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Everything posted by Kalzuron
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That's what I was afraid of. I haven't delved that deep into IVA yet, but I have watched your vids on it nli2work and they have been really helpful. I guess I'll to look into triggers and try to make a plugin. Thanks for help guys
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That's a pretty cool mod, I'll have to play around with it. I was more looking for buttons and such, like push a button and open the cargo bay. I know I can just right click but what I'm building will have quite a long right click menu. I'd like to be able to put a button somewhere that I can walk up and use as a Kerbal in EVA. I don't know if anyone has done that yet, if not I will see what I can figure out when my project gets to that point. Any assistance on the matter would be greatly appreciated.
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Is it possible to use IVA props outside of IVA?
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Make planets without Kopernicus?
Kalzuron replied to a topic in KSP1 C# Plugin Development Help and Support
Fair enough, I appreciate the explanation, I'll experiment with it. Thanks -
Make planets without Kopernicus?
Kalzuron replied to a topic in KSP1 C# Plugin Development Help and Support
I'm curious about this as well. -
Obligatory "be gentle, these are my first parts" statement. With that out of the way I bring you a bunch of crap. I thought I'd take a less serious approach to part design. These parts were made for my own amusement and hopefully others as well. There are only a few right now, but I'm working on more when I can. Let me know what you think. The Junk Yard This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. P.S.: I apparently uploaded my prototype engine with the other parts. For those who a curious, its a 19 nozzle engine. Each nozzle gimbals 20°, they encircle the piece in 3 stacks of 6 and 1 in the center. The center nozzle points straight down and the others are set +20° to the one below them as they go up. I hope that's not too confusing.
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Hopefully someone can point me in the right direction. Is it possible to find the footprint of a ship? I want to use a variable offset and I'm going to use the center of mass of the ship (or the center of my part) as a min and the radius of the ship as the max. I haven't started yet, just curious if anyone knows if its possible before I head down a road that could lead nowhere.
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Awesome mod man, now I can finally do this
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Don't know if you're still working on this, but I got the Quantum strut "glitch" to work. Apparently it only works if you aim the strut at something like the cubic octagonal strut. When active the ship won't move, although it might wobble slightly around the location of the strut. I've used it a couple of times to test the parts I'm working on for when I find a suitable hover or anti-grav mod. I got a base that I want to float that you can walk around inside and I'm working on platforms that can dock together after launch to form one piece, so you can have whatever size you want.
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Hell yeah, I'll be adding that to my game for sure! Thanks!
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I haven't come across any myself but I'll an eye out. Have you tried Welding?
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I've tried the flat adapters but I can only scale them up to 10 and I want bigger. I've tried surrounding an adapter with structural plates to expand it but my game crashes at about 150 parts. I want a nice big size but with as low a part count as possible, preferably 1.
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I wish there was a way to search out individual parts, all I want the ability to make a disc or have one as a part that I can scale. If there already is one, please let me know which mod its in. If its not, would some one be so kind as to make one for me?
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Thank you very much, I wish I had the time to look at every mod and the possibilities they provide(or to make my own). I appreciate the help and the fact that this forum exists to allow us help each other enjoy KSP in our own ways.
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Look, this is a request thread. If you know how to make a mod I would appreciate any help you can supply, or any ideas how to achieve what I want to do through simple .cgf edits or what have you. If you don't and you just want to dictate to me how I should play my game then you can start you're own thread about how you feel people ought to play KSP. I don't want to Hack gravity every time I want my ship to hover because, unless I'm missing a sub-menu that targets specific ships, every other ship or rover in the area also hovers, but maybe I should just roleplay and pretend my mun rover didn't just float over on to its back and explode. I don't want to pretend, I want help from people (if they wish to offer it) to make my game more enjoyable for me and what I want to do. The reason I want an electric engine is to combine it with other mods I'm using to get the effect of anti-gravity, since other anti-grav mods don't to work well for me I'm trying to find a work around. So to get my ships to behave how I want them to I am using a group of mods together 1: Kerbal Foundries (repulsors as landing gear and low altitude hovering) 2: Throttle Controlled Avionics(take over hovering control when max height by replusor is reached) 3: Quantum Strut or Infernal Robotics (to anchor/park) 4: some kind of pure electric engine(the missing piece necessary to simulate an anti-gravity field)
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Ok, tried using the quantum strut to park a floating ship but it seems they fixed the glitch that allowed the strut to connect with the ground and had it only connect to other parts (still pretty cool though, I'm going put some on the roof of a small ship and see if it can attach itself to the belly of a bigger one). I'm sure the guy who made it will remember what caused the glitch though. I know I'm bombarding you with stuff but I thought I might look and see if other people have had similar issues with vessel switching and I found this guy http://forum.kerbalspaceprogram.com/threads/83091-Project-Ground-Anchor-AKA-Please-help-me-I-don-t-know-what-I-m-doing He seems to be making a mod to anchor a floating ship and ran into the same problem as you, but I think another poster may have found a solution. I hate to be a bother, but I'm sure if you can find a way to park a floating ship so you can switch away whenever you want will be in high demand once you put it out.
