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Norpo

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Everything posted by Norpo

  1. Dang, I wish I was this good at 3D modelling/texturing/art in general. This is awesome! @above spaceplane post, If you're using FAR, i'd guess FAR uses the collision meshes, which Ven might of made slightly different for some parts. I'm not an expert though, so I could be way off.
  2. I'm going to test this by making a part that's *exactly* 18 tons. Hooray for cfg editing! UPDATE: I launched an 18 ton block successfully. You can launch things that are *exactly* 18 tons with no trouble.
  3. Ship name: (whatever it is) ...I never get confused as to what it is. I sometimes name ships after they've gotten into orbit, or name projects (e.g, my duna mothership in one save was the Red Lumal, Lumal being a kerbal whom I think discovered was BadS, after a rocket crash. I had one called the Green Halnie, but the launch failed, and Halnie died. In his honour, I decided to get creative with the next ship name. "Green Halnie II") Other than that, I don't really name things in the VAB. Generally "solar module" or "green halnie satellite" works fine for me. Sometimes I get creative. The first spacestation in every save I do is called Endurance.
  4. Can't say I disagree; considering it's turned into a discussion into secret-moderator-forums-which-mortal-men-cannot-enter. If we wanted that, we'd make a thread called "Moderators! What can you see that we cannot!" And of course, the cryptic answer is always, on every forum.. gaming, discussion of food, play-doh, and everything else.. "moderator stuff"
  5. Didn't make too much progress with my mod today; I did make a smaller wooden girder, though. I also improved the textures somewhat.
  6. At first, I thought this was a terrible idea, then I saw the venn diagram, and realized that it's actually a clever way of give-and take, and it seems like it would add extra depth to the game. It would also encourage more actual exploring and doing science, and less grindy-part-satellite-whatever contracts. That said, I think some contracts SHOULD give science, like asteroid redirection missions. But maybe not on a large scale. I like this idea.
  7. It's a bug, the launch clamps technically count as a source of power, thus the contract unlocks early since the game thinks you have a way to make a satellite with one. Since you obviously can't bring launch clamps into space without clever bug exploiting or hyperedit, it's impossible. Leastwise, that's what i've been reading.
  8. In normal gameplay, assuming you're not doing it to do a test contract; in my opinion it's totally fine. I tend to try to avoid doing it for test contracts, though. Makes them too easy in some cases. (i'm completely fine if other people do it though.)
  9. Interesting how Ike has more possible science than Duna; I normally tend to think of Duna as the harder body to land on (and return from), Ike must have a lot more biomes, or a large multiplier. (especially considering Duna also has an atmosphere). imo, some of it may need some balancing on squad's end, but most importantly; Thanks for making this chart!
  10. Ooooh, I like this idea. The names are sometimes confusing, and I often get confused about the part names. This should be stock (or at least a mod)
  11. Hm, this is actually a good idea. Only problem would be for those with slow/low bandwith internet (see: me), if it was a cloud/remote service. I don't know how lag would affect precision things like docking with upwards of 500+ ms delays, but I can guess it would be very annoying. I can see a local server working okay, though. Making it happen, mods or otherwise, would probably be VERY hard.
  12. I believe it's any one craft that meets the requirements. That said, docking is perfectly legal, but 2 landers next to each other is not. (I think this is the case, haven't played much career in 0.90.)
  13. Press Alt + F12, to activate the Debug Menu. From there, there should be an option to enable biome maps.
  14. A lot. Probably above the amount of funds one can possess without the game having to display it using scientific notation. (should of used Googolplex instead, oh well) On topic: Perhaps it's possible to make "bigger" explosions by making a mod that spawns more than one explosion for what would normally be one explosion? Thus, while an orange tank hitting the ground would NORMALLY spawn one explosion, it'll spawn multiple explosions (perhaps with slight delays, so the effect lasts for longer?) That would probably melt my GPU, though...
