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Raptor22

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Everything posted by Raptor22

  1. Yeah, they haven't added the liveries back in. I think it's because they are making a new system where you can put your own name in it. But if that's not the case guys, just put those files back up! Put the ones where there are multiple cockpits if you don't feel like making the texture switch thing work again. On another note to you gusy (Nazari, Avalon, and Helldiver), how's the EX coming along? Anything new? Have you gotten to texturing other parts/making the high-LOD models of things? I'm not trying to bug you guys, I'm really not. I just love seeing mods and games progress, slowly growing and being sculpted.
  2. Hey, sarbain, since you show the condensation plumes in the VAB and SPH, would you think about adding sparks falling from the craft, like from welder's torches? That would be pretty cool.
  3. So, KSP modding community, I'll need to call upon you to help me search through the sea of mods out there. I swear that I remember getting a mod at one point that is similar to cool rockets, but instead of showing just the condensation plumes coming out of the engines, they would show sparks coming off of the craft as if they are from welder's torches. Does anyone know of a mod like this? If there isn't, and if any of you know how to mod, it would be cool if you could make that.
  4. Just making sure. I don't want people to be like "HEY! I haven't watched Star Wars! Now you've offended me and spoiled it!" I've been on the internet long enough to know that some people are hypersensitive. By the way, if you don't want the 7th episode ruined, DON'T GO ON REDDIT! I had it spoiled and it ticked me off.
  5. Yes. I even added a couple reaction wheel modules. RCS thrusters, SAS, and more reaction wheels. Speaking about the RCS, you have the bubble effects coming out the opposite direction that they are supposed to.
  6. While these do look cool, the controls are absolutely vomit-inducing. Since you don't have a water compressor/decompressor (like the maritime pack), I have to increase and decrease ballast manually. That means that one side will be heavier or lighter for a second, resulting in a flip. I don't know what levels you have the ballast at in the picture of the sub above, but none of the ones I've tried work. The sub's nose keeps pitching wildly. Even if I try to make a small one-person sub, using the ventral ballast tanks, it keeps wanting to go belly-up, no matter if I have the ballast tanks full. I'm not saying that the mod is bad, it just needs something to make the controls better. Although it may just simply be that KSP has god-awful water physics. All submarines from all mods that I have tried cannot stay level. Either they are trying to pitch up or down or go belly-up.
  7. You could also get the B9 HX pack. I believe that the original KSO fits in the large hangars (It's been a long time since I've used it), and you might fit the Super 25 or even the EX in there if you get creative. There's lots of ways to make it an interplanetary shuttle. That's why I love this mod.
  8. "I can't maneuver!" "Stay on target." "We're too close." "Stay on target!" "Loosen up!" For you poor uncultured swine who have not watched the amazing work of 1970's CGI (I'm joking! Don't take this as being offensive!), Star Wars, this is a reference to the scene where they are going through the trench on the Death Star's equator. In the Malemute's IVA, they have the targeting device used in the movie.
  9. It could. I have made even the original KSO work as an interplanetary spaceplane. I get some hardpoints and fuel tanks, strap them on the side with some nuclear engines and... voila! You now have an interplanetary KSO. For the final descent back on kerbin, I jettison the interplanetary engines. You could also make a centerline mount and get one of the FTL drives and put that on there.
  10. Well, I'm guessing that this is dead. I see a couple people trying to tie it together, but it hasn't been updated since 0.90, so... It's dead, Jim... By the way, I know maritime pack is out. I just don't like using it for military stuff because it is too small. The boatparts pack is the only one that has useful carriers that you can actually land on. This has arresting cables and landing gear that latches to the deck. Now, it's just a runway slapped on a hull. I also like how you can go around inside the submarine. I used to use the doors to make bases I could walk in.
  11. So, does anyone have a working submarine that they're comfortable posting? Every time I try building a submarine, it always works horribly. When submerging, it gets all off-balance, and it's just a pain.
  12. Alright. Sorry about that. I'm just trying to make a suggestion, that's all.
  13. Perhaps when you are almost done, you could make a trailer for it. Here's some ideas: Start off with grainy old footage of a KSO or Super 25 launch. Make it seem all historical and nostalgic, like the clip of Neal Armstrong stepping off the ladder and saying "That's one small step for man, one giant leap for mankind." Figure out some sort of transition to the new EX launching, and have clips showcasing what it can do, such as: Deploying and capturing payloads Docking Orbital Maneuvering IVA technology End with it re-entering the atmosphere, slowly gliding to the runway and touching down, popping the drogue chute. Fade to black as it is coasting to a stop, with the music fading, and have the logo fade in, with the slogan that I was thinking about coming in just after it. Keep in mind that these are all just suggestions, and that I'm not making you do anything. While it would be cool if you took it into consideration, you don't have to use them. I'm just trying to help you guys come up with ideas. You already got the basic idea for what the shuttle should look like, and modeling and texturing it is pretty easy once you got the idea down - if time consuming. But probably one of the hardest things is actually advertising it. Making it look pretty for screenshots and/or videos, coming up with descriptions, etc. I've been taking some manufacturing and design classes, and I often find that naming some of my stuff can be quite difficult, and it's hard to not just call it the "Thing-a-ma-jig ©" Since you are already working so hard modeling, texturing, and eventually making configs for these things, I thought that I may as well lend you guys a helping hand, taking off some of the load of having to brainstorm things.
