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Everything posted by hieywiey
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This is kind of what I meant, I am frustrated with the inconsistent style, with the "True Porkjet" Spaceplane Plus parts, and the nicer Porkalike Mk1 & Mk3 plane parts, but it starts to fall apart with the Making History parts, which are all over the place. I am not saying that these parts are ugly, far from it, just that the styling is inconsistent. This isn't necessarily a bad thing however, as parts from different in-game manufacturers could have their own unique design language, to differentiate them. Ultimately, I really just would like a refresh on some of the parts that have had the same models for quite a while (all of the electrical parts, reaction wheels, some of the rocket engines, some fuel tanks, and science equipment), so the styling is more consistent across all parts.
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Would it just be more effective to just abandon Porkalike and do a new style, this way it will be more consistent?
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The font on the models. Futura is a font.
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Is that Futura?
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[1.10.1] Making Alternate History - Lander Pack
hieywiey replied to bcink's topic in KSP1 Mod Development
That's another thing I'd be glad to help with.- 160 replies
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[1.10.1] Making Alternate History - Lander Pack
hieywiey replied to bcink's topic in KSP1 Mod Development
If you need any help with RealPlume configs, PM me.- 160 replies
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[1.10.1] Making Alternate History - Lander Pack
hieywiey replied to bcink's topic in KSP1 Mod Development
Does this just use the regular RL-10's from BDB? If not, I'd be glad to do the RealPlume configs for them.- 160 replies
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Why doesn't Meridiani have the node to attach the instrument pallet?
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
hieywiey replied to politas's topic in KSP1 Mod Releases
For me using the app here on macOS High Sierra, I always get redirected to the wiki page, but only see instructions for manually installing it with the Windows .exe file. Which should I follow? -
Realistic trojan orbits by nature require N-Body physics, as they are gravitationally affected by multiple bodies (parent star and planet). It does now occur to me that you could just have it in the same orbit with a different true anomaly (position along the orbit). The thing at the end reminds me of this.
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What do you mean by a 'Greek' orbit, I'm pretty sure there is no such thing. As for a Trojans, IIRC that they reside in or near a Lagrange point, which is something that cannot be replicated in KSP without mods like Principia. Even so, Principia is very buggy and severely alters how KSP is played, as standard transfers don't work the way you'd think as in real life, all bodies gravitationally affect not only your craft, but all of the other bodies as well (see this GitHub page for what I'm talking about). Also, Vesta is not spherical like Ike, it is actually potato-shaped, so Ike would have to be modified to make it more like Vesta. As Ceres is the only asteroid within the orbit of Neptune that is in hydrostatic equilibrium (it is rounded by it's own gravity), there really is no good place to relocate Ike in it's current state. Moving it into the outer solar system would conflict with other mods like Outer Planets. I'm not entirely sure if it is possible to delete a stock body from the game, but one could certainly transform Ike into Hosbop to get rid of the extra moon. Or you could take the nuclear option and move Ike into the center of Kerbol (or at least within the surface), but that is likely to cause problems, especially if you try to land on it (although Danny2462 would love to try).
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Love those panels! Are they standalone parts, or built-in? Because I'd really love to use them on probes and stuff.
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[WIP] K.E.A.M. Kerbal Expdandable Activity Module
hieywiey replied to bcink's topic in KSP1 Mod Development
Are the grapple fixtures functional? If not, I'm sure @cxg2827 would be happy to help you with compatibility with the ones in CxAerospace. I really like your texturing BTW, it has a stockalike look to it, similar to the aforementioned mod. Is it meant for cargo (KIS storage space), crew, science (experiments investigating the validity of inflatable spacecraft, much like the ones going on in BEAM IRL), or a bit of all?- 33 replies
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My greatest fear with this is not the death of the modding scene, but rather of KSP having references to other TT games and vice versa. KSP already has a solid charm to it, it doesn't need to lose it. I don't want BioShock or GTA references in KSP.
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LiquidHype's Real Scale Launch Vehicles (RETIRED)
hieywiey replied to liquidhype's topic in KSP1 Mod Development
Could you at least still provide a download? -
Try Soundtrack Editor, it's awesome! Plus there are some unused sounds hidden in the game that it can play, they're mainly things like decouplers and some other stuff. There's also editorLoop01 (GameData/Squad/Sounds) which I assume is an unused track for the VAB/SPH, it does kinda sound like old Club Penguin (R.I.P.) music I'm considering doing a sound pack of my own, including stuff for Chatterer (that stuff is pretty easy, just reverse the audio and make it high-pitch). And apparently you can change the part select sound in the VAB too! I'm currently working on explosion sounds.
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The drill would HAVE to be able to sing Happy Birthday.
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[WIP] GoingUnderground - Subterranean Habitats Mod
hieywiey replied to steedcrugeon's topic in KSP1 Mod Development
I want to be able to EVA in this. That would be epic.