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OrbitusII

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Everything posted by OrbitusII

  1. Posting from inside a Kerbal Spacestation is, as I'm sure you're aware, cheating. We non-cheaters either post from the surface of a celestial body or not at all.
  2. Hard to say, but since Aerobraking isn't my thing I'd guess we're about even. The user below me is in college/university.
  3. Gatsby's horribly jumpy Voltorb blunderingly destroys Evelyn's Rattata. Yikes, that was a tricky one. ajgojenl
  4. Update: Please check out the Tweakable Wheels thread for a full status update here: LINK I'm currently looking to get back into modding starting around May 10 (my semester ends May 5 and I'll be home by the 6th) starting with getting Tweakable Wheels updated and working with version 1.0. Since I wasn't happy with the state of this mod upon going on hiatus for school, I do hope to finish the incomplete parts and do some model and texture passes to improve the quality (I'm also considering a rebranding since "One-Eye Industries" has been a tad tricky to work with). Where I go from there is unclear, but since I'm changing schools and majors to pursue a career in the games industry I expect I'll keep working on this to expand the parts list. That's about the state of things, if you have any questions or comments feel free to let me know!
  5. Quick Update: I haven't been able to work on anything this semester due to troubles with my classes. I don't recommend doing engineering at a liberal arts school, it's a neat idea but hasn't been good for me. Therefore, I'm switching schools and majors (Game Design via Full Sail University's online program, if you're interested) in order to pursue a career in something I'm actually interested in. I plan to get started on mod things again on May 10. That includes adding some more tweakables for suspension (distance and springiness are the ones I'm looking at adding) and ensuring compatibility with 1.0, so there will likely be an update for this by May 20 or so. In other news, I also plan to start livestreaming regularly as soon as I can (that will likely be around May 6). I have to figure out a schedule, but I've been getting some art done for my twitch channel and I'm quite excited to start that again.
  6. Since rover wheel tweakables seem to be a common request I should probably get back to work on my plugin... But in any case I do have a plugin that adds some tweakables to the rover wheels and turning angle is one of them. Link: [Tweakable Wheels Thread] It adds tweakables for steering angle (up to 2x standard steering) as well as motor and brake torque (1-100%) I won't be able to ensure it works until after 1.0 drops since I don't have access to my computer until May 7, but unless there are major changes to how plugins are loaded or wheels are handled it shouldn't have issues.
  7. Since I can't word my thoughts on the matter correctly, I'll be brief and say that yes, I believe it is ready for 1.0.
  8. In that case, it might have been nice to have multiple photos demonstrating both confetti and clamshell fairings as they're both possible, but then I'm sure we'd find something else to complain about. At least Harvester himself was able to clear things up, it's good to know that he's thinking about and working on this issue as we debate the matter ourselves.
  9. Helldiver sent me and the rest of the team for this mod a quick update within the past month or two, but I'm not sure what he has planned beyond a revamp of the smaller shuttle. I'll try to get in touch with him soon, I plan on getting back to work on our side project around May 10 so hopefully we can get an update around then. Edit: that update was in February. I sent him a message last week but I need to access my home computer (which will happen in May... ) to ensure communication with him. Mac users should be able to use everything except the installer. Because we don't have a Mac-compatible installer, you'll need to install everything manually (which, thanks to Squad, isn't too hard).
  10. The ion engines are designed with small, long-distance probes in mind and not large manned missions. NERVAs have been the go-to for all sorts of large-scale interplanetary missions for a while now and taking options away from that in order to benefit the ion engines (which are used quite a bit less and for much smaller missions) doesn't make sense. You also need to remember that unlike the ROUND-8, the Rockomax X200-8 is a staple part and changing it would garner much more outcry than the donut.
  11. The 1.0 screenshots were posted on Twitter and during the last Squadcast and are available on imgur. Link: imgur Pseudo-album
  12. From what I've heard and read, they're not going with Procedural Fairings because the way it's being implemented now allows for much more control over the fairing shape. You attach individual fairing sections and adjust them, then repeat until the fairing is complete, similar to how KW or NovaPunch do their fairings except with extra customization. Unfortunately, this method of fairing construction does lead to confetti fairings where each section gets separated when the fairing gets jettisoned.
