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KSP2 Release Notes
Everything posted by LukeTheYeti
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
LukeTheYeti replied to K.Yeon's topic in KSP1 Mod Releases
Tried this with the boarding ramp retracted so I wouldn't fall away, was not able to trigger it. When I exited the airlock I saw the option for a half second before I fell down the ramp, which makes me think the object to trigger it is behind the mesh of the wall/floor and too far away to properly interact with. Edit: Found where the collider is while in space, may still be hard to hit while in gravity but now I know where it is -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
LukeTheYeti replied to K.Yeon's topic in KSP1 Mod Releases
Also I may have found an actual bug, I cannot re-enter the J Inline Boarding Ramp. No option to grab or board.so my kerbs are stuck outside -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
LukeTheYeti replied to K.Yeon's topic in KSP1 Mod Releases
Been playing around with the H fuselage and made a pretty neat TSTO. I totally agree about any size adapters for the H fuselage but I totally get that they're meant to attach to other things. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
LukeTheYeti replied to K.Yeon's topic in KSP1 Mod Releases
What's the chance of getting a size 2 air intake? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
LukeTheYeti replied to K.Yeon's topic in KSP1 Mod Releases
Heh, thank you both for the quick response and sorry for not seeing it myself. I'm loving the update so far! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
LukeTheYeti replied to K.Yeon's topic in KSP1 Mod Releases
Question: Is the H Fuselage FuelTank supposed to carry fuel? I'm seeing the fuel switch options for the H Mounted Fuel tank but no way to make a pure H plane at the moment. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
LukeTheYeti replied to K.Yeon's topic in KSP1 Mod Releases
This is so freaking cool! -
What I'm asking is is there a way of fitting these parts together other than what is shown in the OP?
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Will there be a use to these parts other than fitting them together to make the Tachi?
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
LukeTheYeti replied to K.Yeon's topic in KSP1 Mod Releases
Seems like a pretty simple fix to a pretty common problem, currently it seems like every third post is asking about the fuel tanks. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
LukeTheYeti replied to K.Yeon's topic in KSP1 Mod Releases
Is it not possible to update the version of firespitter bundled on spacedock? -
I see what you're talking about. I'm currently planning on keeping the Hex and 2x1 cross sections symmetrical in top/bottom and left/right so that they can be used to make ships in either portrait or landscape orientation equally well. The Thex and Ahex sections will only be symmetrical in left/right so they'll look more like your sketch. I actually got a decent amount of work done last night so I should be replacing the album in the first post that lists all the parts I'm planning. Soon
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I'd love to see a sketch of what you're thinking about! Symmetry gives me a bit of a headache, I want to keep all the base parts symmetrical so that the center of mass will keep in line with thrust but a lot of the Homeworld ships I'm looking at lose the up/down symmetry. Really strong reaction wheels could make up for some of this but I'd rather not make something that I know is going to be difficult to balance. The Thex hull drives me crazy because I like the asymmetric shape but dislike faking where the center of mass is for gameplay reasons. I may eventually phase it out and replace it with something else like a triangular hull cross section or an "I" shape. One thing that I think about a lot when looking at scifi ships is that in the future there may be enough technology laying around to allow you to make an asymmetrical ship with off center thrust and counter it with some sort of handwavium, but what sort of engineer would do that instead of a simpler design that requires a smaller budget for handwavium?
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Thanks for the offer! Radiators are a ways down the line but thats definitely what those are. I've been looking at a lot of Homeworld ships lately and lifted this shape from them I've been trying a bunch of different ways of making the basic shapes more interesting so I'm keeping a lot of things really blocky and simple.
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I actually have a huge spreadsheet full of things like weight, fuel capacity, and cost of parts that I'm using to keep my parts in line with stock (and a few mods) values. It's based off of an old google doc I found on here so I don't know how accurate some of it is but I've been trying to update things when I see discrepancies. It's not quite mathing out the actual volume of my tanks but it helps let me know when things become ridiculous.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
LukeTheYeti replied to K.Yeon's topic in KSP1 Mod Releases
What happened to the textures? -
Hallo! I've had a crazy idea bouncing around my head for a while but I'm not sure how possible it would be. Has there ever been a mod that adds custom ground scatter to planets? Is the ground scatter system even available to modders? Essentially I want to add a custom type of terrain scatter to Kerbin and control where it appears on the map, density, size of models, etc. So I guess my real question is: can anyone tell me everything there is to know about ground scatter?
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Things are pretty much working as intended at this point. All of the crew parts have their own science functionality now and all the 2x1 parts are in the game. There's still no EVA hatches but oh well Here's Alpha 2! Known issues: Attachment nodes are slightly off. Engine mount nodes dont have symmetry. Engines don't flame out when out of electricity. No eva hatches. Textures are still bad.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
LukeTheYeti replied to K.Yeon's topic in KSP1 Mod Releases
Isn't there a blender plugin that allows you to load ksp parts into blender? If you need access to the source 3d files that's probably the closest you're going to get. -
Because there's still a ton of useful information in here and much of it is very relevant to the current version.