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Everything posted by CTCParadox
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[WIP] Nert's Dev Thread - Current: such nuke, wow
CTCParadox replied to Nertea's topic in KSP1 Mod Development
Models look fantastic and fit well with Porkjet's Mk2 parts. I wonder how they will compare with the Mk3 that Squad is implementing next (in terms of use, what they can carry etc. Looks-wise these parts fit in brilliantly). As an aside how are people getting these things into orbit? I tried a massive bank of turbojets/RAPIERs and could barely get it to move. I am using FAR and PWings though so maybe that is the problem. -
Devnote Tuesdays: The "Doin' the Work" Edition
CTCParadox replied to SQUAD's topic in KSP1 The Daily Kerbal
Mk3 parts are looking great. More quality work from Porkjet. By the looks of the adapters there will be some integration with the Mk2 parts so they aren't totally separate sets of parts. Hope there is a proper nosecone for it though. Perhaps a docking port or atmospheric sensor part to give it a use other than just capping the nose off. Is there any plan to bring the Mk1 parts into line with the new Mk2 and Mk3 parts? Currently Mk1 looks a bit out of place. Will there be any bigger engines for hauling this airframe in orbit or will we just use clusters of RAPIERs? Even a scaled up 1.25 m RAPIER would work. The new part highlight looks great. The Toolbar-like section looks interesting. Is this the new widget area? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
CTCParadox replied to Ven's topic in KSP1 Mod Development
Amazing mod Ven. Engines in particular look amazing. Can't wait to see what you cook up for your next update. As an aside I haven't experienced any bugs or problems with the mod (despite having a large number of other mods installed). -
[WIP] Stand-alone (no dependencies) Alcubierre drive
CTCParadox replied to RoverDude's topic in KSP1 Mod Development
Not sure exactly what your plan for the sounds effects are but something like the spool-up sound from Independence War's Linear Displacement System or Elite Dangerous' Frameshift Drive would be amazing. -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
CTCParadox replied to BlackNecro's topic in KSP1 Mod Releases
A few extra icons that I couldn't find around the forums. Bahamuto Dynamics Home Grown Rockets Klockheed Martian Paladin Labs (Cryochamber) TAC Life Support Umbra Space Industries Dropbox Link -
Glad to see this mod back in action. Fantastic work!
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[1.12.x] Freight Transport Technologies [v0.6.0]
CTCParadox replied to RoverDude's topic in KSP1 Mod Releases
Thanks! Anything in particular get weird? I'll give launching the full size parts another shot. Some of the starlifter parts don't fit in the 3.75 m fairings which is why I tried to scale them. -
Devnote Tuesdays: The Empty Farm Edition
CTCParadox replied to SQUAD's topic in KSP1 The Daily Kerbal
The new part highlighting looks FANTASTIC! Much clearer and jumps out much more than the previous shader Glad to see you are taking the comments about the barnyard KSC in account. Also looking forward to PorkJet's work on the Mk3 spaceplane parts. Judging from his past work it looks like he'll do great things with it. -
[1.12.x] Freight Transport Technologies [v0.6.0]
CTCParadox replied to RoverDude's topic in KSP1 Mod Releases
Hey RoverDude, congratulations on producing another amazing mod. You have no idea how much your work is appreciated. FTT is great but since I'm not running big engines (basically stock engines, so 3.75 m max) I can't really get the StarLifter parts into orbit. I cfg-edited and rescaled it as a 2.5 m set (0.5 rescale factor), do you have any suggestions on how the capacities, weights, costs should be scaled? So far I just divided capacity and weight by 10 as a very rough draft. -
I love KSP but I can't get behind this, the art style is a drastic departure from both the current KSC and the parts we use to actually build the rockets. If we only started with unmanned rockets it would be slightly more believable but since by default we start with manned capsules it seems ridiculous. I also worry about the memory usage in the game, I don't know if Squad's art team will do their best to minimise the memory impact of all the additional building tiers. You might find people quite put out if this upgrade forces them to delete mods to accommodate it. Rather than multiple tiers perhaps it would be better to have 1 tier/style of buildings but have buildings which you can purchase to expand your space centre. (Additional tracking dishes, launch pads, heavier vehicle transporters/crawlers, R&D labs, runway lengths etc). This way one style and set of assets can be polished and reused, while still providing the expansion possibilities.
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Does this result in a strange roll during launch? Because recently I've noticed that rockets with stretchy tanks develop a slow roll while basically identical rocket with KW rocketry tanks do not. I have a huge amount of mods installed, though the only ones that should interfere are FAR and Joint Reinforcement.
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
CTCParadox replied to sarbian's topic in KSP1 Mod Development
A test of effects for KW rocketry engines. Comments welcome, once all engines are done I'll upload the cfg somewhere.