform. Drive it to the launchpad (or anywhere else you prefer), drop off the mobile launcher platform, and launch the rocket as normal.
  5. First experiments with Making History: Nothing's broken, so we're off to a good start.
  6. Mobile Launch Platform?

    Is it something like NASA's crawler-transporter? I remember there was a mod for one in development, but I don't remember seeing it released:
  7. Woomerang launch site

    I don't think it would take much more than what we currently to "sell" Woomerang as an actual launch site. Check out this picture of another launch area at Woomera, LA-8: We have a launchpad, we're just missing some support infrastructure. In this picture we can see some mobile offices and a tanker truck, all behind some concrete barriers. There are also some cars around. It all helps with world building. It says "this site is far from civilisation, and not heavily funded, but there's enough here to get the job done."
  8. [1.3.1] Reentry Particle Effect 1.1 (2016-10-24)

    As a bit of background, t's not so much unlocking it as it is hooking it up to things and figuring out what works best. Squad would have to write some code and do some trial and error to set it up, rather than just checking a checkbox. Here's the code that was needed to get it up and running for this mod for instance. Numbers like EffectThreshold, PlaybackSpeed and MaxEmissionRate all needed to be tweaked to get something that looked ok. As an example, you could make a pretty cool model of a solar sail, but it still needs all the logic that detects sunlight and creates thrust, otherwise it's just a pretty structural part.
  9. It doesn't touch anything that Squad have edited lately, so this release should work with older versions of KSP, maybe even from before KSP 1.2. Try it out and see how it goes
  10. KSP Head tracking?

    Enjoy! Let me know how it works out for you!
  11. [1.3.1] Reentry Particle Effect 1.1 (2016-10-24)

    Yep, that's wrong. It's... working too well. It musn't be playing nicely with the new particle system.
  12. KerbTrack Version 1.5 is now available. It adds support for using opentrack via the TrackIR setting. Opentrack supports quite a few input methods, check it out: As well as this, I've updated the joystick input method to support position as well as rotation. If you have a tracker that you can't set up otherwise, try getting it to output as a joystick and setting KerbTrack to trigger from that. As I don't own much of the hardware that would be needed to test the trackers, I'm relying on your feedback to fix anything that's broken. Please let me know how things work out for you, good or bad.
  13. KSP Head tracking?

    Thanks for posting this question. I hadn't heard of opentrack, and it's motivated me to get things up and running again. KerbTrack is now up to date, and supports using opentrack via the TrackIR output setting.
  14. [1.3.1] Reentry Particle Effect 1.1 (2016-10-24)

    Only if it's broken! Silence means it's working for everyone.
  15. Woomerang launch site

    There's some more information on Woomera here. This video should be required watching for anyone planning to make early tech level Kerbal launch sites Here's the payload being transferred to the launch site for instance: