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Everything posted by Sage
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KOSMOS 3/14/2015 RD-170 Family Released!
Sage replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
The little details are a big part of the appeal of this pack for me I always make sure that the Ox line feeds the Ox inlet on the engine... -
KOSMOS 3/14/2015 RD-170 Family Released!
Sage replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Not fair while I'm sleeping! I see you're working fast BTW, on the URMP resizable tanks the lower stage tanks are using the thin double oxidizer line, you guys should switch them to the fat one like in the big non-resizable tanks. EDIT: about the texture, you guys should boundle the DDS plugin and use that format. Just used it on my game and converted the textures with the app in the tools forum section and it works flawlessy! Also, how did you make the half black/half white fairing in the OP rocket? I smell fancy PF assembling, but I can't figure the disposition on my own... -
KOSMOS 3/14/2015 RD-170 Family Released!
Sage replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
I'll have to agree here. I see on those forums that people always ask for IVAs, but how much they are actually useful? Even with full RPM support, is hard to do a complete mission from IVA, and they are seen one or two times for stuff like science labs; mostly they seems to be useful for planes, and yet I'm sure that way more time is spent on the external view than in IVA. So I would actually prefer more parts to play with than IVAs, especially when they take lots of time to get done... Don't get me wrong, I like them and think that they add a layer of polish and "extra" to parts, but it's mcuh more tolerable if someone that likes to make IVAs offers up do them, like for B9. -
KOSMOS 3/14/2015 RD-170 Family Released!
Sage replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
CBBP just said that the first relase will be a compatibility update, so probably not. They might slip in a surprise, but don't count on it. -
KOSMOS 3/14/2015 RD-170 Family Released!
Sage replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Dang, I forgot how good the texture of those panels are! -
KOSMOS 3/14/2015 RD-170 Family Released!
Sage replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
I like the square mounts, they make your engines unique. I wouldn't complain if they were round, as they would fit on more tank types (even if I don't see why use other tanks, *wink*), plus thanks to the MODEL{} system we can add the square bottom assembly to other tanks too with little efforts, I think. If you really feel creative, you could re-make the engines with a "main" mesh and multiple "adapter" meshes combined with MODEL, and switch them with the *redacted*, if MOARdv implements that function. (Also about the panels, since people want them so much, you can include a notice about their buggines in the description) EDIT: damn you ninja If you're asking the mount for the RD-170, keep it consistent please. Squared if you mean to leave the old one squared. -
KOSMOS 3/14/2015 RD-170 Family Released!
Sage replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Damn, your work looks top notch as always! All seems in place according to the specifications: http://lpre.de/energomash/RD-170/index.htm (I don't know if you use this site for the infos, but it has everything for some russian engines) -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Sage replied to Ven's topic in KSP1 Mod Development
The batteries are looking great, i like the squared "industrial" look. A little suggestion, the top cupola hatch should open in two half circles, because simmetry. And the full plates covers the side a bit too much. -
KOSMOS 3/14/2015 RD-170 Family Released!
Sage replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
This was posted on the old thread... look at those gimbals engine... <3 -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Sage replied to Ven's topic in KSP1 Mod Development
Damn, that new aerospike is looking really great Also, if you need ideas for the Ram air intake, why don't you do a...ram intake? Sort of the shock cone intake without the cone, just an hole. I know it's kind of plain, butthere isn't really that much of a choiche regarding intake designs, and the stock one is just too ugly to look at. @temporalExile Well, if it's an aerospike it should be truncated. He even modelled the central hole were the turbine exhaust are expelled, which is excellent. In the worst case, if a lot of people ask for it I think that for Ven should be pretty easy to make an alternate version without too much hassle, as he just need to flip that exhaust outside out, model wise... @Nathan I consider it an expander cycle. Seems that everything for that is sort of there... -
KOSMOS 3/14/2015 RD-170 Family Released!
Sage replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
I stumbled upon the secret by chance XD I'm toying around with it right now, but I won't spoiler it to the others. It's really good, however. -
KOSMOS 3/14/2015 RD-170 Family Released!
