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Starbuckminsterfullerton

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Everything posted by Starbuckminsterfullerton

  1. This helps me lots; none of those are mods I use very regularly, so I wouldn't have noticed the different curves. Thanks for pointing them out. It might be a little bit before I come back around to another RCS set, I want to get some of the other parts done first, but I'll use those for reference when I do. Quick question: the mod is currently hosted by Kerbalstuff, and it's great so that will continue to be the primary source, but would it be worth uploading to Curse as well?
  2. Always nice to see you update, Eleusis! This looks good, is the dust using the 'duna dust storms' module that EVE/AVP used to have as an option?
  3. Ohh, you split it so we could print... It all makes sense now. Thanks for the big version!
  4. Saw this one on Reddit first for once, glad to find the thread. Makes a really good early tech cockpit. Is it wrong that my first thought is to go the Flash Gordon route and use it as a rocket capsule? Great work Beale.
  5. That's what brings me back here every now and then. I'd been using the OPM WAC map (with the stairs), since there was never a version of Galahir's that had it, but this is the first time I've seen yours swash, and it's really good! The compact high/low orbit symbols are great, every destination is on either a vertical or horizontal axis, Jool and Sarnus' moons all line up, everything is finally the right color (no more dark green Minmus!), destination totals... I could go on. I do kinda wish that the OPM map was a single image, but that's easy enough to do on my own. Great work on this one, the delta-v map is one of the most important and useful contributions from the community and you've done a fine job maintaining it.
  6. Alright, quick update, I modeled the two 3-way RCS blocks, (wasn't hard, just pulled a nozzle off the 4-ways), so I'll drag those through Unity next chance I get and they'll be in the next version. I plan on adding small single-content radial tanks like KSPX had many moons ago. For the larger tanks, instead of separate parts I'm working on Interstellar Fuel Switch integration. More on that later, I'm excited about it! I'll be honest, I've been playing modded installs since .18, and I still don't really know what CKAN is. I did check the CKAN box on Kerbalstuff, but evidently that doesn't do it. If you can help figure out what else needs to be done I'll gladly get it on there. Thanks, that's why I made them! I actually already modeled and textured the 1.875m set, I'm a big fan of OrionKermin's HGR parts and I think the jump from 1.25 to 2.5 is too big anyway, they just didn't make it into the initial release because the adapters weren't done so they wouldn't fit anything.
  7. Congratulations on a great update! Always glad to see OPM update with new places I've never been before. How will the new gas giant clouds behave with an EVE pack running?
  8. Thanks for the feedback everyone, That would definitely fit within the standardized set, no problems there. The difficulty comes with finding something to balance them against, there are very few mods out there that don't use the same ISP curve as stock. I'm thinking about making a probe-sized thruster set, I might give them a different curve. Agreed on the 5-way blocks, having doubled normal thrusters allows a pair of blocks full translation control, and as you saw all but one are indeed set up that way. I only kept the R5R1 because most packs have one of those. Not as sure about the extra angled thrusters, while the traditional layout does have only half as many lateral thrusters as pro/retro, it's a convention most mods stick with and doesn't have any imbalances like the 5-way ones otherwise would.
  9. Thanks for all the kind words everyone! I do have some sepratron plans, maybe I'll bump them up on the todo list. Seems like there's some demand for three way thruster blocks, consider it done.
  10. That's true, the 3.75m one is pretty big too but because it's black&white and mounts flush it looks just fine. Lol that's exactly what my tanks do. I gave each diameter a different number of stripes, but also named them by size so that they are sorted into diameters and can be told apart. I kinda like dark 1.25 tanks. Maybe dark size 1, half and half size 2, and light size 3? Might make a cool transition if you had all three inline.
  11. This parts pack is intended to provide a more standardized and cohesive alternative to the stock parts while still maintaining a compatible appearance. In essence, a stockalike launcher pack. View an album here until image insertion is fixed Download v_1.0.6 (on Spacedock) Current Features: Complete set of fuel tanks ranging from .625m to 5m (includes 1.875m). Complete set of fuel tank adapters. complete set of Soyuz style streamlined fuel tanks. Complete set of RCS thruster blocks, nearly every conceivable configuration. Interstage adapters and stack splitters with fairings. Low memory use: all 36 fuel tanks share just two textures! Planned Features: Development has been suspended indefinitely Engines, so many engines. Monopropellant tanks and engines. Aero engines. Standardized crew pods. Landing legs. Utility parts. Suggestions are welcome! Known Problems: Terrible textures. Now 20% less terrible! Now 50% more outdated! Interstage adapter nodes don't play nice with certain parts. Cause unknown, enabling part clipping helps in some cases. Removed pending bugfixes. Licensing: This modification is released under the Creative Commons Attribution-NonCommercial-Share-Alike 4.0 International license (CC BY-NC-SA 4.0), the full text of which can be found here. Integration: Interstellar fuel switch integration is planned, tanks and engines will be compatible with CRP LqdHydrogen westamastaflash has created a RealFuels patch, find it here!
