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Everything posted by Sabor
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I want to use this interior for other parts. I've replaced interiors with B9 cockpits before and it was a simple line change. Doing it with this gives a JSIActionGroups error. Everything but the cameras seems to work, though. Anyone know what this is about and how to fix it?
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Nothing special. Something that works, rather than looks good. Went for the stupid in size
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Sabor replied to Nereid's topic in KSP1 Mod Releases
To expand on that, Perhaps where it says the number of flights completed for the Kerbal, you make that a button to pull up another menu that lists the flights in a little more detail: Such as Time/Distance, with an editable title. So you could take one flight he's made, rename it from Flight 1 to say, STS-121: Delivered Such and Such to Such and Such. And at the bottom of the list of flights, it shows the Sum of all the time spent in space, distance traveled, fastest speed, number landings, so on and so forth -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Sabor replied to Nereid's topic in KSP1 Mod Releases
Pretty sweet mod that adds more persistence and attachment to parts of the game, and that's always a good thing. I was looking through the ribbons and noticed they all look great, but when zoomed out or viewed at a certain size, they become jagged edgy, or look a bit cartoonish because of the pronounced scanlines. I've made my fair share of ribbons in the past, and if you'd like I could perhaps give them all a makeover in this style as an optional contribution to your mod. Just an offer, feel free to PM I'll be using this from now on. I *never* used the Astronaut complex, or cared who was flying a mission. Now I will -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Sabor replied to Majiir's topic in KSP1 Mod Releases
This is already in the tracker, but not this part: Debug mode causes the GUI to break, but only if the Grid Overlay is turned off. If the overlay is turned on, then the GUI works normally. Once it's cut off, That's all she wrote until you go into the settings.cfg and set the Overlay to True, or switch Debug mode off. I would turn the overlay and debug modes on, Generate kethane on Kerbin until you get it where you want it (In my case the secondary runway on the island) Then switching Debug off -
[WIP] Renaissance Compilation (artworks remake)
Sabor replied to Proot's topic in KSP1 Mod Development
My specialties are Kerbin and the Mun. I rarely venture out, unfortunately -
[WIP] Renaissance Compilation (artworks remake)
Sabor replied to Proot's topic in KSP1 Mod Development
On purpose. -
[WIP] Renaissance Compilation (artworks remake)
Sabor replied to Proot's topic in KSP1 Mod Development
If you don't release this I will kill Kerbals. -
The balance is fine, it's just the B9 control surfaces are instant with their inputs while stock control surfaces have a max torque and take a second to achieve their max input With B9: Press button to bank left, ailerons immediately are at full input With Stock: Press button to bank left, ailerons slowly move to their full inputs I'm trying to get B9's to do what the stock parts do
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Is there a way to change how the control surfaces behave? As an example, the stock Canard doesn't hit its maximum surface range as soon as you put in full input, it takes a second to achieve it, whereas the surfaces in the B9 pack here are pretty much 1:1 with the stick, or full input at the push of a button with no delay. I'd like the B9 parts to do as the stock ones, since anything that uses them becomes so sensitive they're impossible to fly, unless you use a small one on a large craft. But doing that means insufficient lift. I don't use a keyboard to fly, rather an Xbox controller, and even still they're way too touchy
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I put this video together today, It's my second version of my Orbiter that actually glides back to KSC. Much bigger and able to carry much more. The Orbiter itself is mostly B9, with some TTModular Multiwheels, and the Fueltanks and Engines used to get it to Orbit are from the AIES pack. Figured I'd share it
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[Showcase] Non Asparagus Launch Vehicles
Sabor replied to AustralianFries's topic in KSP1 The Spacecraft Exchange
There's much larger versions in the Flag Thread that you can save into your flags folder and use straight from there, page 79 -
[Showcase] Non Asparagus Launch Vehicles
Sabor replied to AustralianFries's topic in KSP1 The Spacecraft Exchange
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Is there a large image gallery with all your stuff? I want more
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It's a single player sandbox game There is no such thing as cheating
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Welcome to Fun games with great modding communities. After my first play through of Skyrim I probably spend more time downloading and installing mods than playing them. Same went for Morrowind... and Fallout...and Oblivion...Not so much Kerbal, yet. Still playing it more than modding
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Still working on it. It can get a fuel tank of 5 mass to Orbit no problem but it leaves absolutely no room for any error in doing it, so I had to throw a few extra small fuel tanks in for some lee way. I built this thing with a fuel tank in the cargo bay the whole time. If it can get it to Orbit then it'll be fine no matter what the cargo is. I'm just getting it fine tuned to have some Lee-Way to be able to rendevous. The first stage gets it to coasting to the apoapsis, then it circularizes its own orbit with its own fuel and two engines, does its thing, and has enough fuel to De-orbit. It glides into KSC. I'd love a thinner S2 fuselage Liquid/Oxi fuel tank to throw on rather than the longer one but oh well
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I'm sure you've all seen the large shuttle I've been using that I've built with mostly B9 parts. After 24 missions into Orbit, and successful glide landings at KSC, it's time to unveil his little brother currently in development thanks to B9 R3 The Air Intakes are only eye-candy to make the landing gear look not so out of place. It'll reach orbit the same way as the large Orbiter, on the back of a shuttle, and it'll glide back to KSC. So Far I've only taken off from the runway, shot up and turned around to test its gliding capability, which is much better than the big bulky Saborian Shuttle. If you took the Wings and vertical stabilizer off, it would fit in the cargo bay of the larger Orbiter. There's very little to it right now, but it'll have a place and a use in my Shuttle Fleet
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That makes sense, but this is the Kerbal Space Program, I can't do that! Could use some sort of Cargo ramp tail section for the S2 Cargo, but then again, that is a very narrow Cargo hold, probably not much use in having one now that I think about it The new engines are really nice, though. Perfect balance of Kerbal and some P&W you'd find on an Airbus, or maybe closer to an old 707
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If your SRBs constantly explode almost as soon as you detach them, taking stuff out with them and you can't figure out why, strut your mainsail engine to its tank. They like to slightly slip and catch SRBs coming down