RedParadize
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Everything posted by RedParadize
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I had some other idea for rigid centrifuge, I will work on them after work and post some render. @Shadowmage If you are not interested its all good, I do it mostly because its fun. I would not want to kill your fun in the process!
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@tater Yeah, I was thinking that maybe around 1m diameter for the red stuff would do. If the black outline is included it could roughly be around 5m diameter. I think tunnels could be proportionally bigger, that would allow for a 3.75 I believe. I have a mesh of the bottom one at work, with the top of the hub flattened a bit you can a 1.875 diameter hub in a 2.5 body quite easily. I will try to post it at lunch tomorrow. @Jimbodiah Me neither, I have been in pretty quick spinny stuff in attraction park and never felt bad. But my brother would puke his spaghetti every time. (why its always spaghetti?) I think that people would get used to it over time.
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I like it. I have suggestion if you are interested: \ I can't believe I did this in paint... At work I would have maya at least. Maybe its a bit too sy-fi? Anyways, they would be retractable for aerobreaking. That could make them worth it.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
RedParadize replied to Pak's topic in KSP1 Mod Releases
I want the block II soooo much!- 2,351 replies
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@LucasGamingBestAll Hello! I noticed you are new to the forum. Welcome in! Your mod "sound" interesting, but people won't download it if they don't know exactly what it does. If you want to get people interested in it post some picture of it. Oh, the "creative commons licenses" is not optional, moderator will remove your link if you don't add it. Thanks!
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It need to be from Alien soundtrack!
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[WIP]Escape Pod Mod - REKT development thread
RedParadize replied to steedcrugeon's topic in KSP1 Mod Development
@steedcrugeon Its not that hard, I could send you a config, I won't be able to test it until the weekend but it should be self explanatory and easy to fix if need be. -
[WIP]Escape Pod Mod - REKT development thread
RedParadize replied to steedcrugeon's topic in KSP1 Mod Development
I will convert a REKT into a kis delivery container. Will be perfect to send mails to land colony! Edit: I am dumb, you already did this! -
Greenhouse could be present even without life support, for crew moral or else. At that point it doesn't matter. Like the idea of water shielding.
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[WIP] Nert's Dev Thread - Current: various updates
RedParadize replied to Nertea's topic in KSP1 Mod Development
Interesting! If I may do a suggestion, it might not be one for you... Anyway, futuristic design are nice and good, but most of them have a somewhat slow acceleration. What we really need is a way to accelerate on rail, or anything that would make +20min bearable. NFP and the new engine would be much more usable if we had this. -
My personal opinion on this is that largest centrifuge are late game, by definition they fall a bit into si-fy. You can go crazy and and have some fun with the design. If you want you could also pick existing si-fy design. Edit: btw, did you look at Bonus Eventus centrifuge? Quite intresting.
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Landing leg spontaneous oscillation
RedParadize replied to EmbersArc's topic in KSP1 Mod Development
There use to be a damper thing, at least as far as I remember. I will check after work -
All good, it was nice but not a must have. I would rather have the rings done then that. I am excessively curious to see what you decided for the large one.
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Does the super small inflatable with only one end cap and node still exist? I realise it had very limited use but I liked it.
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I would not be surprised if the drop the window. Take a look at Bigelow Expandable Activity Module recently installed on ISS. Does not look at all like the advertisement. Now the cylinder version would not look like B.E,A,M, but it clearly revealed how difficult it is to fold a thick fabric. From what I read it would be almost a meter thick on the cylinder version so... Edit: the actual real picture of Bigelow Expandable Activity Module is not displayed on Bigelow website, just the render... That say allot isn't it ?
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These are actuality just mockup used to get more investor in. When I was working on Journey to space we got gigs of reference and very little was usable. The blueprint (if we can call it that) I have seen didn't feature windows in fact. Edit: Just to be clear I am not saying you should remove them, many of Bigalow marketing stuff feature windows. At that point the looks is pretty much on you.
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Windows depression is a tad too squarish and edgy, a bevel would do it (and complicate the blend shape quite allot). Aren't they too big? I always find windows too big... I suggest round window of the same size as the one on the DOS family and maybe a bit less deep. Some extra external details would be nice. Just my grain of salt.
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[Airships in 1.12.3] HooliganLabs Mods
RedParadize replied to JewelShisen's topic in KSP1 Mod Releases
Really cool! Do you plan on expand on this? It would be awesome to have inflatable version that we can carry to other planets! -
@tater Hehe, You, Jimbodiah, JoseEduardo and myself must have a good 1/2 of the post of SSTU tread. Excluding Shadowmage of course. Not quite sure if its a good thing!
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Does the bug where engine would start before being properly separated from petal adapter have been fixed? (I am sure it had been reported at some point, or was it a stock bug?) Anyway, I will find my way around this. I am just waiting Sigma dimension and various other mod before geting back to kerbal. Still following your progrest tough. Nice stuff as always!
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I was, mainly because that way you can have the mount included in the tank and filled with fuel. It was a nice way to reduce volume without sacrificing style. I will have to rework most of my design, I will survive without it I guess.
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Just to interject. Squad and the Dev that left could both have good reason to do what they did. (whatever they did...) A liquidity issue on the company side translate into a salary/overtime for employees. Companies sometimes have top do hard choice, artist sometimes are pushed too far and leave. The gaming industry is like this. People working in this field know this and know how to deal with it, and a common way to deal with it is to leave. Its part of the game. Now, its usually of bad taste to liquid on your previous employer, even if everything said is true, it still bad. If you end-up that mad at your previous employer, it just mean you should have left earlier and that's it. it still on you. Squad will recover from this if they have the money to hire new staff, if they don't then it mean they could not have fixed overtime/underpaid issues that artist had. If their solution is to sell DLC I am all for it. I spent +1000 hours on this game, I will gladly spend more money on KSP, if the said DLV add something worth it of course. On that I say thanks to you guys, hope you find a brighter sky somewhere, and I hope it does not become gray too quick! Edited: I changed "spent +1000 on this game" to "spent +1000 hours on this game" I don't know how I possibly missed this. It kinda change everything isn't it?
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Damn. That solar panel is amazing! Its weird to imagine that in few month most of the stuff in Kerbal will be shaded like this.
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@Shadowmage I know you had that part done. But do you think you could had the orange/red band at the edge of the panel?