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Posts posted by Doctor Axel
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Amazingly, I was JUST thinking it would be cool to have a pack of segmented flying saucer parts - the sketches I drew on my steno pad instead of paying attention during my companywide meeting this morning look more or less exactly like this. In other words, definitely looking forward to trying this out.
Wondering how your cargo bays are set up to work - do they open upward or downward? Or sideward? Or squidward? (Sorry, it was there) -
I am absolutely loving the IVA's for these... really just brings the whole thing together.
Looking toward the future, are you considering support for Raster Prop Monitor MFD's? Those would make the big control centers really shine. ^^ -
Heyyy, I loved this mod! Glad to see it's back in business. =D
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Aww yiss =D I know what I'll be doing during lunch today.
Thank you @allista for the new version, even in the face of unreliable municipal services. o7 -
Just now, allista said:
I'll try to update for 1.4.1 on Sunday
Tilting engines are OK as far as you have enough of them for differential thrusting and set up the profile correctly for your craft.
Awesome, and also awesome. Looking forward to it!
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Didn't realize how badly I needed this mod until I tried my hand at some dropship designs. Quite excited to see this updated - patiently awaiting the non-debug version ^^
Which does bring me to a question... how nicely does this play with tilt-rotor designs (the kind someone might build with Infernal Robotics)? -
@Aelfhe1m that is a fantastic guideline - I think I've got the right idea from there. Thanks!
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Hey folks ^^ I'm about to give Gold Standard a try, and I had a couple of questions about a tweak I'd like to make.
I'm somewhat interested in naming it MetalOre/Metal for the sake of personal preference. For that renaming to work, all I'll need to do is a find-replace in all the config files for GoldOre/Gold, right? That doesn't appear to collide with any of the resources in the CRP so I THINK I should be good to go there.
Secondary question... it's a little unreasonable that I'm bothered by this at all, but the fact that we now have a DIFFERENT kind of Ore than the stock Ore really makes me want to rename the stock Ore (to something like FuelOre.) Anyone have an idea of how easy that would be to do using ModuleManager?...
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Hey folks - big fan of the workshop mod. ^^
I had a question about a small adjustment I was looking to make to the MaterialKits converter recipes. I'm also using the Gold Standard mod that adds a couple more (highly valuable) resources to some planets. I'm interested in replacing the role of Ore in the workshop mod with one of the resources from Gold Standard - IE MaterialKits would be generated using Gold Standard's Unobtanium, rather than Ore. (Solidfuel/Ablator can still be manufactured using Ore, because that makes sense.)
I THINK I have the right idea about how to adjust the .cfg files in Workshop to reference Gold Standard's resources - would there be anything else required to get that to work (do I need to ensure that Workshop gets loaded AFTER Gold Standard?) Thanks! -
Hecka looking forward to the return of your balloon parts. =) Will those be returning as a component of this mod or will they be getting their own mod?
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Dev Note: I finished up work on Contract Controller, Just going to put out a patch for a bug I missed and then I will return to work on KWS. Sorry guys but it might be a bit longer until release, equations are turning out to be harder to tweak than I thought.
Looking forward to it! ^^ I like a little unpredictability in my launches.
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Doctor Axel: Indeed it should have been called something else
I'm pretty certain stock Ore is fully replaceable: just do a whole-word search for "Ore" through the Squad branch of GameData (you'll need to hit the resource definition, and all mention of Ore in the various parts). Similar story for MetalOre, but in the ExtraplantaryLaunchpads branch (and I know you can change it )
Shiny =) I'm thinking FuelOre. Seems appropriate.
Looking forward to 5.2!
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it's almost as if we've become attached
Are you proud of yourself? Are you proud of what you just typed?
(I lol'd =P)
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Kudos on the new beta version! =) My only real issue with the new execution of EPL is the name "MetalOre" - it makes me feel like stock's "Ore" should be called something else.
If I had a mind to rename EPL's "MetalOre" or stock's "Ore" to something that I like better, would I be able to as long as I tracked down all the dependencies, or is stock's "Ore" hardcoded somewhere I can't touch?
