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Everything posted by *Aqua*
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I once put 16 Kerbals in a plane. Usually I'll never have more than 6-8 Kerbals hired. For that number I won't need a sorting button. But that is only my playstyle. There are people who play with a lot of Kerbals (let's say: 10 to Duna, 20 to Eve, etc.). They might be interested in your mod. If you add a small window (with show/hide button) to the flight scene which tells the player what Kerbals are on board _and_ their professions more players will be interested. I can help you with that. I started this small mod a while ago but stopped working on it.
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
*Aqua* replied to SuicidalInsanity's topic in KSP1 Mod Releases
This is probably the most weird plane I ever built. It has exceptional yaw control!- 1,520 replies
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Could be useful for aerobraking maneuvers (at Jool for example).
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It's function is to photograph the terrain so that rovers can find a better course through rough terrain. Looks like an alien craft. And a crazy video of fpv racing: I wonder if you make rotors which allow this gyrodyne aka compound helicopter aka compound gyroplane or something like that. Note the coaxial rotor on top
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
*Aqua* replied to PolecatEZ's topic in KSP1 Mod Development
Unfortunately. I mean that cockpits! That rotors! Omg I want them all! Does someone has time, skill and the will to continue working on this? -
This is modable but in my opinion it won't work with stage icons. Stage icons usually represents only the "activate" action of a part. You'll probably want more than only "activate". So instead of stage icons I suggest to auto-generate an action-group for every stage there is and show it in the action groups tab. But that approach also have some weak points, for example what to do if you create, remove or rearrange your stages or the parts in them. Especially rearranging stages will lead to comfort problems as you usually want to rearrange all actions too. This means tediously removing every action from one group and adding it again to another group without forgetting one in the process. And when you rearrange your stages while in flight it's all a mess.
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[1.x] 5dim Military Contract Pack [v0.4] [2015-05-3]
*Aqua* replied to odin_spain's topic in KSP1 Mod Releases
So I played some more missions. My summary after playing on normal difficulty: - Build less fancy vessels. My computer lags a bit when ~5-7 targets get into loading range. There are players out there that have way less powerful computers than mine. - Seriously, build less fancy vessels. This "tank" and its supply truck are a wobbly mess. The space station with its two fighters _will_ spin out of control when you undock one of the fighters. (The SAS on the docked fighter and the docking ports are the causes.) - You don't need to give free planes to the player. He'll only needs about 30 reseach points to unlock the first plane parts. - Missions should provide less generous rewards. After only 12 military missions I unlocked every tier 7 tech, bought every building upgrade and still had over 3m cash left. (Might be a bug. I got multiple completion messages when completing a mission.) - Make the AI more aggressive: Set the guard range to 5000 (or whatever maximum is set in BDArmory)! It's far to easy to snipe enemies if they only activate at <2500 meters. - Make the enemies more capable by adding AA guns to missle crafts. They are really easy targets when they can't defend from incoming missles. -
Wheels, tracks and rolly-type things [IDEAS and INSPIRATION]
*Aqua* replied to lo-fi's topic in KSP1 Mods Discussions
I'm not sure about the downsides. For example most of the tracks already have numerous supporting wheels. And you don't need curbs. A heavy load should be enough to let it look more like an egg instead of a circle. I think it will be difficult to balance wheel deformation and the suspension. Both have to work hand in hand to look and feel realistic. @Tontow Those wheels are named omni wheels or mechanum wheels. ZodiusInfuser of IR model rework is already working on that. -
Wheels, tracks and rolly-type things [IDEAS and INSPIRATION]
*Aqua* replied to lo-fi's topic in KSP1 Mods Discussions
Another idea I came up just a second ago: Every wheel in the game is static. You managed to add tracks which adjust themselves dynamically to the ground. So what about a wheel which can deform when under stress? I don't know if it's difficult to implement but you should be able to use (most of) the track code for it. "Just" make the track round and texture it like a normal wheel. The more "wheels" you add to the track the more it will look like a real wheel when under stress. blue - whole track in wheel shape & texture orange - invisible supporting wheels for the track left side - relaxed state right side - under stress -
[1.x] 5dim Military Contract Pack [v0.4] [2015-05-3]
*Aqua* replied to odin_spain's topic in KSP1 Mod Releases
This "First plane" missions spawns the plane nose down and half into the ground. Loading it will immediately blow it up when physics kick in. I'm now trying to edit the save file to correct that. Edit: The next "get a free plane" mission is the same. Is this intended? -
You can also add fins, stabilizers and airbrakes to the top of the rocket. On ascent you shield them with the new fairings. On descent you use them (or let MechJeb do it) to keep your craft under control.
