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Rocketry Enthusiast
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Cheers me hearty! Blummin love the things our KSP modders do, think I've sent more in donations than I've done buying copies of KSP for me and me family!
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Those Mun textures look great! I tried Astronomers Visual pack but it still had that repeating texture look at high altitudes (maybe has issues with KSP 1.12.3?), where yours does not. Please let me know which mod you using that gives you those?
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[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
GorillaZilla replied to pizzaoverhead's topic in KSP1 Mod Releases
AMAZING mod! Still works great in 1.4 for me... Driving was so lifeless without the motor sounds and scrabbley noise when you skid... Really breathed new life into the game for me and my nephew as we drive vehicles a lot messing around with cranes and stuff. Thankyou Pizza, bought you some coffee! Now if only Collision FX worked in 1.4 too, that was my other Go too mod to compliment wheel sounds :-) -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GorillaZilla replied to ferram4's topic in KSP1 Mod Releases
Narf! Love the "better late than never" part, What I can't believe is a whole version of KSP went without one of it's Big 10 mods pretty much until the next version was out months later... What happened? Oh well, best thing thats happened in a while, cheers Ferram for all da hard work that goes into thish masterpiece- 14,073 replies
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- aerodynamics
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Whadda yah mean? this is a great little mod. You end up in the water a lot from splashdown, and silent water just don't feel right, you know? I Use this mod on all my installs :-)
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[quote name='rbray89']Bingo. Abstracting things to bare minimum. Pretty views should come from those sending craft to the places :)[/QUOTE] Double Bingo! Thats one of the things I have been thinking about too, having the map view kind of spoils you, you can zoom in on any planet and get pretty much the same visuals as actually visiting (In stock kerbal anyway) Having the map view be just that, a map view and the planets just mysterious coloured specks visable when you look at the right part of the sky and zoom in, would make actually seeing a planet on person for the first time a truely magical experience (With RVE, Scatter. EVE ect for maximum POW!) So fair plays this is a good one to develop, would be something I would be dying to have in a future Educational build of KSP :cool: [quote name='Poodmund']Loving the new multi-planet support, I have been playing around with Tekto this evening trying it out using all homemade textures with the new EVE release. [IMG]http://i.imgur.com/tqwiEx6l.jpg[/IMG] [/QUOTE] By the way, that looks really slick ;-)
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0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
GorillaZilla replied to silverfox8124's topic in KSP1 Mod Development
Seriously cool mod, Always thought it quite off at how the air In KSP was so still and lifeless... How well can you use it for sailing? Anyone have a good vido link of it being used for sailing? My god "Kerbal space" program is becomming "Kerbal everything in physics program" Such an awesome educational tool too, with FAR, Real solar system, real rocket engines and fuels ect... -
[quote name='daawgees']This, seconded. All it will take is the wrong comment at the wrong time and a modder can yank support. This work is done on their free time and without compensation. Patience is the key.[/QUOTE] I think Proot is a better man, and made of sterner stuff that that :-) However, Its best to be polite and patient. So stop distracting the pilot, Just a saying, "Distract pilot... Go splat" :sticktongue:
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Damn right I am , I've have read almost every book, Just missing Eric, Lords and Ladies, Pyramids and a few of the newest ones. Absolutely love Discworld
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[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
GorillaZilla replied to pizzaoverhead's topic in KSP1 Mod Development
That is correct in real life, but this is a game engine. If the colliders are attached to the ship's parts as described they could in theory transmit forces into the part when the player hits the parts, if the player camera has mass, and is generating forces to push off that are not transmitted into the ship, but then acts on the internal colliders, and through the joints the actual ingame parts themselves. Unless you are saying the IVA, player, the colliders, and the ship's parts the colliders are attached to are all in a separate enviroment completely isolated from the physics of the ship's in universe parts? -
Cool beans, thanks for the explanation. Surprised it's something so simple and straightforward.... When I see something odd going wrong in a game I always just jump to the conclusion of thinking it's something wierd, strange eldritch and borderline unknowable going on..... Something for the Wizards of the unseen university to sort out X-P I'm just daft I think when it comes to computer software, my strengths lie more in Philosophy, and internal investigation into this wierd property that should be impossible for any intelligence mechanism no matter how complex
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I can see the issue, would be nice if it were fixxed.... I wonder what causes it.... Is it the height of the clouds vrs the terrain causing some wierdness with the lighting.... Or is it something wierder....
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
GorillaZilla replied to TaranisElsu's topic in KSP1 Mod Releases
Sorry, might have been my fault as I was a little worried myself for some reason and voiced it. So aye, best get back on topic reporting issues with tac and possible fixxes ect... -
[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
GorillaZilla replied to pizzaoverhead's topic in KSP1 Mod Development
Does this mean the player inside the ship bumping into things will have a small but measureable affect on the entire ship? What mass will the player object have? How is the player being propelled about, say if they propell off a wall and bump into a console, will the push off the wall be transferred into the ship, then undone when they hit the console? What if only one thing is taken into account? like the pushing off the wall simply being a force applied to the player, but then the collision with a wall or console adding an impulse to the ship...... Could that mess about with the trajectory of a ship that is on a verry sensitive trajectory where the tinyiest impulse might put you deeper into the atmosphere than you want, ect.... No need to answer any of those questions, just some things for you to think about :-)