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That's about what I was looking for. I don't care if it doesn't work in the real world, whether some one had an Electric engine they made based on theoretical physics or just straight up sci-fi. I don't want all my fuel to be infinite, just the vertical lift engines. I'm looking for an anti-grav work around that will satisfy my ship building desires. I like this idea. I assume, hopefully, that it could be modified to produce xenon as well. I already have 3 Ion drives modified to give 1200, 2000, and 5000 thrust. They work well with Repulsors which i use as landing gear and to maintain hovering near ground level since they are a bit more stable and only use electricity. So, I could technically make a sub-assembly out of a modified PB-NUK to get Xenon then use a second normal one and put them both on a radial attachment node to make an infinite power loop on a per engine basis. I like it I haven't done a lot of messing around with the .cfg's besides a few minor edits, but I will definitely look in to this, thank you. Yeah, I noticed that when I tried it last night. Changed the value on an Ion drive to 0.0001 and Electiric usage went from 100-ish to just under 90,000 So I figured the curve might effect it as well, but I don't even know where to begin editing that field. I tried looking at other engines as examples, but it was 3am and the part of my brain responsible for doing math took one look and went in corner of my mind and cried. If you could point me to a thread that explains the Isp curve values or if its simple enough for you to explain here I'd appreciate it. Anyways, thanks for the help and ideas
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Awesomesauce, I have so many ideas in my head and a good chunk of them involve hovering ships! A flying saucer A delorean A Tardis An Office Building Possibly a hovering wench for picking up kerbals or taking them to just above the surface and drop'em Idk, got tons of ideas that need a way out of my head
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Yeah, I tried their airship mod, but they're so bulky and confine me to building a ship around one large part or attaching it later which takes away from the design I'm going for. Btw, I don't know if you use it but I find Hyper edit http://www.kerbaltek.com/hyperedit useful for getting any ship to any altitude instantly, good for testing things out without having to first get the ship up where you need it.
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Well, I guess a more efficient engine might work as well. Do you know how many 0's I can put after the decimal point for fuel cost?
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I have been all over the interweb trying to find a mod or combo of mods that can allow me to create the kind of ships I want to fly, which would be hovering crafts capable of space flight. I want to be able to gently park a carrier near what ever cargo it needs to haul, load it up and gracefully lift off and in to orbit. Now, Throttle Controlled Avionics can give a balanced Vto, but I want a powerful engine that doesn't require half the ship to be fuel. If anyone knows if such an engine exists, please tell me. If not, could someone make one? Btw, I've found one engine similar to what I'm looking for, but it requires the intake of air as a second fuel.
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I've tried that mod once, had trouble getting it to show up in my parts list. I tried installing it different ways, but it never appeared so I gave up on it. Perhaps I'll give it another attempt. ////Installed it again and managed to get it to show up. For some reason when I try to put it on a ship it wants to attach upside down, which isn't a big deal just weird. When I turn it on though, after setting for the appropriate planet, I get a green light but I'm still stuck on the ground like a rock. Even with vertical thrust I just fall right back to the planet
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It definitely has my attention, hacking gravity causes everything to float which causes problems, I've been trying to combine mods to get the effect I want. The Repulsors in Kerbal Foundries are awesome for low flying craft but come with a height limit, the Throttle Controlled Avionics can give me a ship that kind of behaves how I want but at a high cost of fuel (I would love to find a high powered pure electric engine, but they all seem to need at least one other fuel type :/), I haven't used quantum struts yet, but I'm excited to see if I can park my ship above the surface. Actually, if possible, an omni-directional thrust engine could give you similar behavior, of course it would need supporting thusters to keep the ship facing the direction you desire. But I'm getting off track, perhaps I'll post that as a request. Anyways, I appreciate you're hard work and I don't mean to tell you how to do what you're doing, just trying to help brainstorm.