storm2k5
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Everything posted by storm2k5
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KSP Interstellar Extended Continued Development Thread
storm2k5 replied to FreeThinker's topic in KSP1 Mod Development
Not sure if this is still an issue with the newest version or has since been fixed: One issue I had with the last version of KSPIE with microwave->thermal power was that on Eve, even a powerful reactor (~300MW) with the largest transmitter couldn't send beamed power to a receiver even just 1m away. Below 12km, nothing reaches anything, while above 12km everything seems normal. I get that Eve has a thick atmosphere (1.6atm I think?) but it seems a bit extreme that it wouldn't even beam power over very short distances. -
KSP Interstellar Extended Continued Development Thread
storm2k5 replied to FreeThinker's topic in KSP1 Mod Development
The reason it does that is because 1.2 introduced g-force limits to parts (and also Kerbals...) it can be switched off in the KSP options! -
KSP Interstellar Extended Continued Development Thread
storm2k5 replied to FreeThinker's topic in KSP1 Mod Development
Did you try click that "lower warp power" button before activating? I'm not really an expert on those warp drives, but just having the mass requirement doesn't seem enough for them to operate properly. -
KSP Interstellar Extended Continued Development Thread
storm2k5 replied to FreeThinker's topic in KSP1 Mod Development
I remember that a couple versions ago some parts were changed and when opening the ship in VAB it told me to change those parts. Maybe you could have a look in your save file, chances are that your two ships actually used different parts that are named the same and have the same model. Edit: Oh I think I misunderstood, you load the same ship with 1.2 and 1.2.1 and in 1.2 it works. -
KSP Interstellar Extended Continued Development Thread
storm2k5 replied to FreeThinker's topic in KSP1 Mod Development
I've used the warpdrives in 1.2.1 and they were working fine for me. -
KSP Interstellar Extended Continued Development Thread
storm2k5 replied to FreeThinker's topic in KSP1 Mod Development
I actually tried to do this but it didn't work, will try again. -
KSP Interstellar Extended Continued Development Thread
storm2k5 replied to FreeThinker's topic in KSP1 Mod Development
I been having a great time using KSPI in the last couple weeks but ran out of goals in the Kerbol system, so I added Kopernicus and IA Revived. As soon as I arrive into orbit of any of the added stars the game slows down almost to a halt. The log is getting spammed with: [ORS] Loading atmospheric data from pack: KSPI_AtmosphericPack As far as I understand this is because no resource configuration is found for the new suns and planets (which I kinda expected) Is there a way to disable the KSPI resources completely so we can explore non stock bodies with KSPI? It would be a nice when if it failed loading the resource data it could fail more gracefully and just not put any resources or a predefined amount to the unknown celestial bodies. Not complaining though, just looking for a quick fix so I can reach for the stars Edit: Forgot to mention, running KSP 1.2.1 with latest KSPI -
Thank you! The gloss you see on his green noggin' is actually from his transparent visor I debated myself about the hair thing and what technique to use to paint his hair and decided against giving him hair just because I think I wouldn't get it right. I think he looks ok bald Regarding the thin red stripe: Yes I know, had to leave away features like this. While I could easily paint it on the outside, the space between his leg isn't that big and it's kinda hard to get in there. I might get thinner and more flexible masking tape one day and paint those stripes.
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I created a "Maker's tale" on 3dhubs, so if you want more detail + 3d printing centered discussion, head over here: http://www.3dhubs.com/talk/thread/3d-printed-kerbal-jebediah-makers-tale
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Seriously though, nice find
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I finished my 3d printed Jeb, and thought I share it here. It's quite large (and heavy) as you can see from the 1cm-grid of the cutting pad. It became very clear to me why Kerbals topple down so easily; 70% of their mass is in their heads! It could use more detailed painting, but I'm bad at it, so I leave it like this. The mesh for Jeb was extracted from game using 3d Ripper DX and cleaned up in Netfabb Private. The different parts (body, head, helmet, visor and stand) were printed on a Form-1+ (www.formlabs.com) using clear resin. This is how a part (the body) looks when coming out of the printer: After removing the support structure and cleaning it up a bit: And after sanding, applying spray filler, sanding, base coating: This is the rest of Jeb, prepared for painting: I also printed his visor, sorry for the blurry pic (before polishing): I also made him a stand, so he can float around with his jetpack (also 3d printed, except the brass connector. Base airbrushed black) And here he is, still unpainted on his stand: From here, I airbrushed it white, masked and airbrushed the red and black on his helmet. I used a brush for the rest. Hope you enjoyed storm.