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Natashjy

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Posts posted by Natashjy

  1. Ok, after 2 tries the model itself is still a hot mess, but the concept works. Apparently tying lift transforms to parts that rotate laterally is a big fat no no, but later experiments flew less like a methed-out brick. Also, making the tail and wings as a single part doesn't work too well either, FSWing can only handle one iteration of an elevator. Anyways, I'll put off a release for another week, but better stuff will come.

    http://s28.postimg.org/du2lk0xsd/swing_In.png

    http://s24.postimg.org/63wvs40vp/swing_In2.png

    http://s16.postimg.org/ptvh87q9x/swing_Out.png

    Even if the lift and drag values don't change appropriately, I think you need to release this. It's the perfect aesthetic part, if nothing else.

    On that matter, do you have any plans for a KSOS-like Mk2 nosecone? That is, a nosecone with an animation that lets it "swing out" and reveal a docking port underneath. The B9 shielded port looks poor on the Mk2 fuselage and putting an inline port inside a cargo bay feels redundant.

  2. I have done A LOT of test in kerbal "trans-gender" :P. This is from the Pimp my kerbals pack. We had a discussion about some of it points... and you are the first person who seem to not like "her" (I can't win everything).
    I find this surprising, but I suppose I might well be alone with my opinions on this.
    Pretty hard to enhance any type of random aspect. Try to do it more "neutral" is quite absurd... because "stock" Kerbals are COMPLETELY neutral. Kerbal head shape is basically a cylinder with two balls as eyes, and if you remove the lipstick and the hairpin you simply gonna obtain another (handsome) regular kerbal.

    Stock kerbal are genderless. That is why they are so "simple". And I like that. The only reason to include this "gender" textures is the player who want a feminine role in the game, because him/her feels the kerbal genderless in a too masculine way. So this is just the opposite.

    I think you misunderstand. Your new male textures make the other kerbals appear more obviously male. Keeping one texture "smoother" and more like unmodded KSP would therefore make this more neutral texture automatically appear more feminine than the others, accomplishing the goal. There's a middle point between Hells Angels member and Betty Boop on the male-female line. There's also the fact that the name generator only really generates male-sounding names, and for the few cases where it doesn't, your mod doesn't actually match feminine names with the female texture, making another flaw with it.
    If you don't like it you only need to remove that head and wait for the new ones, where maybe other version could be more for your taste.

    I love the hairpin detail, the cap in real life is not just for the hair, have a lot of utilities... mainly bio and better communications.

    I will try to enhance the lips in the future, but it is difficult to get an acceptable result considering the way in which the mesh of the mouth/head bends sometimes. Had you thought in that until now? :wink:

    BTW. I have a lot of new (male and female) heads saved to release, but I must do the normalmaps before

    I already have removed this texture, I was just very shocked at seeing it included. There were experiments with female textures for kerbals before, and they invariably looked awful.

    The cap also has practical functions, such as keeping hair out of the face during times when it would be impractical to brush it back with your hand. If being clean shaved was a requirement for space travel, which was considered for a while, the communications and bio equipment would be attached through prosthetic adhesive or a three-way headset. Instead, the cap was found to be more comfortable and convenient, while not weighing much more. All I meant with my statement was that the hair pin would not be needed, since the cap is already worn.

  3. horrendous.png

    Please reconsider this texture. I understand your intention to include a female kerbal, but this looks awful. I would suggest going for a more neutral look.

    A5C43AD3-B566-45C3-8E2A-3D97D18508C0_w640_r1_s_cx0_cy7_cw0.jpg

    Lipstick on kerbals looks horrible in the first place. Try to use the same basic face without the lipstick (or at least use a green tone and far less of it), without the hair clip (there would be no need for one, that's what the cap is for) and with dark green freckles rather than pink ones. Freckles are spots of pigment, which means they're a darker tone of the base skin tone, rather than just an entirely separate colour.

  4. For those like me that find the massive and colourful Donate button in the in-game dropdown menu to be pointless, intrusive and irritating, I've made a quick fix. Replace the donate.tga in the GameData/000_toolbar folder with this file and it will be gone.