Sage replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Those levels of teasing should be illegal -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Sage replied to Ven's topic in KSP1 Mod Development
Yup. There is also a handy converter in the tool section, it does everything for you. Just remember to add the plugin, and enjoy the extra loading speed -
KOSMOS 3/14/2015 RD-170 Family Released!
Sage replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Glsd to see that you've sorted out everything Kinda sad to see Normak go, he's a great guy let you continue. I prefer kerbalstuff, but why not both? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Sage replied to Ven's topic in KSP1 Mod Development
@blackscienceman: the folder names changed between versions .24 and .25. You'll have to manually sort the files. The MM configs should be fine. @for everyone else asking about the tannks butts, I have great news: The only problems are fairings, since they'll leave a gap, but ven could extend them up a tiny bit, or provide some cilinders with nodes inside of various sizes to be used as interstage and some cconfigs with fairings off like KW rocketry. Jokes aside, this can do the trick until ven decides to redo the others adaptors (2.5>1.25*2,3,4) or also provide "skeletal" versions with differents ring size on the top and the bottom. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Sage replied to Ven's topic in KSP1 Mod Development
Holy cows the new update! The new engine models are gorgeus! Really want to see what you'll do with the electronics now EDIT: it would be cool if you could slip in a size3 and a size 2 shielded docking port, the normal ones look out of place and ugly... -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Sage replied to Normak's topic in KSP1 Mod Releases
You have some nice plans from the future I'm getting excited at the thought of bigger size tanks and engines in your style. Hopefully with the tank modularity it won't be a big load of work for you too. I know it's kind of early, but it would be nice to have also adaptors for different URM sizes with your engine mounts. Have fun tomorrow night! -
[WIP] Nert's Dev Thread - Current: various updates
Sage replied to Nertea's topic in KSP1 Mod Development
Those part really look great They are chubby-cute Anyway, the FAR drag issue could be due to this: If the nodes between two things are different, FAR assume that the inline front face isn't completly shieldied. At least if I remember correctly how far worked. Try to ask ferram about it. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Sage replied to Normak's topic in KSP1 Mod Releases
I'm digging it. It's pleasing to the eye but solid and doesn't cover the inner part of the engine. Also it blends very weel with the vernier thrusters below. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Sage replied to Normak's topic in KSP1 Mod Releases
I vote for the RD-170. I really like the white-red-black color scheme and it looks like a good complex challenge suited to your excellent skills Also I don't like the fixed plate on the 0124... That would be uber cool, since I had the intention to mess with your models. However, it was a bit of a challenge to identify what every single piece model was...it would be enough even an album of screenshots of the models with the single components exploded, so I could figure out what piece I would need to make a different one in a breeze -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Sage replied to Ven's topic in KSP1 Mod Development
Yup, I worded that terribly, I meant the preview he posted a of it a couple of pages ago. This one to be precise: -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Sage replied to Ven's topic in KSP1 Mod Development
I really like the look of this pack. It got me using the stock parts again, and it's a blessing on my BTSM save. The poodle is looking particularly awesome, especially compared to the butt-ugly stock one. Also, didn't this ram intake made the cut? -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Sage replied to Normak's topic in KSP1 Mod Releases
Oh, wow. Don't tell me that you have two engine module, one for the main thing and one for those vernier thrusthers and you actually gimbal only those? The only other mod I've saw with that was the second-stage engine of Horizon aeronautics. And the plumbing on this seems top-notch as always. In fact I'm really a fan of the details on the engines of this pack, and I'm looking forward to the next update -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sage replied to ferram4's topic in KSP1 Mod Releases
If you use module manager you can do something like this: @PART[*]:HAS[@MODULE[ModuleReactionWheel]] { @MODULE[ModuleReactionWheel] { @PitchTorque *= 0.01 @YawTorque *= 0.01 @RollTorque *= 0.01 } } mind that it will nerf any reaction wheel in the game, so maybe you want to set up some exceptions.- 14,073 replies
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Do you have Active texture management installed? If yes, you need to blacklist ASET's folder (I think you actually need to blacklist just the props one and specify to not resize them, but I haven't tried that yet) and the textures should get clearer. Make a cfg file with this in BoulderCo/ActiveTexturemanagement/ ACTIVE_TEXTURE_MANAGER_CONFIG { folder = ASET enabled = false } EDIT: ninjas are too fast