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Everything posted by ultrasquid
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Kerbal Dynamics Aviation Parts v.0.1
ultrasquid replied to 2001kraft's topic in KSP1 Mod Development
Keep up the good work! There can never be too many aviation parts, but keep aware of the similar mods that are already out there so you don't waste your time with too much duplication. -
ExceptionDetector 1.1 [KSP ANY VERSION]
ultrasquid replied to godarklight's topic in KSP1 Mod Releases
So far this has shown me that ActiveTextureManagement and MechJeb are constantly throwing exceptions, and those are a couple mods that I just can't live without. I doubt that explains the weirdness that's been happening lately, though. I mean, decouplers constantly puffing smoke (even in the VAB) and rockets leaving their command modules behind, floating over the launchpad. What could that be? -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
ultrasquid replied to bac9's topic in KSP1 Mod Development
If it's not too much trouble, would you consider adding progressive tech tree access, similar to what Procedural Fairings does, making different size limits available at different tech tree nodes? In an effort to reduce my memory usage, I'm trying to replace as many stock parts with procedurals as possible, but the B9 wings turn up so late in the tech progression that I may have to bring back the stock wings. -
ExceptionDetector 1.1 [KSP ANY VERSION]
ultrasquid replied to godarklight's topic in KSP1 Mod Releases
My KSP install has become pretty crashtastic. Thank you for a tool that might help me find the offending mods. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
ultrasquid replied to RoverDude's topic in KSP1 Mod Releases
For these sounding rockets, prop them up with the included sticks to aim them in the direction and angle you want them to go. -
Koins! Gather funds from the environment
ultrasquid replied to ultrasquid's topic in KSP1 Mods Discussions
Oy, I'm having a dog of a time trying to parse the basic contract syntax. Keeping at it, though. @Kalecgros Those are some great ideas you have there. For now I'd just be happy to prove that you can score points by touching locations. After that it should just be cosmetics. But as for secret parts, that's a whole other deal. Modeling and configuring that I'm not concentrating on now; but my first thoughts are along the lines of dark, organic looking Giger-esque parts, like those seen in Alien and Prometheus. Of course, that's subject to change. -
[0.90] Procedural Parts Extended 1.0 - 77 Industries
ultrasquid replied to Azimech's topic in KSP1 Mod Releases
I've considered doing an all stock + procedural install as a memory saving measure, and a mod like this would certainly have a place in it, but what I'd need even more would be procedural adaptors for the non-circular fuselage types, both from stock and popular mods. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
ultrasquid replied to Nertea's topic in KSP1 Mod Releases
I built a craft not quite as weird as Logan's but I think it's pretty interesting nonetheless. There were a couple other mods helping out. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
ultrasquid replied to nli2work's topic in KSP1 Mod Development
How had I not known about this thing before? -
It would be really swell if you could revive your various rover wheels. There is sadly little variety among the ones that work in v0.90 right now. As far as new parts, perhaps something creepy-organic inspired by the ship in Prometheus, with bits of Vorlon or Zentraedi or other really alien designs. The high-tech, quasi realistic look has been done to death, not that there's anything wrong with that.
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Delay fuze for solid rockets, decouplers, and whatever else
ultrasquid replied to bs1110101's topic in KSP1 Mods Discussions
Smart Parts probably has the thing you're looking for. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
ultrasquid replied to nli2work's topic in KSP1 Mod Releases
Under v0.90 I've found the RF control surfaces with built-in airbrakes tend to flip around spontaneously in flight. It doesn't seem to affect handling but it sure looks weird. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
ultrasquid replied to Orionkermin's topic in KSP1 Mod Releases
The only issue I've had in 0.90 is that the Onion capsule exhibits expanding part syndrome in the parts catalog. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
ultrasquid replied to nightingale's topic in KSP1 Mod Releases
There's the rub. My C# skill is zero. I'm no programmer. I'll have to find some assistance if it comes down to more than tweaking some .cfg files.- 5,219 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
ultrasquid replied to nightingale's topic in KSP1 Mod Releases
Random scatters would be a good short-term solution, but I'd like to place points specifically too, such as running up the stairwell of the VAB. Your proposed enhancements would be very useful. Also I'd like to replace the waypoint icon with an arbitrary part model, so it becomes more of a coin-like object. I've started a thread about this in the general add-on forum called Koins!. It's mostly a thought exercise at this point but I hope to make it happen someday.- 5,219 replies
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Koins! Gather funds from the environment
ultrasquid replied to ultrasquid's topic in KSP1 Mods Discussions
Thanks, that's very much how I feel about it too. I'm also thinking about things like alien artifacts that could be collected to open secret branches of the tech tree that reveal bizarre new parts, but that's for much later. First thing is just to see if I can make the basic idea work. -
Koins! Gather funds from the environment
ultrasquid replied to ultrasquid's topic in KSP1 Mods Discussions
After doing some research into existing mods and a bit of thought, contract mission waypoints are a form of "red beans" already supported in the game. By using Contract Configurator and In-Flight Waypoints I should be able to build at least a crude proof-of-concept. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
ultrasquid replied to nightingale's topic in KSP1 Mod Releases
It would involve placing a very dense arrangement of about 100 waypoints, I'd figure, just a few meters apart from eachother. I have no idea how hard that would be to implement but I'll give it a shot.- 5,219 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
ultrasquid replied to nightingale's topic in KSP1 Mod Releases
I've been trying to think of a way to do treasure collecting type games in KSP, with a mechanic somewhat like Pac-Man, and between this and your other mod In-Flight waypoints I think I may just be able to do it.- 5,219 replies
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[1.3.0] Filter Extensions 3.0.4 (Jul 11)
ultrasquid replied to Crzyrndm's topic in KSP1 Mod Releases
Oh, good. I'm not the only one. -
So I was just watching NASA TV and saw KSP...
ultrasquid replied to sedativechunk's topic in KSP1 Discussion
I saw that too! -
Koins! Gather funds from the environment
ultrasquid replied to ultrasquid's topic in KSP1 Mods Discussions
If somebody would rather stand around while their lander crashes into the Mun, that's their business. That's why the red beans have low value. I don't want to take away from the main focus of the game. Just give a fun mini-game aspect to exploring all these open worlds. Besides, resources are not necessarily limited. There is all the liquid fuel and oxidizer we could ever need so long as the tanks are paid for. Anyway, I'm tired of arguing the merits of the idea. I seek guidance on how to actually make it happen.