  13. Kinda inspired by the Certification Point icon from Planetside 2, made in GIMP. I'm also working on some overlays for when I get back to livestreaming in May.
  14. I'd rather keep the 1/8 Jumbo for LFO, it's practical as-is and changing it would create a gap in the LFO tank lineup. This is beside the fact that a 2.5m xenon tank is pushing the limits of practicality for xenon-propelled spacecraft.
  15. As long as the fairings break up like solar panels because they haven't been coded to jettison as a single piece yet we'll be fine. I'm fine with confetti fairings for the time being, but I'd like to see them jettison as single pieces by the time 1.0 comes out (assuming it is just a limitation of how the fairings are currently working) Heck, a tweakable option could be cool: just toggle the "Jettison Together" option on the fairing base to get confetti or clamshell fairings, no sweat.
  16. What I heard during the last Kerbal Kon (if memory serves, it was then that I heard this) is that after KSP gets to a stable, complete release they'll switch over and work on another project, then come back to KSP with some expansions and whatnot. This was only speculation on the part of SQUAD itself though, and was fortunately never really set in stone. I think that if they move much of the team to something else right after KSP is done it could cause a fair bit of harm to the game, so hopefully they'll have some dedicated people working on expansion content while some of the other guys go and work on something new.
  17. I've been enjoying it, especially as the first city builder I've spent significant time on (around 35 hours, on-par with Dishonored). It's kinda quirky and there are some things that I think are missing, but it's definitely been worth the money I spent on it. My primary city is almost 50k people and still expanding, so I'm looking forward to getting to work on it some more.
  18. Gotcha, I haven't been around the forums for a while so I still need to get back into the groove of things. Thanks for letting me know!
  19. Pretty major necro here: http://forum.kerbalspaceprogram.com/threads/8258-Plugin-0-14-1-Wormholes-alphav1
  20. It's old and the feature set is limited, but I did create a plugin that adds more tweakables for rover wheels. It should still work in 0.90 since there haven't been major changes to the rover wheels between 0.25 and 0.90. It lets you adjust motor torque, brake torque, and steering angle and I was eventually going to work on adding some functionality to adjust suspension. Link: http://forum.kerbalspaceprogram.com/threads/68530-0-25-Tweakable-Wheels-Adjustable-Brakes-Steering-and-Torque-for-Wheels I won't be able to work on adding new stuff until at least May 10 or so, but if you want something added feel free to let me know.
  21. Apparently I consider this a big enough issue to come out of lurking and provide some feedback... Well, here things go. I vote for keeping the Round8 the same. It's an incredibly useful and distinctive tank and changing it to xenon would minimize my uses for it. Xenon could be useful, but removing the LFO version of the donut altogether is, at least in my opinion, a poor decision. If making the Round8 an inline xenon tank is set in stone, I'd like to see another variant with the original LFO stats and heck, why not make an RCS variant while we're there? Adding that many tanks could naturally be problematic, so maybe these variants could start paving the road to a new feature that allows us to select from a set of part variations while grabbing a part from the list (I'll try to come up with a more solid idea within a month or so). Even a system like Modular Fuel Tanks would be better than completely eliminating the LFO Round8. Whatever decisions are made in the future, I hope that we can at least hold onto the highly explosive donut/lifesaver for a little longer. Using a noble gas for floatation is cool, but nothing beats the adrenaline rush of floating around in a pool with a potential bomb.
  22. Sorry for not getting back to you within a day, I'm usually much better about that sort of thing. Go ahead and add it to the CKAN, it sounds like a really cool project! I'll try to work on ensuring compatibility with 0.90.
  23. Necro here: http://forum.kerbalspaceprogram.com/threads/33512-0-20-2-better-and-more-realistic-wheels-for-the-Kerbals-who-are-still-alive/page7
  24. Contacted mods for necro lock. DuoDex has the right idea, check out TT's Modular Multiwheels for something similar.
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