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Everything posted by nothingSpecial
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What will be the top radius of Orion? 0.9375 for your docking port? Or 1.25 for more standalone approach?
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Buffalo 2 Modular Space Exploration Vehicle
nothingSpecial replied to Angelo Kerman's topic in KSP1 Mod Releases
May i suggest having an additional inner hatch prop without the vacuum label? It's okay a couple of times, but seeing the same joke on each and every door gets very old very quickly. -
This thing is gorgeous.
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Hey hey what's this beauty and how much kerbals can get inside?
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NESD's warehouse (9 oct 22 - New mod "SpikeX")
nothingSpecial replied to NESD's topic in KSP1 Mod Releases
Yes oh my god yes finally inline, small and with both kerbals facing forward! You are my hero. You don't know how much i wanted this. My guess is four. I wouldn't be surprised with six, honestly, but it would be very cramped, and no place for anything except passengers, so four. -
This isn't an easy task, and it isn't stated in the way that makes it clear. Do you suggest a mod that allows for the landing of several same-type blocks together, like all the side boosters at once? Or you mean just landing two different stages one after another? In stock you can just balance your rockets the way that the first stage will burn the rocket out of the atmosphere, so you can circularize the central block, while the side boosters are coasting in vacuum, and quickly switch back to them. If my response isn't formulated the best way, hit me up in DMs, I can explain that in Russian.
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Damn, this is a beauty! What will be sizes of station parts?
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Buffalo 2 Modular Space Exploration Vehicle
nothingSpecial replied to Angelo Kerman's topic in KSP1 Mod Releases
By the way, what's the exact diameter of B2 docking ports? Are they 0.9375? -
Buffalo 2 Modular Space Exploration Vehicle
nothingSpecial replied to Angelo Kerman's topic in KSP1 Mod Releases
Hey, if I'm not too late, I want to suggest orienting petals on the docking port in another way, by rotating them 90°. In such a configuration two docking ports, rotated face to face, but oriented the same way vertically, would have their petals in between each other. Look at NESD's KDSS for a nice example: The top sides of docking ports have blue arrows, and the petals are oriented in such a way that those arrows can be aligned, with petals interlocking. It's not really THAT crucial, but adds a little bit of visual immersion. I will understand if my suggestion came too late! -
is that lunar fgp? alternative timeline with soviet lunar gateway?
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Okay, nevermind, I got it to work. The normal maps are really needed, I guess. But I realized that what I thought was a bug on my side caused by some other mod interfering with textures (I used TURD for sometime and thought that TU could cause issues) wasn't a bug at all. ACES texture uses EVA texture unwrap (the one where one half of the helmet is just a mirror of another). Any suit texture that is applied inside of crewed parts uses IVA unwrap - the one that has both sides of the helmet continuously drawn, with the top in the middle and bottom on the both sides. If ACES suit is worn inside a part internal of which states that helmets are on, you can see that half of the helmet is orange.
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Hello Benjee, I have a question, how can I use this functionality proper? I kitbashed myself some suits with aesthetic that I'd like to see on my kerbanaughts, woth the system that is like your ACES/MMU for IVA/EVA, with colored accents on IVA suits as well. But unfortunately I can't make it work and they still use default IVA suits. I started with IVA suit themselves just to test things out, and here is my config (a kinda older version) As you can see, I don't specify neither normal map nor icon, because I'm fine with default ones, may this be the reason why IVA replacement plugin doesn't work? I tried replicating spacing between brackets as close as possible, and also removed space in the folder name. I planned to replicate your mod's folder structure today (as you can see my suitpack is basically just one folder right now) but wanted to ask, maybe i miss something.
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Buffalo 2 Modular Space Exploration Vehicle
nothingSpecial replied to Angelo Kerman's topic in KSP1 Mod Releases
Wait, do two windows morph into longer one?! What sorcery is that?! -
NESD's warehouse (9 oct 22 - New mod "SpikeX")
nothingSpecial replied to NESD's topic in KSP1 Mod Releases
Okay, one more question, is the escape tower meant to be only surface attachable? I mean it isn't that hard to put it in proper place, just a little bit weird. -
Actually no, this position is actually almost the best one for the reentry, because this way body will have lowered stress due to G-forces. Reentering facing back (like in capsules) but with spaceplane trajectories would have the least stress AND least G-forces, but requires larger vehicles, like this one ESA ACRV project: And reducing stress on the body is very important if we are talking about crew rescue with possible injuries.
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Hello again, Benjee! There was an idea that haunted me since I've tried your mod for the first time, but I kinda dismissed it because it has a certain assimetry to itself, but this night something clicked in, and I realized it can go both ways. Can your plugin handle both adding helmet and a backpack-type wearables? To be more precise, even stock ones would be enough, and I don't feel that this idea merits working on any additional assets. If so, is it possible and would it be appropriate to add some functionality to helmet parts? I was always thinking about how EMU helmet assembly actually isn't a useful choice for EVA activity because it means that both inventory slots are taken up by it and jetpack, while the obvious choice for station-based EVA is having jetpack and 1) a small part to place on the station itself, 2) a repair kit, maybe 3) an EVA science kit or 4) a fuel cylinder. It could be more useful though if it combined some functionality in itself. I always thought about fuel cylinders in this regards as of something non-consumable. But this sounded very arbitrary, wasn't really visually obvious and just didn't feel right. But what if mod included two optional versions of either helmet options in the form of patches replacing the default ones or just adding alternatives? ACES helmet could have a version with both it and a stock parachute (as a closest to a useful thing in landing scenario), and EMU head assembly could contain an EVA jetpack (as a closest version to both MMU and SAFER). Additionaly, if this idea will be proven to be feasible, both ACES/EMU parts occupying inventory would pretty much be analogous to stock loadout but in a shuttle (and Orion) style.
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NESD's warehouse (9 oct 22 - New mod "SpikeX")
nothingSpecial replied to NESD's topic in KSP1 Mod Releases
Also tested R-9 parts, well, that's a beast... -
NESD's warehouse (9 oct 22 - New mod "SpikeX")
nothingSpecial replied to NESD's topic in KSP1 Mod Releases
Tested Vostok gear and docking ports, they are absolutely smashing! What is the intended cradle use? Inline cover/decoupler? -
On the one hand, this would be a nice solution. on the other, the suit picker is really very cluttered: you can have one additional default suit skin and two additional vintage/futuristic/sleek suits visible, everything else should be picked with "previous"/"next" buttons. If it won't take too much effort, could you consider making the alternative list without preview, but with more variants visible?