  15. Heh, that's awesome. Entered in, I completely forgot about mods as being valid methods for the gee-force readout.
  16. *cough wish granted cough* Anyways, this is actually pretty cool, shame it was delayed, but hey, it's rocket science, isn't it? edit: hm, seems like quoting a quote quoting a quote quoting a quote messes things up. (would rather this doesn't turn into the quoteception thread anyways, since this event is pretty awesome)
  17. Not a bug, it can be switched by pressing R. EDIT: Also, F changes "Radial symmetry around parent part" and "Radial symmetry around Vessel", but I honestly don't know the difference. Anyone know?
  18. Blender, mostly because it's what I had on my computer when I started.
  19. Moar 3D modelling! The I-beam I made earlier was just for messing around; I didn't actually make it follow any kind of size convention. I made the first 2 parts of the Wooden Girder Part System. The girder might be changed slightly later, though, as it's length is a little weird. I also did some tests, it breaks a LOT easier than normal girders, when rockets are applied to them to add torque. The textures are a little weird (the thumbnail in the parts list makes it look like it's made out of gold for some reason), so those are absolutely subject to change. (i'm not very happy with the way the it looks like when the adapter connects to the girder, but at least it works) All opinions and constructive criticism welcome!
  20. It's really just a change of focus; While alpha was more about churning out content as fast as they could, Beta will now focus on polishing up existing features. Just as they polished up features before, they will release more content now, but probably less than they used to.
  21. 1. Elevons aren't on every wing, you'll want to add control surface parts to the wings. A large amount. You may also want to lower your front landing gear, so you start pitching up somewhat. 2. Completely normal, i'm pretty sure normal planes roll, then turn to the direction they want to go, so the center of lift is going the right way. Then, just roll the other way and be level again. (hope this helps)
  22. Yeah, I was using that tutorial for my first part. Apparently, if you "scale" a model, instead of actually changing it's dimensions, KSP doesn't carry that over using scaling, I think it overrides the models scaling and Unity's scaling for it's own. Anyways, unity and Part tools is, from what I can tell, the vastly preferred method (I'm making a part mod right now, and i'm using those)
  23. Being limited to the 1 man pods for a long amount of time is just annoying in my opinion. Otherwise, you'll just have to use Jeb, or another pilot for everything if you want SAS. I honestly don't care about the "probe-cores before capsules" deal, simply because to new players, once you get that first orbit, you may be tempted to time warp... and time warp.. ...right until your battery runs out. If I was a new player, i'd probably be confused Besides, starting with capsules introduces you to the whole kerbal experience system. In my opinion, it's not about realism, it's about introducing concepts to new players, and capsules introduce kerbal experience early on, along with EVA science, crew reports... etc. Capsules are just more useful, so I suppose you could argue the point that starting with probe cores would be "worse" parts, and you'd want to unlock the capsule ASAP. I'd be fine with starting with probe cores, but not for too long. EVA and kerbal experience are large parts of the game, and players should be introduced to them early.
  24. Oh; yes. I want categories, if only because it let's me know what's in a mod quickly, and if i'm looking for, say, more engines, but not more wings, I can actually find things easier. Kerbal Stuff is a great site, but to find something you're looking for, it's more like looking through a forest. Sure, it let's you stumble upon new mods easier, but for people who know what they're looking for, it's just annoying. (and it'd be nice to get an "at a glance" look at what a mod offers) KSP version filters would be nice as well.
  25. Hm, this strikes me as an incredibly good idea, but incredibly hard to execute... Maybe a mod that displays a 3D arrow in the direction of lift, and maybe where most of the drag is going (big red arrow?) This is all coming from someone who doesn't know squat about aerodynamics, so i'm probably grossly over-simplifying things. It's a good idea, i'm just not sure how it should be executed (a UI designer would be great to weigh in here ) Anyhow, I think a NEAR-like aerodynamics model is what squad would go with. Of course, I think it should also have SOME aerodynamic failures but maybe a tad more forgiving than FAR, if you go really really fast without any consideration for aerodynamics, you should get the appropriate effect (rapid dis-assembly). That said, we need fairings first, before we go with any extreme aerodynamic models that would mess with rockets.
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