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Some YouTubers also use kOS to let other vessels do something.
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First you need a Kerbal with engineer profession. Second this Kerbal needs to have a wrench in his inventory and equipped (right click on the wrench or simply press the inventory slot number on your keyboard). Third drag the thermometer from the Kerbal's or a part's inventory. "Drop" it somewhere. KIS will not really drop it. Instead it will switch to a "what do you want to do?"-mode and displays "Drop". Fourth hold the thermometer at the place you want it to attach to. Fifth hold the [X]-key on your keyboard. KIS will now display "Attach" instead of "Drop". Sixth left-click with your mouse. Seventh make profit! --- I have a bug report: 1. In the VAB open up a part's inventory. 2. Switch to the crew tab. 3. Enter the astronaut complex. 4. The inventory is still displayed. I suggest that all open inventories should close once the player opens up the action group and crew tab. --- And I have a suggestion: It would be nice if there's a flag item. The player have to place it in a Kerbal's inventory and equip it to be able to place a flag somewhere. Because placing a flag is a simple task it shouldn't be limited to engineers only. Also the Kerbal doesn't need a tool to do it. In career the flag item should be available from the beginning. What do you think about that?
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In Dang It! you can do maintenance and inspections to lower the change of failure. But I guess that's not what you are looking for.This interoperability of mods is quite cool but at the same time quite challenging for the mod makers. It's not a problem to check if a certain mod is installed. The real thing is to adapt to different mod installations because not every player installs the same mods. What failure values does Dang It! need when only Kerbal Construction Time ist installed? What values are needed if I add add Weather? What values do I need if I now remove Kerbal Construction time. This balancing takes a huge amout of work! For example you mentioned 5 mods (I counted the two weather mods as one). If a mod maker want to change Dang It! to work with the other 4 ones he'll have to test and balance 15 different combinations (Dang It! stand alone, Dang It! + Weather, Dang It! + Weather + RemoteTech, etc.). If you add another mod to that list the possible combinations raise to 27 etc. It's not feasible. Unfortunately. I would see something like this too! But the amount of work is just .
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You don't need a mod for that. A simple frame grabber like Dxtory, Fraps and alike will do. Just set them to a low recording speed and accelerate the video afterwards.
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It's amazing what you can do with mods! Thanks to all modders who made this possible. Mods used: Kerbal Foundries wheels Infernal Robotics & Model Rework Instell Incorporated Experimental Technologies Kerbal Attachment System & Kerbal Inventory System Mobile Frame System
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The syntax for a method call usually is <methodname><openBracket><0-to-n-parameters><closeBracket>. And that's exactly what you wrote there: deflectionLiftCoeff = anim(Anim).normalizedTime; You want to call a method named anim with the parameter Anim. Then you want the normalizedTime attribute or property of the object the method anim returns and put it into deflectionLiftCoeff. I think you wanted to code this: deflectionLiftCoeff = anim.normalizedTime;
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Wheels, tracks and rolly-type things [IDEAS and INSPIRATION]
*Aqua* replied to lo-fi's topic in KSP1 Mods Discussions
Yep, I know Unfortunately somehow TweakScale provokes the NaN virus on my system. So I have to wait until it's fixed or an alternative emerges. Inspiration for a slender track if you want to make one. And now something completely different A track with a solid frame which allows attaching things on to it would open up a lot of possibilities. Maybe this needs two parts (frame + track). -
This is gold! Thanks to both of you! There seems to some issues because the last official update was 1 year ago. I'll try to contact the mod author.
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Wheels, tracks and rolly-type things [IDEAS and INSPIRATION]
*Aqua* replied to lo-fi's topic in KSP1 Mods Discussions
In my opinion we need more slender tracks. Nearly all of them are wider than 1 meter. In reality wide tracks are limited to the cases you posted. But for smaller vehicles (like panzers, excavators, etc.) the tracks have a width of less than 1 meter. Some of the parts are so big I don't even know what to do with them. For example the large wheel is so gigantic I'll never image myself putting it on top of a rocket. I would like to have fuselages of different sizes and capatibilites (EC only, EC & LF only, EC & LF/O only) I can attach the tracks and wheels on to. Atm there's only the Mobile Frame System which has suiting parts for that. But they are on the bigger side too. There's nothing which fits into a cargo bay of a Mk2 space plane. -
Wheels, tracks and rolly-type things [IDEAS and INSPIRATION]
*Aqua* replied to lo-fi's topic in KSP1 Mods Discussions
I used this as an inspiration: And this is the result: *hmmm*