  14. The KSO mod works fine with 1.1.3, as far as I have seen. I don't know what the update has done, but everything appears to be working, although a bit less stable than normal. I occasionally get random crashes, but I counter it by quicksaving frequently. If I crash, I just load the most recent quicksave. Also, the KSO EX is not going to be ready even in pre-alpha for a long time. They're still modeling and texturing it! Configs? HAH! That's not going to come around for a long time. Hey, speaking about the new KSO EX, I kind of have an idea for the description. It could use some tweaking, and you'll probably see me edit this a dozen times to get all the info right. After the resounding success of the previous two KSOS shuttles - the original KSO and the KSO EWBCL "Super 25" - which have since been retired after many years of service, Murika Superstellar Inc. is proud to present it's newest product: the KSO Extended Transporter. The KSO EX features a 2.7MX5.5M cargo bay. It sports the "moon door" docking port used by the Super 25, now with extended fuel and crew space. It is able to haul (_ tons) to orbit and bring (_tons) back to the surface. The EX uses a new single-tailed design, with two OMS shoulder pods for superior orbital maneuvering. It has been praised as the most reliable and versatile shuttle to-date. "KSO EX: Bringing the stars within our reach" So, there are multiple ways you guys can do this, and multiple things I can come up with. I'll have to scroll back to get all of the stats in there. This version I call the "stereotypical informercial" design. The last bit is supposed to be like one of those catchy sloagans. For example, in Subnautica, the new Exo-AHEM- P.R.A.W.N. suit has at the end of its description, "P.R.A.W.N. It's got you covered." (no, I am not advertising subnautica) But you can see where I am going with this. I think that you should at least mention how the last two orbiters have been retired, some stats, (perhaps the new design), and at the end a catchy slogan to give it more appeal. You don't have to use my idea, but I'm just trying to help make your job easier by helping brainstorm descriptions and other such things.
  15. Fine. I guess you guys have no sense of humor then. *edited* There. Happy now?
  16. Also, add some darn albator to the shuttles! This is the fifth time I have exploded on re-entry! I have to go nose-first because the nosecone has more heat protection than the shuttle. If I move an inch, I explode and die. Rest In Peace: Jebediah Kerman Bill Kerman Bob Kerman Valentina Kerman Mitlorf Kerman Natadi Kerman
  17. Go back to the original thread for 0.90 It has a thing that has the elements used to make custom mission patches (really just changing the KSTS number). I can change the number just fine. I just want to have new patches for the super 25. Imagine that! The shuttle's soon to be retired and it still has not gotten a single mission patch!
  18. Well, I found another bug. In the original KSO cockpit, the navballs on both sides are missing, and you can't switch the display from the modern hud-type to the navball. I'm not sure if it's because of the KSO props or because of RPM. I haven't tested it out in the Super 25's cockpit, but I assume it's the same there. My next mission will use it, so I'll let you know then.
  19. So, this is off-topic from what I was talking about earlier, but whoever made those two patches for phase one and phase two should also make some for phase three, four, and five (the new EX, once some textured pictures come out to give you an idea of what it looks like in-game). Also, either Nazari or Helldiver, could you post updated versions of the extra cockpits (the configs will need to be the current one.), and the patch creation kits so that other people can make those patches if the original person doesn't feel up to it? (by the way, I can't draw to save my life.)
  20. Well KSP 1.1.3 has came out and royaly f***ed up a lot of mods, including tweakscale. You guys may want to jump on stitching together a new patch.
  21. Alright! You guys have already let them know. That's one less thing I have to complain about today.
  22. Oh, alright. Now that I think about it, perhaps it's just Mini AVC, since an update can come along and it will be just fine, yet miniAVC says it's outdated *EDIT*: Nope. All of my saves are outdated. ... F***ING PERFECT! *EDIT THE SECOND*: I was building in the spaceplane hangar and I realized that it used the old mirror symmetry symbol. The rover wheels didn't have all of the options. I'm guessing it went all the way back to 1.0.5 or something. Going to present version to see if it will work. *EDIT THE THIRD*: So, I will need to update JSI transparent pods. Kopernicus and Tweakscale are completely broken (according to the thing on the loading screen), and if it pops up there it's probably bugged to non-functionality in the game. I guess I'll go and let those guys know "HEY! YOUR MOD'S BROKEN! FIX IT!" *STAY TUNED FOR FURTHER UPDATES*
  23. Woah! The thread just exploded overnight! Yesterday I checked and it was on like page 10 or 11, and now it's on page 15! I've seen talk about it doing a hard yaw to the right on launch using mechjeb. What's that all about? Oh yeah, and I hate that the day that the new KSO comes out, KSP 1.1.3 comes out and breaks EVERYTHING. Even when I put it at the last version, it still says a crap-ton of stuff is incompatible! Ohhhh.... SONS OF- Yeah, I'm pretty ticked off.
  24. Also, by the way, what software do you use to model the parts? I was able to open the development kit parts with the 3d editor that comes with windows 10, but couldn't open the other parts from the mod. The only other 3d modeling software I have is SolidWorks, but I'm pretty sure that that's not what you used.
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