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I was just directed to this mod after opening a discussion about a gameplay recording tool in the Feature Request forum - this looks awesome, and VERY close to what I was talking about, and I would like to put my 2 funds into hoping this gets updated. =)
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It's a pretty good idea, so good in fact that someone made a mod that does some of the things you're talking about. It's called "persistent trails", but it's not currently compatible with the latest version of KSP.
I... did not know that was what that mod was for. Interesting! =D Thought I maintain that a stock solution would be lovely to have, as it could potentially allow for more extensive camera control. Still, I'll keep my eyes open for a 1.0.2-ready version of the mod.
@mattinoz, slow-mo would be hecka awesome (probably would work by interpolating between each frame of the recording).
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Bee tee dubs... now that I've taken the newly updated FS parts for a spin, I have the following feedback:
-I've noticed that some of the propeller parts end up under the "fuel tanks" tab in the VAB, which doesn't seem right - the rest of them show up correctly in the "Engines" tab.
-So the basic adjustable propeller part costs 650 funds, but so does a basic jet engine - I feel as though propeller parts (and, indeed, most of the parts in the Firespitter lineup) should be significantly cheaper.
-The basic adjustable propeller also comes AFTER the basic jet engine in the tech tree, which just seems silly. =P
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Yup, the visible glow should happen much sooner.
Also - I feel as though active engines should actually emit light (yes they glow, but I mean actually cast light on objects around them.) A bundle of SRB's getting fired on the launchpad at night should light up the KSC like a Christmas tree. =D
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I would like to suggest a new tool: a way to make a gameplay recording of a flight, and then replay it later on from the point of view of any object(s) within physics range during the recording. You'd be able to position your camera arbitrarily in relation to any physics-enabled object or the surface of any planet in a way that mostly resembles the current external camera, but with some restrictions removed (i.e. no more restriction on panning the camera away from the focused object.) You'd also be able to look out from any IVA within physics range, whether or not a Kerbal is present in the IVA.
Some information elements (heat / drag overlays, resources, etc) would be available when focused on a physics-enabled object. The option to hide all overlays would also be available.
I would use the HECK out of this for a variety of purposes:
-watch any launch from the point of view of the administration building, or from the island runway, or from the control tower on the SPH
-watch any docking maneuver from the point of view of the target vessel or station
-watch any flight from IVA, if you were too chicken to actually fly it in IVA
-watch the same flight from a variety of viewpoints
-turn on all the overlays to review your vessel's performance during a flight
-turn off all the overlays and make some hecka awesome machinima
What do we think??
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Woooooooo Firespitter is back! =D Now I can build my tilt-rotor science VTOL again.
Thanks for the hard work, gentlemen.
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I took some time on my sleeping time this week to update KAS models and textures to have them ready for next update.
Its something I wanted for a while but then KIS happened
Here's a preview :
Mmm... dat winch doe. =D
Looking pretty awesome.
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Solar panels also seem to be near useless on the surface of Eve as well - the mid size panels are only generating about 0.03 energy flow even with full exposure. Is Eve's atmosphere just too murky for them now or is it a heat thing? Probably going to need fuel cells on the next lander as its taking all day to generate enough power for a single transmission.
I believe temperature now affects solar panels in a pretty big way. Not sure if atmospheres effect them now, though - would be interesting to know.
These fuel cell thingies are turning out to be pretty handy, I think. =D
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I'm working on the next update for KAS.
Release this week hopefully.
Shiny =D Will it be savegame-breaking if we're using the 0.90 parts already?
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Bigtime user of KAS here and I'm happy to hear that it generally works well in 1.0.2 - however, I'm interested in knowing if it would be better to wait for the KIS-based version of KAS.
[Min KSP 1.12.2] Kerbal Flying Saucers - Build Flying Saucers in KSP!
in KSP1 Mod Releases
Posted
Oooh, that's even better than what I was thinking. Very nice.