Disreputable_Dog
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Everything posted by Disreputable_Dog
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I've loved KAS since the moment I first saw it. it makes for some really awesome experiences when you, saw, pull ships together in outer space using winches, or carry around pieces of equipment on the surface of Eve using airships. I'm hoping we might get some larger Storage crates down the line, so we can put some more interesting, larger parts in them. It would be amazing if you could build a rocket home from pieces you put into storage. Also, is there any way to release the storage crates from their little connectors? It would be great if you could empty them out, then remove them and replace them with new, full ones for a reusable supply ship!
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[0.21] Hooligan Labs - Airship, Submarines and More
Disreputable_Dog replied to Hooligan Labs's topic in KSP1 Mod Releases
might have been the fact that they were so heavily buoyed up by the balloons that it messed up the grapple.... ill run more tests. and take some pictures! -
[0.21] Hooligan Labs - Airship, Submarines and More
Disreputable_Dog replied to Hooligan Labs's topic in KSP1 Mod Releases
If i use the KAS grapple hook to, say, grab the ground, could i use it to anchor my airship, or even reel it down lower? this must be tested! Edit: Yup! Totally works. now to make an enormous airship that tethers itself to the ground with grappling hooks. Edit 2: now what happens if i, say, make a bunch of little probes that i tether to the ground with grappling hooks and then inflate an envelope connected to them? SCIENCE DEMANDS EXPERIMENTS FOR THE EXPERIMENT GOD After various tests i have found that though it works, it will not keep them attached to the ground if you switch vessels -
[UNOFFICIAL/FANMADE] 0.17 Discussion thread
Disreputable_Dog replied to kacperrutka26's topic in KSP1 Discussion
I guess thats going to be one of the huge obstacles to overcome down the line, since eventualy you really are going to need to be able to make more interesting terrain, and the height maps just won\'t cut it for planets that need more extreme landscapes. also, the whole height map thing means that all the planets are technically just hollow shells, so you can\'t make any sort of cave system in them either (or really deform them in any way.) -
Silisko Industries Addon Development - Thread 2
Disreputable_Dog replied to NovaSilisko's topic in KSP1 Mod Releases
now that IS a sad thought :/ its been a fun run, but at least we might get to see versions of this in the main game soon. in some form, at least. -
everything is just amazing with this patch! now all I\'ve got left to think about is whats going in the next update! can\'t wait for you guys to start dropping hints ;D
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Silisko Industries Addon Development - Thread 2
Disreputable_Dog replied to NovaSilisko's topic in KSP1 Mod Releases
do the probodyne and BACE core parts (like the probe cores and the BACE buildings) still need kerbals in them at launch? and does the habitat BACE part let kerbals get inside it? -
Silisko Industries Addon Development - Thread 2
Disreputable_Dog replied to NovaSilisko's topic in KSP1 Mod Releases
Magnet launching grapple! -
Man, this update is AWESOME! Just landed a second rocket on the Mun, jetpacked Jeb from his wreck to the new rocket, and Am about to see if I can successfully fly it back to Kerbin! I couldn\'t imagine doing this before, its just too cool! I can\'t wait until I get him home, then set course for Minmus! I love you guys! And I can\'t wait to see what the next update has in store! I\'m just itching for a sneak peek at it!
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Silisko Industries Addon Development - Thread 2
Disreputable_Dog replied to NovaSilisko's topic in KSP1 Mod Releases
That would certainly be nice! I can definetly see Silisko making some interesting new things for us to play with. Hes definetly the modder I trust to produce high quality mods, and to have quite a good hand at making parts that add more and more to the game. I remember the bits he was doing with cameras, I wonder if hes still working with that? That was awesome, and if he can get it to work still, it would be VERY cool to see something like a space telescope that we could actually see out of (though currently space is rather empty.) -
Thank you Denied! Thats a huge help! :] now i\'ll be able to get down off the ship without needing all those ugply ladders strapped to the side, causing drag n stuff!
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Hurray for this Update! I managed to land myself on the moon and send Jeb out on a walk! Unfortunately, in classical KSP style, the 'landing' involved my ship tipping over at the last moment, hitting the surface, and breaking apart, leaving my little command pod to roll down a hill into a crater. But he still lives! Since then I\'ve been trying to send mission after mission to save him. Id rather leave a substitute Kerbal on the moon, then leave the all mighty Jeb there all alone! Unfortunately, I haven\'t figure out a way to swap the Kerbals out, so that Jeb can fly home, but I\'m sure I\'ll come up with something! Till then, I\'ve been sending him out on little spacewalks to explore the crater (its not very exciting. Just a big dark hole, really.) Though I did make an expedition to the crater\'s lip to take a peek out. not a whole lot to see. I look forward to an update that will give me something like a Mun rover to drive around in! Would make exploring MUCH more interesting :] Though With all this talk of EVA\'s and Mun landing starting to feel like real Mun LANDINGS, as opposed to Mun sitting-on-it-till-you-get-bored-ings. Also, I never figured out how you are supposed to extend those attached ladders. They all show up as '?' in my staging list. Do they have to be activated from outside the ship? In any case, I hope that this advancement in Kerbal Space Technology will soon lead to ways for us to leave Kerbals on the Mun/ Minmus more permanently! (some sort of base part that we could disconnect from the main ship wouldn\'t go astray, or at least a cargo-part that would let us carry things like a Mun rover or a building part without having to have it placed as a full part in the staging process) I haven\'t made a working rocket with the huge fuel tanks yet though. They seem a little unbalanced, and its a shame that they are the only thing wide enough to carry the three-man team into space. (well, that and the Space-plane one, but I haven\'t even tried using those yet. They are too hard for me to design.) But in any case, I sincerely am overjoyed with all the stuff you guys worked into this update, and I\'m excited to see what comes next! Hopefully something to expand on the stuff you can do in space/on other surfaces. Till then, Good luck and thank you for all the hard work! P.S. Have you guys worked out a way to create unmanned rockets yet? They would be more then welcome to lots of people, I would think. Partly for practice runs to things like the Mun and Minmus, or to do work that would basically either leave a pilot stranded or force you to make the ship even more complex then it needs to be to get the Kerbonaut back to Kerbin. Things like making 'Satellites' (even though there are no actual Kerbal-made satellites in the game yet) and transporting supplies or other interesting things like a rover or a section of moon base! Anyway, just thought I would throw that in! Good luck! and once more, thank you for all your hard work!
