-
Posts
448 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Raptor22
-
I do like your style. It reminds me of the old days of KSP: Ah, and those were the days. Perhaps you can make a texture switch thing with firespitter, so we can switch between textures. I don't like how *almost* every squad update breaks the mods. This is how it goes: Stock: bare bones, what beginners/puritans use Mods/community: replayability and where the fun really begins. They should support the modders a bit more. And, there's nothing wrong with overdoing an engine! MOAR POWER!
-
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Raptor22 replied to Nils277's topic in KSP1 Mod Releases
Ah. I see. Also, I came up with an idea for a part: A low-profile water jet/screw for water travel. I experimented with mods like KAX and Firespitter, but the propellers were too weak. They have long, thin blades meant for air, instead of short, broad blades for water. It'd be awesome to make this an amphibious vehicle. It'd be useful for some parts of Laythe, where the islands are only short hops away from each other. It'd also be helpful for getting you out of the water. One time I screwed up a landing on Laythe and landed 10km off shore. But with the props, I was able to slowly make my way back. The rover floats quite well. Later I'll post a picture of one of the amphibious rovers I made. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Raptor22 replied to Nils277's topic in KSP1 Mod Releases
Yes, I have tried increasing the dampening, disabling steering and motors, all of that. Now I was driving pretty fast. I wish that there was a manual motor limiter, so I wouldn't have to feather the W key so much. I'll mess around with it some more when I get home from school (and get around 4 outlines done. I hate AP human geography. Interesting class, but too much work.) I can always mess with the KJR config. also, what's this "caterpillar" you mention? -
I wasn't trying to come off as being rude. It may be the design of my craft. But, I have noticed the that the control surfaces move the wrong way. They pitch down when I pull back. Now, if they were canards, then that would be expected. However, these are elevators mounted at the back. I love the idea of a low-part count, super-heavy SSTO. I was trying to be encouraging when I said "Hopefully this will work its way through the twists and turns of development hell to be a glorious final product." Best of luck to you. However, I wish that it looked a bit more stock-alike. Your textures are very akin to those from mods back in the early days of KSP (the good old days, in my opinion). Somewhat similar to Bobcat's style, if you look at his old HOME mods. Perhaps you can make your own, super-large engine, that way I don't have to attach 15 billion of them to the back of the craft.
-
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Raptor22 replied to Nils277's topic in KSP1 Mod Releases
Yeah, scratch that about rover trains. I edited the config for KJR and the trailers go nuts. They just swing all over the place, even when locked! -
While this looks cool, and is an interesting concept, it's quite broken right now. Hopefully this will work its way through the twists and turns of development hell to be a glorious final product.
-
Buddy, I think that Alexustas has just stopped doing KSP. He may come back some day, but for now, he's gone. R.I.P. ALCOR. You have served us well.
-
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Raptor22 replied to Nils277's topic in KSP1 Mod Releases
No, there is not one. You can hide folding panels, RTGs, and fuel cells away in service bays. They don't flex much. You'll only see a lot of twisting when you make long rover trains. BTW, that's one of the many things this rover system is very useful for. They're similar to the road trains found in Australia. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Raptor22 replied to Nils277's topic in KSP1 Mod Releases
Alright then. Also, I just noticed that you have a shower in the airlock of the crew module. XD While a good use of space, it's sort of dangerous. One latch malfunction and your shower will get quite cold! ... or quite hot. Depending on where you are. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Raptor22 replied to Nils277's topic in KSP1 Mod Releases
If you're going to make a docking system then you might need to make an adapter for the PBS. With the Bigfoot legs extended, the Lynx is just a tad bit too tall (that was on eve; probably taller on other planets). Who knows, you could make a part that uses infernal robotics to raise and lower itself. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Raptor22 replied to Nils277's topic in KSP1 Mod Releases
Beautiful work! I love your PBS mod, and this looks like it will compliment it nicely. Any status on fixing the issue with Kerbal Joint Reinforcement? I would like to have articulated rovers, but I don't want to give up my freedom from strutting everything together. -
You should temporarily shift your focus from the EX and make a patch! Things have changed, and it doesn't work as well any more. The aerodynamics need tweaking for the new model. The gear needs updating (BTW, the firespitter landing spotlight module is glitchy. Just change it to a regular landing light module.) I tried fooling at with the configs, but I couldn't get it to work. At minimum, I ask that you make a patch for the wheels and add comms to both shuttles. I would recommend having a 500K transmitter, as attaching antennas to the side of the shuttle looks ugly. You can probably base it off of the stock configs. I made a patch for the Boxsat mod's antennas. I'll continue to work with the configs. If I can get something to work, could I email it to one of you (Avalon, Helldiver, or Nazari) so that you can take a look and hopefully post it?