    Blizzy, while I appreciate the effort you've put into this plugin, I find the in-game donate button to be highly intrusive and inappropriate.

    My modified donate.tga file is released under the same BSD-2 license the original file was under, so no harm has been done, I assure you. Have a pleasant day, and thank you again for the effort you've put into reducing button clutter in KSP.

  5. Looks like NovaSilisko's Alternis Kerbol, if my eyes do not deceive me. (Either that, or that is laythe with TR, and one hell of an SSTO.)
    That picture reminds me of Avatar opening scene.

    That planet mod is it?

    Alternis Kerbol. The SSTO is my kerosene and hydrogen fuelled Úþûøñрø Þá. It goes suborbital on the jet engine and uses MPD thrusters for orbital operations. It can do two trips to Laythe and back to the station before it needs to be refuelled, but I prefer having a depot available anyway. But it's nowhere near as big as the Avatar SSTOs. Eventually I plan on adding a large crew shuttle for when I establish ground base on Laythe, but for now I am content with just the Úþûøñрø plane.

    %D0%9A%D0%BE%D0%BB%D0%B8%D0%B1%D1%80%D0%B8.jpg

  6. Using my nuclear cargo ferry to bring my science lander to Mün orbit and back.
    You are using far too many NTRs. Their strength is their high isp, but their disadvantage is their high mass. Using that many NTRs for so little payload means the NTRs themselves likely make up the single biggest share of mass. You'd get more delta-v and likely faster burns by using lighter engines instead. As is, your spacecraft is extremely inefficient.

    You're also bringing wings with you to Mun. Never bring wings with you to Mun, unless your spacecraft is a direct-return glider, which yours isn't. If they're left from the launch stage, you should put them on the low end of the rocket instead. There's no use for them in low pressure or vacuum, and they contribute to inbalance by being placed high in-atmosphere.

  7. No, if you make the fuselage wall as thick as real aircraft have them, there's plenty of room with them merely sitting. Two could stand side by side. Seated, it won't be any problem at all. Sorry if the pic doesn't make that clear, but it is the case. There's room for two side by side with an aisle down the middle, plenty of headroom, and realistically-sized fuselage walls. You could fit two humans side by side in an Mk2 fuselage. It's taller than many human-operated vehicles that do, even when you consider the sloping sides. For Kerbals, no sweat...
    You do realise that this is a spacecraft, I hope?
  8. I took out RemoteTech 2, and it seems to have stopped, the error, but most of my ships and satellites are using dishes from that mod, so I can't be 100% sure if it's that or just everything is broken. I'm not sure why the mod would do that either... guess I'll have to find their thread and see if anyone else has had this issue.
    RemoteTech2 has a few severe bugs in 1.3.3. Install the community patch from http://www./download/dncc8qu44t30a90/RemoteTech2_2014.01.08.22.30.zip and see if things get better.
  9. I officially request fuselage parts with box shaped recesses that I can fit the KSO landing gear into. One standard sized and shaped one like the ones we have (cabin, fuel, fuselage) . Possibly it might be half length but same width... just long enough for the nose gear.
    Something that would both look and work better (symmetry for example) would be to use the recessed landing gear from B9.
  10. Is it possible to get all four christening names for the shuttles to coexist at the same time? For instance can I have four shuttles docked in orbit to the same station at once, each having a different name? I'm hoping to get a screenshot shot of the family of shuttles on station in orbit at once, but haven't worked out how to do this. I apologise if it's been discussed, I've searched but turned up nothing.
    Using whatever tweakable feature mods like Firespitter use for the switcheable nose-art/ground colour, certainly.
  11. It might help if there was an official parachute attach point. Based on the way that things flip about in KSP when parachutes deploy, I can only imagine what the KSO would do.
    Then just try it with surface mounted ones. I slapped mine on at random on the sides and it worked just fine. You do realise that the purpose of RealChute is to fix the flipping, no?
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