Kitworks
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Posts posted by Kitworks
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Love this. Great job.
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Yay 1.0.2 update! You are brilliant. KSp just doesn't feel like KSP with KW Rocketry.
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Very handsome pod. I already use the 2-man pod many people have linked to, so I'd rather see this as a 3 or 4 kerbal pod. It fits stylistically very nicely with the 2-man pod, which is nice.
I'd love to see a fix for the docking ports being incompatible with the stock ports.
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Revised the plan for the mod a little bit, updated the OP. The first release will consist of launch vehicle parts and a 2.5m, 3 kerbal crew capsule and service module.
Here's a work in progress:
Handsome! Can't wait to see it.
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Hmm, kinda... but not really. TWR of the engine described there is orders of magnitude better than the one from his pack, and ISP is twice as high. This one has just enough thrust for a small ship to take off and make it to orbit, single stage. The engine seems almost OP to me as it is, but I'm open to suggestions, maybe weight could be lowered a bit?
I like the lightbulb a lot, but... yeah, it is already borderline OP. Anything more would be too much. (Its not so OP that I won't use it though... of course...)
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Sounds awesome. Definitely needs its own model... Maybe something similar to the cryo bay mod?
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Also: As I have time to travel home and have a rest, I am interested in writing a blog entry for beginner modding > Focused around Wings3D.
The gist of it: to make a basic fuel tank, or maybe engine, texture it, and get it in the game.
Would people find this useful?
I'd love that! Excited about the new ATV too, I like your solution for the rear docking port.
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IRL the Cygnus is almost as big as the ATV!
I basically have shrunk it to have a tiny supply vehicle to compliment medium (Progress) and large (ATV).
Actually, your models aren't far off! The current Cygnus is 3.66m long (EDIT: Another place Wikipedia is saying 5m...), and the ATV is 10.3m. (At least, according to wikipedia...)
And Progress is 7 something meters, so... you're perfect!
Some interesting photos to give a sense of interior scale:
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Where is the rear docking port on the ATV engines, like in the older version? Or is this a new vehicle?
Beale said a few pages back that he was dropping it to streamline the model a bit, and since it didn't seem like many people used it anyway. *shrug*
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Okay, somewhat downplayed the specularity!
Engine stats are unchanged, I feel 50KN is right, but if people have suggestions, I am all ears.
Looks great! And I like that without the front docking adapter it fits 1.25m ports.
As an aside, until I downloaded your mod I had never realized how huge the ATV was, or perhaps how tiny the Cygnus is...
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Awesome! Thanks. And with that this pod is officially perfect.
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Love the new folder structure, so that you aren't overwriting squad textures.
For some reason with the Mk. 1-2 CM, the rcs jets constantly show that they are firing all the time. (They aren't, actually, they just look like it.) Too bad, because working RCS jets on stock pods would be great!
EDIT: When the RCS jets "fire" in the VAB and on the pad, debug shows a "IndexOutOfRangeException: Array index is out of range" error. Any ideas?
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Possible bug to report... Whenever I EVA from this pod, the kerbal gets ejected away at a few meters per second. It's easy enough to bring them back with RCS, but still, not great. Anyone else having the same problem?
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FYI the current version seems to work fine in 0.90 apart from the debug console popping up occasionally.
More like constantly, but yes, seems to work more or less.
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Edit: Nevermind, I'm pretty sure I'm wrongy wrong wrong. Carry on.
Maybe this is a dumb question, but does the part inventory/stage recovery element of KCT only work in career mode? Just tried it in 0.90 sandbox, and everything in KCT seems to work perfectly except for that.
Thanks! Very cool mod.
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Can't wait for that new "Poodle equivalent" from the front page. Good looking parts!
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BahamutoD, did you used to have a mod with a 2.5m docking port with a retractable shield? And if so is it still available somewhere?
Thanks!
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Cool pack of parts. Nice early-game addition.
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You sound like you're trying to apologize for not turning out a part every day. That is somewhat ridiculous, don't you agree?
Totally ridiculous, Beale should of course take sundays off.
Edit: The OM looks great! didn't the heat shield have a bottom decoupler, before?
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This is great! its rapidly become my go-to pod for... everything.
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FUJI Beta
Eeeeeeee!
Beale, you talk all the time about "Oh, if only I had more time..." but it seems to me you get a phenomenal amount done! Love your work, as always.
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Agreed, I love all the weird Fuji variants. Though maybe not with "SPACE VIEW CORP" plastered seemingly randomly all around it... Yellow is good though.
And I always like soviet green parts....
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i get problems with stock extention some of the IVA are textured red and white mostly just the plane parts also do i need fire spitter to see the propeler animation? http://imgur.com/DmFdUob
I get a similar effect on the outside of many of the fuel tanks. (In case anyone remembers me from before, I'm now using stock textures so thats not the problem)
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I'll freely admit that DF scales back the difficulty imposed by life support; that's my goal. Life support + DeepFreeze provides a sort of compromise in difficulty, where you trade off a little bit of extra complexity in your craft and trip in order to let you have slightly easier time.
So I won't be adding a constant resource requirement (EC or other), but my code is open source and my license is permissive. I'd be plenty happy if someone wanted to branch it and push for more realism.
While I totally get the idea of needing constant energy requirements, and think that would be perfectly fine in the scope of this mod... I totally agree with you.
I think the added ease this brings to mission planning is great, and it's offset well by needing to bring along the stasis chamber, to design and build around that.
[1.1.2] Super 100 Shooting Star & Super 67 Little Star Command Pods.
in KSP1 Mod Releases
Posted
Handsome! Thanks!