  12. This looks really promising! I've never used Ven's redo because it changed too much, and all the other mods that attempted to match stock (like RLA!) suddenly looked out of place. But you're right, the rocket parts are rapidly becoming the worst looking assets in the game. That's what prompted me to start making my own parts, though a year later they still aren't done, and I'm glad some other people see the same thing. What are you going to do about the 2.5m tanks? Those oil drums are the worst offenders of the bunch. I'd suggest giving them (orange included) a black & white stripe theme like the size one and three tanks, to make rockets combining them look more cohesive. I like your "same node size" rule, but one exception I would make is the 2.5m decoupler. That thing is huge. Edit: regarding the MkI texture, I think convention would have the 'inside' docking port texture on the endcaps. Especially since it doesn't need to be a heat shield now.
  13. Congratulations on a proper release Hooj! You've done a great job updating everything and I can't wait to try out the new stuff, since I haven't had a chance to mess with any of the test releases.
  14. That auto detection is a really impressive feature Eleusis! I usually make a couple tweaks to my cloud .cfgs; with this new format, would one edit the files from the download or is there a cache made after first launch that I should look in?
  15. Congrats on another test, I know it's not a quite a release but these take almost as much work anyway. Good point about the large MP parts, I'd forgotten about those even though I'm making some! Would there be any advantage to using MP for power over LfO in a ground installation?
  16. Congratulations on a release Bones! Do you still have any plans for ramps or the like for the rover bay? I know that was something you were trying to figure out.
  17. lol And there is? That explains so much. I thought they fixed "press f10 to toggle memory leak", but there must be a new one. Was the same thing present in 1.0.3? And I agree with Sandworm, I don't really like the stock parts; except for a few in the 1.25m range (909, FLT-800...) most of them look really... unprofessional. It's one of the things that drove me to learn Unity and start making my own parts. Have you ever looked at the mainsail's nozzle up close? What is that, a trumpet? And the poodle is just a ball with pipes, and don't get me started on the oil-drum fuel tanks. So yeah, replace all you want. You can always make them cost-balanced high-performance versions! Edit: I don't think there are as many applications for a large MP array anyway. While the big stock one gets a lot of use powering ISRU's and the like, I imagine an MP cell will get used on craft that are already using monoprop for propulsion, like satellites and small rovers. I don't think there will be many vessels large enough to merit a large array that still run on monoprop.
  18. Glad to hear it, and I like this plan. What would the heavyweight edition mean in terms of radiator placement? I know in 1.0.2 they had to be attached to the cooled part.
  19. Congrats on the latest build Hooj! Been away for awhile, this was cool to come back to. Streetwind, it's good to see you continuing to serve the balance gods, I think it's invaluable to have one mind weighing the stats of several mods. I haven't had a chance to check, how do the changes Hoojiwana has made to the electric engines stack up to the NFP balance config you made? Edit: just found the picture of the monoprop fuel cell, and it is incredibly stockalike, really nice job.
  20. Congratulations on the release! Looks like you need another sig link ! I know you did, and I'm sure we will!
  21. Emissive looks great, I vote xenonparticle, although if it were me I would use a % of the newish stock purple/cyan one. I can't make custom fx though, so what you have is better.
  22. Now that you're adding some torqueless cores I would! though not all situations would need it Also, I use reaction wheels to right flipped rovers, and this might be good for small ones.
  23. Congrats on a release, glad it's back! You're gonna need another signature section soon . I remember from MkIV the First the double/triple engine nacelles had a split edge around the inside of the endcaps. You might have already found it, but I don't have a chance to test it.
  24. New models look great, I always love when people include a radial version of an engine/surface attach point. Re probe cores you read my mind on torqueless sas box, and good points about the 3 meter. I kinda wish there was something like that in every size, after you stack a sas wheel and a battery on the existing ones the rocket becomes somewhat more... flexible. It's like I'm mounting the payload on a stack of pancakes.
  25. AHAH, yeah my eyes switched it with the regular TET's stats on the chart, and I was super bummed because here was the probe core I'd always wanted, but it was setup like a rover body; glanced at the chart afterward and saw that IKOTET was actually one of the most capable. Those stats are perfect for the TET though, because it would make a very good rover body. Also, your 'basic color blocking' looks way better than my finished texturing! If you are looking for additional probe ideas, I've thought about a radial probe, just to provide basic vessel control without any structural effect. Useful during eva, when needing a different control orientation, or on vessels of a larger diameter than existing inline units. Speaking of which, I think we're missing a 3.75m RGU, but your focus is on the smaller parts here so I might tackle that one.
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