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tygoo7

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Everything posted by tygoo7

  1. Straight up didn't notice that was also replaced xD Put up a hotfix that should fix that.
  2. Dropped update 1.3.1 which should clear up some issues. I haven't the idea why, but both of my installs had some weird config that changed every engine thrust so that's why I thought the TWR was low and buffed it. I have reverted it back to a normal 1.28. Download available in OP. Full changelog: I've seen this with other mod parts in my modded save so I'm leaning on its a squad issue.
  3. Thanks for the PM, I will check this out later and bundle it in an update. I feel like this is more of a KSP issue than a mod issue since I have no idea how I could've caused it. On my end the rocket has a TWR of 1.41 with the LEO Photon and a TWR of 1.29 with the Interplanetary Photon. There's 2 options here, I could either remove the side tanks which are seen on the real photon or you could just widen the fairing. This part was a little tricky for that reason so I'm not sure if I'll keep the side tanks in the future to be quite honest. As for rotation, I'll look into it.
  4. I do not believe the first 2 normals you named are still in use(could be wrong though). To answer your last question, I do not consider converting to dds as its extra work I don't want to do.
  5. Some updates: - VAB groundwork is complete meaning you can fully select parts in the VAB, see the current reliability, see the price, can't launch if too much, see the mission brief, AND go to the launch with said parts selected.
  6. Oh man I totally forgot about the rotary rocket!
  7. Oh winged landing is indeed a thing my friend. Thanks! I do indeed plan to release it in early access later this year, no idea on the price yet since it's still too early to know. Requirements should be pretty forgiving thanks to the low poly nature.
  8. Hey y'all! So basically, over the past month or two, I've started work on a game called Saving Stages. In a nutshell, Saving Stages is a game where you are tasked with turning almost every rocket reusable. You start in the 60's and choose to either play for NASA or the Soviets, get tasked to turn their rockets up to 100% reusable, and work your way up the space race to modern day. And by 100% reusable I mean EVERYTHING. Here's a little trailer I put together to give the gist of the game... The flow of the game kinda goes like this: - Choose from NASA or Soviets. - Get a contract for a rocket in your office. - Choose a rocket and edit it in the assembly building by choosing different parts and stuff. - Then launch it in mission control and make sure it works. Right now I'm working on the basic gameplay functions starting with Mercury-Redstone. All rockets have unique animations, upgrades, failures, and different reusable options. Since it's still early in development, I'm not sure really how to describe this so it might still sound a bit vague. Feel free to ask questions though! I thought I'd share here though since some might be interested about it on this forum! (if this isn't okay forum mods just let me know) I've also got a discord server that I'm pretty active in when it comes to discussion, but I will be checking this thread pretty often if there's activity in it as well as post updates about development.
  9. All good things must come to an end. Thanks Beale for this awesome mod and inspiring/helping me out in the early days of modding and 3D stuff! Can't wait to see what you come up with in KSP2! o7
  10. Some highlights from my first JNSQ science mode stream yesterday. Was able to finally send a couple of probes to orbit and gather some science after some failed attempts due to the infamous somersault maneuver. These rockets are probably not historically accurate, but that's the fun in the lego style options.
  11. Giving this mod some love since I finally got my computer upgraded and set up again. So here's some pretty pics to look at. Got emissives, texture switching, and basic stuff in the game. Still needs a whole lot of balancing, some minor texture fixes, and some other parts that need to be implemented like the parafoil.
  12. Finally released my game so that means I can focus pretty much all my attention on this mod. Will try to put these parts in game within the next few days or so.
  13. Parafoil progress! This will act like a glider a bit similar to what is seen with Knes' parafoil. First time doing a parachute-esque part so it may take a bit to figure out. This is only the model, not textured. This parafoil will probably deploy from the engine shroud part. Some more things to note about this next update: Dimensions of parts will change so crafts will break Stats will probably stay the same Emu decal will be toggleable 3 variants: black, iced, and white Also I have a discord server where I just opened a channel for this mod https://discord.gg/CD9jwKx
  14. This mod ain't dead, not yet. Electron revamp coming soon(and by soon I mean like couple weeks or so). Planned features for this next update: Electron revamp featuring texture switching and other cool things! Parafoil thing so you can land the first stage and save on funds! Maybe some more things, idk.
  15. So back on topic, I thought I'd try making a pretty screenshot too.
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