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Silisko Industries Addon Development - Thread 2
Disreputable_Dog replied to NovaSilisko's topic in KSP1 Mod Releases
I wonder, Will these all get updated to work with .16? or do they already work with it? -
Man, it has been AGES since I last played this game, or got on the forums. Glad to see that Your going strong with all the modding!. My big question is how far do you think you will be going with animations? Lander legs and solar panels? or could you make much larger, more complicated animations for some of your sets? Things like parts that would fit inside the regular vertical rocket but could be deployed into a much larger horizontal model (I\'m thinking things like wings for space-plane type rockets) or could unfold to give access to other points that you cant build on directly (Thinking about things like building space stations, so you could send a rocket up with the parts stored in a tall vertical assembly, that will unfold after you eject the shell around it to be much much wider, something which wouldn\'t be possible before because of the huge drag on those parts) Do you think it would even be possible to have a moving part with docking points attached to them? so that you would be able to do things like 'dock' with a rocket that\'s sole purpose is to launch fuel into orbit and then 'dock' it to another ship that\'s going to blast out into space with its brand new fuel using one arm? Sorry for the absolute wall of text, I just find Silesko\'s modding work so fascinating I want to ask more and more and learn what he can do with all this! :] Hopefully when we get docking in 1.6 well get to try some amazing things with it! :]
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for some reason, whenever i see the mini capsule, All i can think is that it looks like it shouldn\'t have anything to slow it down. xD IT looks like it should just be built from the hardest things they could find and just slams into whatever they\'re aiming for and hope the capsule doesn\'t get stuck too deep in the ground.
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Duh. I can\'t believe I said that! that\'s exactly what telescopes do... yes, I\'ve wondered about that too. Thankfully I\'ve devised a rocket that can slow myself down for re-entry quite well, so it shouldn\'t be a problem, but I\'m wondering what it will do to other things. Like, will re-entry heat cause a fuel tank with fuel in it to explode faster then an empty one? (speaking of which, why does everything 'explode' when it hits the ground or another object? I highly doubt empty fuel tanks or pieces of wings would 'explode' the same way an engine would. Also, now i have some questions about the new kit and about the action buttons. How exactly are the fairing supposed to work in the new pack? I\'ve tried twice to open them while approaching the Munar surface now, and both times they wouldn\'t disengage. are they meant to be opened in 0g? and is there anyway we can remap the action key from 'g' to something else for opening the solar panels? I\'ve had at least three crashes because i hit 'g' by accident while using F key to momentarily disable SAS to fine-tune my approaches to the Mun and the solar panels opened inside my fairing and clipped through it, making the whole ship freak out and tear itself apart in a crazy spin... will G always activate EVERY moving part on our rocket? this is a link to the picture. I\'m still not used to the whole forum stuff to put the actual picture up. sorry >.< I\'ll fix it later if someone tells me how. its a picture of the cross section of the rocket I\'m using, under the fairing. I\'ve gor a SAS attached to the fairing decoupler thing, then another decoupler for the actual lander. http://imgur.com/GKIIp
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so the new camera part and the telescope part are both supposed to be able to let us see through their lens, right? I can understand that the camera part would give us a normal view, just that it would be out of the camera, but will the telescope let us see deep into space? I know there\'s nothing to see out there right now, but it would be cool for when we do get other celestial bodies to have things like space telescopes mounted on the moon to gaze into the stars! P.S. would there be any way for us to Just look through the camera\'s view? It would be cool if we could swich the two screens around, so you could have the external view of your ship become the small screen and look through the telescope on the bigger screen. P.P.S When we have electricity (and will be needing things like solar panels to keep our orbiting devices powered) will we have some way to lock our solar panels to face the sun? P.P.P.S. I love the pack, made my first real Munar landing with a probodobodyne probe! P.P.P.P.S. A question about the hinge part your putting in. will they be activated like the solar panels are by pressing \'G\'? Would there be a way to make a sort of separate panel for them, so that we could activate them in a specific order, for more complicated probes and spacecraft?
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haha, well this idea certainly doesn\'t care about speed. its like something i would send out int the black depths of space and leave for ages. anything that doesn\'t require fuel to move would be awesome xD though if we wanted something with 'no fuel' someone could probably create a solar sail to ride solar wind, though that would require the game to take Solar wind into account, which i don\'t think it does at the moment. because if it did, I would CERTAINLY create that mod myself, right away x] I would create a whole industry for it! XD Solaco Solar Sailing Supplies Inc.! XD
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Dangit. I was hoping that there would be a way to bend the limited scope of physics in the game world to allow it to happen. oh well, guess its back to my other idea for launching things around space in odd ways, the top method, with a rocket on one end and an equal-mass ship on the other, and have the rigs on opposite ends of a long and heavy-centered arm so they would spin, then release the ship once the spin was incredibly face
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I meant in the sense of 'would the motion of the lander legs have an affect on the movement of the ship in space.' i was kind of thinking that if they did have any significant effect, i might be able to 'swim' a ship through space using the momentum of the legs moving in sync. not enough to, say, break an orbit, but just the ability to move in space without power would be interesting