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TiktaalikDreaming

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Everything posted by TiktaalikDreaming

  1. It's "active" in the sense it doesn't seem to have broken in newer versions of KSP.
  2. Before I embarked on the revamp, there were RO configs included in the mod. I've been working on those recently, as I noticed RO has almost caught up to stock versions. The configs aren't quite ready for prime time, and I haven't even revamped the A10 yet, but the RO configs would live here when done https://github.com/TiktaalikDreaming/WernhersOldStuff/blob/master/configs/RealismOverhaulWernhers.cfg The old non-revamped A10 still works. Tis looking a bit ugly next to the new parts. Also, you'll need hot staging. But it will get you above the Karman line.
  3. I'm not very up to speed on FAR, I haven't used it for a long time now. But nothing in the mod uses custom drag cubes, not even the chutes. And as far as I know, the colliders all match up to the shape fairly well. So I'm not sure where the drag's coming from. If it was stock aero, I'd say something's gone fubar in calculating drag cubes, and to delete the PartDatabase.cfg file from the main directory. I *did* have an issue at stages with the ELK "capsule" for a while, but that was due to changing both Blender and Unity versions, having to scale down the models in unity by 100, and that not affecting the colliders. AFAIK, that shouldn't have impacted the KOOSE pod. What version are you on? For other purposes, parachutes have caused issues before. Depending on how FAR works, it may have calculated drag on the open chute. Can you just check if you still see the large drag without a parachute attached?
  4. OK, well, the external command chair edition has disadvantages and advantages. It's annoying as hell to get into, but when you're in it, the aero works.
  5. Nearly there. Just have a bit of Kerbal butt and pack poking through the shield.
  6. It probably works better without piling half a house full of gear on the top, but, just maybe, strapping some extra junk to the bottom? Damages to grandparents strapped to the outside are not warranted.
  7. OK, The mod is updated (marked as 2.0.1 for the new pod) with a KIS inventory inflatable pod. Jeb here is wearing it as part of his EVA ensemble. There's a few small tweaks to come. At the moment, it's ONLY useable if you have KIS (Kerbal Inventory System) installed. I intend to make it so if KIS isn't installed, then it comes as something you can pop in cargo bays or service bays, detach, and then use as an external command seat. Then if KIS is installed, it becomes an inventory item, wearable as a pack. Initial tesing suggests I have some transforms upside down and back to front. Unfortunately, having a laugh at "Sooon!" memes doesn't keep reentry heat at bay. But, apart from every transform being wrong, all the functions I wanted to test worked. So, it's just a bit of messing about with transforms, and then the part will be available for anyone, regardless of other mods.
  8. After some hiatus, I relooked at the whole inflating ELK thing. I remove all the old animation, and just split off all the hard components. Those got animated in the regular move/rotation ways to packed nicely around where the kerbal pack should be. Then I made a copy of just the outside shell, and used sculpting to form it around the packed away parts. The animation for the main heatshield/ELK is a combo of the final form expanding from hidden, and, once that takes over the shrink-wrapped deflated ELK, that then shrinks away to be hidden. It's a cheap and nasty trick, but the whole expansion takes very little time. Anyway, there's still some tweaking, and possibly adding some pack straps or gas bottles or something. But I'm 200% happier with it now. https://github.com/TiktaalikDreaming/KOOSE/releases/tag/1.2.5 I'm approaching a 2.0 (once I'm happy the ELK is release worthy basically)
  9. Nice roo. But everything knows its the emu for the win. Especially vs crazy humans that think they can win a war on emu home turf.
  10. WernhersOldStuff aka the German rockets only uses non standard propellants if realism overhaul or real fuels is installed. Yes, then it's ethanol, but it's never been kethanol or similar. Now confirmed (which is what I get for taking a day to respond)
  11. OK, it's been a while. When KSP 1.8 came out, for no reason apart from curiosity and stubbornness, I decided to update this project to Unity 2019 and the new part tools. AFAIK, there's no great reason to do this, but I've switched to blender 2.80, and I guess I was hoping Unity 2019 would be better at handling it. As it turns out, the opposite seems to be true, Unity 2019 does funky things with fbx imports and the blender import basically steps through blenders fbx export scripts, and I had a fudgy workaround to make that work with Unity 2017 and Blender 2.80, which still works in Unity 2019, but does some weird stuff with animations. Anyway, the point is, I have animations and imports working again, and have made some small updates. And now I can progress this again. My plan is basically to fix up the seams at the top and bottom of the front of the "pod", then tackle something as a frame for back of the kerbal pack. Maybe a bottle of compressed something and some hoses etc.
  12. Oh wow. That's so much worse than storage vs payload. I never noticed due to the lack of time to actually mess around with the DLC. All I've done so far is look at the cfg files for the robotic parts. And not even in great depth because I'm not yet doing any robotic parts.
  13. Yep. In particular, even if there's extra bits, the physics is treating it like a kerbal with some extra equipment if anything. So it abides by Kerbal rules, like head up, feet down, etc. Same as the issues trying to sort aerodynamic stability
  14. You don't need to have English ss a non primary language to have autocorrect turn a sentence into gibberish. Look at anyone's twitter feed. I have no idea if it still works, but my space opera mod has a larger bubble that uses this mod's code. So, you install this, and space opera. It's very cheaty so I made it a bit more awkward to use.
  15. Beyond the large drive's bubble, you'll need different mods. If you mean in reality, then there's no clear idea of the limits, but seeing as we can't even begin to build one, that's not an issue. I'm going to assume autocorrect did nasty things there.
  16. Yeah, it's a pig. I've flown to Wein from Brisbane. Down to Sydney, then Dubai, then Austria. And a few weeks later, the whole thing in reverse. The other side of the planet is a pain to get to, even in this day and age.
  17. Yeah, I keep thinking of an Australian meet up, but I'm not even where most Australians are, and there's a few thousand km between places. And then there's the pets. Ain't no turtle kennels around here.
  18. Just a planet between us friend. Nothing a ballistic flight can't fix.
  19. Danke. I was a bit surprised there was only one other half abandoned version when I first looked at this. Considering the career aspects of KSP, I'm a bit surprised there aren't a few more mods doing this. Note: Current version hasn't really got updated A-10+, but the stuff that was built is updated, even if I couldn't greatly increase the unplanned self disassembly chances.
  20. Can confirm, nine hours ago by the course twitter time keeping thing.
  21. I'm planning on a variant for stock using the external command chair module, but I'm not 100% sure (more like 0%) how I'll have then stowed/stored/attached. I haven't so much as glanced at the breaking ground storage things in game, let alone how they work as parts. I just did the "why is storage a separate thing from payload?" double take and moved on. I think it would be best if you don't need a special part to store them, but I'm not sure if that's achievable yet. (EDIT Forgot) That's a very nice patch. As RealKerbal3x said, it's the most commenty patch ever. And PS: The current edition (current github files, not sure about guthub releases) seems to not quite allow survival. I'm trying to tune the ablation to allow survival, but the lack of doco on what each value does isn't helping. Jeb's test flights are getting a bit warm. PPS: The non-survivability was just that I hadn't cleared PartDatabase.cfg, and the dragcube or collider wasn't large enough to protect Jeb. He was heating independently. Clearing PartDatabase seems to have fixed it. Pretty sure the MOOSE flotation wasn't meant to do this
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