Jump to content

HoY

Members
  • Posts

    1,174
  • Joined

  • Last visited

Everything posted by HoY

  1. The inventory plugin was removed in the update. That comes later, and was only really partly in this one. The rocket pack has more than enough fuel to do full missions on its own too
  2. I've changed all the packs so they can hold Eva reports and surface samples, and added them to the tech tree. We've also got a science part that will be small and light enough to attach to the jets and rocket packs in the works, which will be done in the jext few days hopefully The plugin was also fixed for 0.22, for anyone that tested it and found something amiss. Edit; regarding the science part, I'm thinking of a line of small lightweight parts that you can stick onto the rocket pack. Get yourself into orbit with your interplanetary ship then take the rocket pack to the surface and do your sciences, fly back up and dock to the mother ship and either transmit the results or leave them saved in the rocket packs memory banks for the return trip. It doesn't have enough power to send its own results and adding that would be a little more than OP, but having a fast, agile little lander with 3400m/s worth of fuel you can science with means you could literally do every moon besides Tylo in 1 mission with a 20t ship and 1 rocket pack. (Even Laythe. More on that to follow)
  3. it only takes 2 .cfg line edits to make them radially attachable.. or you could do this crazy workaround
  4. that is beautiful. Wish everyone made their engines to the same standard your do
  5. I didnt take screenshots of it, but my first minmus return lander carried 503.1 science home on it. I expect deeper space missions will be able to carry a Lot more if you add enough command pods and science containers. https://www.dropbox.com/s/5rwlfs3reequskx/KSP%202013-10-16%2020-00-35-19.jpg
  6. Welded 2 HL cargobays together, they use the firespitter animation module. One bay opens and closes, the second one stays open unfortunately. It still "works" to the point where it loads and doesnt break, but just 1 animation for now. will try with some other parts but dont get your hopes up EDIT: Ok, so it Does work. You can have multiple modules with DIFFERENT animations. you can NOT use the same or similar sized cargohold pieces, as the animations are named the same in unity, but using 1 cargohold, and for example 1 tail ramp the 2 animations will work properly. You can get around this by making a duplicate part in Unity with a renamed animation, then using the firespitter module to call on each animation in the welded part individually. Its something to go on at least
  7. I like it, hopefully more people start doing internals for some of their buildings Can raise the poly count a fair bit, but its worth it for the exploring and easteregg side of things
  8. You can use this to simply run a standard jet engine in any atmosphere, since it doesn't use a custom named intake air resource. It takes any atmosphere and makes it into jet engine breathable intake air. Might I suggest adding a new resource definition to the bottom of the code? Define a similar resource with the same density, then use the same air intake module to create the new resource and switch the fuel type in the engine module to use the new one as well. This will stop people from simply stacking up 20 of these 1kg O2-less intakes onto a ship and using a turbojet engine on Duna or Eve
  9. B9 only uses firespitter for a few parts not all of its animations. I'll try it soon.
  10. I wonder if 2 animated parts would be weldable if they used the firespitter animation module instead of the stock animation module... It's worth a try if someone gets to it before I get home in 8 hours
  11. We've never had game crashes related to any of the plugin work we have done, can you post your KSP.log? any details on what you were doing when it happened?
  12. Jet velocity curve is actually the amount of thrust represented by 0-1 for 0-100% of maximum thrust based on your current air speed. For example, the curve of the turbojet engine has its thrust set at 0.5 when it is moving at 0m/s and does not reach its full thrust until airspeed reaches somewhere around 1400m/s. the top end of the curve also has a thrust cut off where the engine simply does not put anything else out. The turbojet is something like 2350m/s for that one This would look like this in the curve 0 0.5 1400 1 2350 0
  13. I asked fusty a while back how he wanted it pronounced,, this is his reply "Fuss-Tech fus as in puss. Ew. "
  14. Heres a trick I learned from Danny. Alt right click on each sepratron, then press Escape, while the menu is up on the screen press Activate Engine on both engines, and when you press Resume both will fire at once happy rocketing lol
  15. It's a known bug, one of the bugs that pushed the release back so long on the packs. We dont use the stock seat module for the packs, and the custom one has some glitches still Also, I didnt know that reorienting the pack with another kerbal fixed anything, I'll test that out a little more and see if that helps with a bug fix!
  16. Looks like the 2 jet packs will have docking nodes on the bottom, so if you land on a jr docking port it will pull you in Another current bug to add to the list, at least so far as I've seen now. If you dock the rocket pack and presumably the other packs when the docking port is added) you lose the ability to Leave the seat. Current work around: land beside the docking port, leave the seat, then dock the pack remotely. They have probe cores in them so fly like little drones.
  17. keep in mind that in a later update the kerbal will black out when you take him up past a certain altitude with his helmet off,, and then will die if you pass another altitude yet to be set
  18. Yeah point yourself straight up, press END then use the page up/down to control vertical speed. When you get close to the ground hold down the space bar and it will fire the ducted exhaust ports to kill horizontal speed. The vertical jet pack kills speed in 4 directions but the Wong pack only fires in the way the kerbal is facing.
  19. Both of those are known, the main reason the release was pushed back so long. Ones listed in the OP, the other was discussed in another thread.
  20. Refueling with the KAS magnet works. For docking nodes, the easiest way to dock the 2 jet packs will be to land on a JR port pointed upwards and have the bottom of the pack dock downwards on them. Not necessarily how its going to end up but that's what I'm thinking. There's also a chance of adding a KAS node onto the packs, so you can plug directly into the cable without a magnet.
  21. I'll double check in a little bit but I'm quite sure you can refuel them with KAS. Plans for docking nodes on the two Jet packs are in the works already. Also the fuel pumps Snjo made for kerbtown work on them brilliantly, I'll double check with him to make sure that's released to the public as well. Edit; you could also refuel them with hyperedit in a pinch. As long as you land at your refueling station before you ido it it doesn't hurt the realism until we get the docking nodes sorted out.
  22. Anybody have any comments or suggestions? Any unreported bugs? Anyone enjoying them?
×
×
  • Create New...