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Everything posted by ShadowZone
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Mech that can walk and jump. Kangaroo style.
ShadowZone replied to ShadowZone's topic in KSP1 The Spacecraft Exchange
One YouTube commenter gave me an idea: try to jump that thing into the Mohole... maybe I'll just do that -
Is it an Ostrich? Is it a Kangaroo? Is it an Ostricharoo? It is my latest creation. And it needs B9, MechJeb and Infernal Robotics to work. You can get it here: http://www./download/dda7jo6atlfep44/WalkerConcept_4.craft http://www./download/bx3ali29dnnq143/WalkerConcept_4_JUMPER.craft Action Groups: 1 - extend left leg 2 - contract left leg 3 - extend right leg 4 - contract right leg 7 - toggle ladders and exit lights 8 - arm/disarm grapplers 9 - open solar panels 0 - toogle antennae And if anyone can write a kOS script for this to make it easier to walk, I would be forever grateful
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Escape key doesn't work anymore
ShadowZone replied to sydfynch's topic in KSP1 Technical Support (PC, unmodded installs)
One question: Do you have other software running in the background? Because for instance Photoshop hijacks the Escape button no matter what other app or game you are using. -
death to comic sans!
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I am about to scream...
ShadowZone replied to ShadowZone's topic in KSP1 Technical Support (PC, modded installs)
Thanks for the input! Could you elaborate on the "parts tree gets too long" thing? I have tried editing the .craft file and manually removing parts I had a suspicion were responsible for the problems. No effect except for some gaps in the vehicle. -
I am about to scream...
ShadowZone replied to ShadowZone's topic in KSP1 Technical Support (PC, modded installs)
this is in modded installs because a mod decided my rant is a call for support. which it wasn't. it was just a rant. I am going to rebuild that thing from scratch. will be probably quicker than trying to bugfix this. and yeah, mine is pure stock as well. -
I just built a very complex (about 500 parts) but extremely cool looking vehicle... suddenly some weird .... happened (part floated freely but was not transparent and red but looked as if it was attached somewhere). I quit the game to stop the weirdness. I launched the game again. Now I can no longer edit my vehicle. It sits there in the SPH but nothing happens when I click on it. Can't add parts to it. Can't offset or rotate parts. Same in VAB. 3 hours of hard work completely wasted. Yo devs, how about some dev notes about those kinds of bugs... those that really break the game and set the fun level instantly to zero? Sorry, I had to vent... this just so incredibly frustrating.
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About 1000 is doable. The maximum I did was a launcher for this beast, which came in at about 2300 parts. The craft alone has >1700 parts.
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Huh... I have landed quite a bit of equipment during my time with KSP One of my best ones was this: I also have landed a statue on Eeloo: Also getting this 50 ton rover crane to the Mun and Duna was a fun experience (Mun run starts at 11:00): And I am always proud of landing shuttles back at KSC. Because I usually over- or undershoot...
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I have a "main" save in sandbox mode where I try out all my stuff and then a science mode for challenges an the like to gather science. Never been a friend of the grind type missions in career mode. It takes something beautiful and creative and dulls it down in order for boring grind missions in order for you to finally reach the point where you can launch the real fun stuff. Career at the moment is a complete waste of time for me.
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Transition from VTOL to horizontal flight
ShadowZone replied to gilflo's topic in KSP1 Gameplay Questions and Tutorials
I have used a hybrid approach for my F-35B9. One vertical engine right behind the cockpit and one on a hinge (Infernal Robotics mod) at the tail. From landed position: activate vertical engine and tilt aft engine down, fire them up, enjoy flying. Transition: gain a little height, move the aft engine back to horizontal and as soon as the plane tries to pitch up (due to the disproportionate thrust from the now lone vertical engine) shut that front engine off. All in all easy to fly and to control. Just keep in mind when construction a VTOL that the center of mass and center of vertical thrust have to be aligned for this to work. Also keep in mind how that CoM shifts due to the fuel draining. I sometimes add two fuel tanks, one in front of the vertical engine and one behind it so that they can drain evenly and the CoM stays more or less where it was. -
KSP "Dying On Top of the World" tribute to 1.0 - Video released
ShadowZone replied to HafCoJoe's topic in KSP Fan Works
Good job man and thanks for using my clips for Eeloo and Vall -
Today I did three things: built an F-35B9 improved on my Ringo Gigante station attempted a land speed record (got to about 760 m/s across the runway) now I just want to sleep
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This. I wanna try out new ideas, do some missions, finish up a video... and then it is 1:00 AM and I have to get up 5 hours later and... hrmpf... I feel your pain!
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Today I experimented with walkers... however it always keeps walking backwards Oh and I built a fine looking VTOL SSTO in B9
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Hey Maxmaps, thanks for asking us for input. Here's mine: I would very much advise a 0.99 update before going to 1.0 - I am working in software development as product owner and believe me: no matter how good the team is, there is always something they miss --> and it would get the community on your side and they would more easily jump to defend your product should reviewers 1. First and foremost: Get the performance snappy! Memory leaks etc. Make >1000 parts craft a thing not only for demonstration purposes but so you could actually build an orbital colony or something like that that really has a purpose. If that is only possible with Unity 5... well I would be willing to wait until that is included. Hell, I would even be willing to pay again (yes, again!) if need be, if you need more funding. 2. General gameplay / immersion: That clouds mod (Environmental Visual Enhancements / Astronomer's Visual Pack / etc.) does so much for immersion it is not even funny that clouds / weather has not yet been a feature of the game. Also: IVA on all crew capable containers/pods! And there should be something space stations are actually useful for. 3. Aerodynamics / re-entry heat: Looking very much forward to that and I do say that it should make its way into 1.0 (including new fairings) 4. Contracts: Make them more worthwile! "Put satellite in orbit x" gets tedious and boring. "Do mission x to unlock mission y so you can get reward z" would be a concept that would keep players more engaged. At the moment I rather stick to science mode than career. 5. Mining resources: Honestly? Put that on hold until the update after 1.0 - unless it is already increadibly reliable and fits smoothly into the game. Postponing it would also be an added bonus for people starting new with KSP who see "awesome, I get a cool new feature just a few weeks/months after 1.0!" 6. UI/UX: The Interface looks like something from the late 90s/early 2000s. To many "pseudo 3D" button effects and that green on grey... TL;DR: Fix performance. Include new aero/fairings. Improve Contracts. Everything else: later!
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Ladies and gentlemen, I present to you: Osiris V
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I have made good experiences with refueling in LKO. My ships are usually on the bigger side so it takes a lot to get them into orbit. But once they are there, I sometimes even have one of the stages not yet dumped, so I can refuel that and have massive dV to do my journeys.
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Dukes of Duna - 4K rover speedrun challenge!
ShadowZone replied to hobbez's topic in KSP1 Challenges & Mission ideas
I am using BandiCam, the pro version. But I am still on Windows 7 here. -
Had a blast with rovers today. See also the Duna 4K Challenge. And now I just finished a Hot Rod, with flaming carburetors. Also finished a design months in the making. A spaceship emergin from another spacehip. Planeception so to speak... you'll see soon enough
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Dukes of Duna - 4K rover speedrun challenge!
ShadowZone replied to hobbez's topic in KSP1 Challenges & Mission ideas
Here's my submission. Did a 3:04 with a "classic" rover (no landing gear speedy thingy). Suspension is a bit wobbly, so it makes for an interesting ride Edit: Craft file! -
Actually had a lot of fun this evening with some 3 wheel action on Duna. And yes it had 4 wheels when I started out also: put a statue on Eeloo (actually did that some time this week but got the video up today):