- 1,016 replies
-
- shuttle
- space station
-
(and 1 more)
Tagged with:
-
Finally some posts! I also drop frames, but the scatterer mod might be to blame.
- 1,016 replies
-
- shuttle
- space station
-
(and 1 more)
Tagged with:
-
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Raptor22 replied to ferram4's topic in KSP1 Mod Releases
I found that this is a little too effective. When you disable the joint lock on the claw part (or any part that you can lock joints on), it doesn't flex around. Could you do something about that? Perhaps disable it for just that part if necessary? Or add an option in the config file?- 2,647 replies
-
- kerbal joint reinforcement
- kjr
-
(and 1 more)
Tagged with:
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Raptor22 replied to Nils277's topic in KSP1 Mod Releases
Well yes there are the corridor/hub parts, but they are only one unit long. It would be nice to have slightly longer ones. Although I have found another way to improvise using the structural fuselages. -
Considering that it has been around a year and a half since the last post was made, I'm pretty sure that this is dead. The beta release was around three years ago. Could a moderator please close this. @sal_vager , I don't know if staff have similar roles to moderators, but if you do, could you do the honors and lay this thread to rest?
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Raptor22 replied to Nils277's topic in KSP1 Mod Releases
Ah. Well I planned to use it for the gangways, which currently we have to improvise by making a chain of hubs. And an update: even by changing the category, the parts do not show up. Oh well. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Raptor22 replied to Nils277's topic in KSP1 Mod Releases
This is amazing! Your stock-alike style is just perfect! I wish that there was more! On a side note, the depracated parts are not showing up in my part selection. I downloaded it and put it in my directory, yet I can't find them. I snooped through the config files, and I saw that under the category header it has it listed as "none". I'll try editing the category and I'll keep you posted on the results. If it works, I would recommend that you fix the files and re-upload them. -
I know that it's not modeled. I just want to know so that I can make it somewhat realistic! If someone can give me the information, I'll just figure out the equations myself!
- 33 replies
-
- 1
-
- roche limit
- math
-
(and 1 more)
Tagged with:
-
... I just want to know Laythe's Roche limit if put around Kerbin... I didn't ask for all of this atmosphere overlapping stuff.
- 33 replies
-
- 1
-
- roche limit
- math
-
(and 1 more)
Tagged with:
-
@smotheredrun No offense taken. You were right to the point.
- 1,016 replies
-
- shuttle
- space station
-
(and 1 more)
Tagged with:
-
I know that the roche limit isn't in the game, but I just want to make it realistic. But if I could fly from one to another, then that would be pretty awesome. Or perhaps I could make a plane using the ramjet engines that will allow me to jump out of the atmosphere of one planet and into the atmosphere of the other.
- 33 replies
-
- 3
-
- roche limit
- math
-
(and 1 more)
Tagged with:
-
Calling all math nerds! So, I'm only a freshman in high school. That means that I have a pretty hard time with the equations used for orbital mechanics and things such as - in this scenario - Roche limits. I was thinking of using Hyperedit to put Laythe in orbit around Kerbin. I want to put it as low as I can to the Roche limit, so that I can reach it easily. Could anyone help me out?
- 33 replies
-
- 1
-
- roche limit
- math
-
(and 1 more)
Tagged with:
-
Any news on an update? Any new dev screenshots? Any word of a possible ETA? Basically, is there anything new going on?
- 1,016 replies
-
- shuttle
- space station
-
(and 1 more)
Tagged with: