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KSP2 Release Notes
Everything posted by Oicani
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Hey there. Project Blackfish is a project started by CardboardBoxProcessor (cBBp, of Kosmos Spacecraft Design Bureau and Dragon Rider fame) to produce the Sunfish SSTO shuttle. The Sunfish is heavily inspired in the VentureStar proposed single-stage-to-orbit reusable launch system and its prototype, the X-33. The Blackfish project's goal is being able to carry a full stock orange fuel tank to LKO. Current implemented and working features include: • The whole ship is a single part. No assembling, no PhysX lag • A whole ton of custom animations • Custom flaps • Custom re-entry flaps; their lift gets turned off when not in use since they are streamlined to the body in that state • Custom animated, powered and steerable landing gear and modified suspension system • Spacious payload bay with animated doors • Streamlined docking port with animated doors • Custom aerospike engine based on the X-33's (fun fact! the whole engine was modeled, including the stuff inside the body of the sunfish! it has since been scrapped for performance reasons ) We are currently looking for help with polishing, finishing and further developing this project. If you're a KSP modder with experience in plugin programming and/or part editing (eg cfg files) shoot me a PM. The project is currently not open to everyone, but it is planned if the community shows interest in the project. Media: These pictures in particular are from earlier versions of the Sunfish, so some changes are to be expected. And here's a silly video with the latest development version of the Sunfish: (sorry in advance for the lots of annoying mistakes - had to make the video in a rush and only noticed them a good while after the point of no return ) ---------------------------------------------------- Source files: Here's all the files related to this project. If you are interested in helping or just using it yourself as it is (not recommended!) go nuts. License: do whatever you want as long as you give credit (to cBBp especially) https://dl.dropboxusercontent.com/u/1417259/Project%20Blackfish%20stuff%20for%20public.rar If you could keep discussion, updates or any development in this thread it would be nice, but not at all necessary.
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"Map X% of [planet/moon]"
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Thank god this is updated!
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Mod Testing for 64-bit KSP (UNOFFICIAL VERSION)
Oicani replied to mythic_fci's topic in KSP1 Mods Discussions
Crossposting here in case anyone experienced this: Getting the weirdest bug. If I try to timewarp my ship quickly comes back to 1x speed. From then on, I can't warp anymore because the ship is under acceleration. Worse still is that the ship starts wobbling and can't accelerate anymore. It's just frozen over Kerbin, rendering the game unplayable. Anyone know what causes this? -
KSP 64bits on Windows (this time, it's not a request)
Oicani replied to Lilleman's topic in KSP1 Discussion
Getting the weirdest bug. If I try to timewarp my ship quickly comes back to 1x speed. From then on, I can't warp anymore because the ship is under acceleration. Worse still is that the ship starts wobbling and can't accelerate anymore. It's just frozen over Kerbin, rendering the game unplayable. Anyone know what causes this? -
I had an idea: what if these bases made a resource (very, very slowly) over time, that when you amassed a suficient amount of you could build a permanent base on a planet, like what Kerbin-Side does but requiring some hard work towards making your base self-sustainable for long enough to get the resource, etc?
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Oicani replied to Porkjet's topic in KSP1 Mod Development
Thanks a lot for replying! Looking forward to the future! -
Mod Testing for 64-bit KSP (UNOFFICIAL VERSION)
Oicani replied to mythic_fci's topic in KSP1 Mods Discussions
I am not, really. Do the logs tell what part (or at least mod) caused the issue? -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Oicani replied to Porkjet's topic in KSP1 Mod Development
Yo, PorkJet, huge fan of this pack here. I have a few questions / suggestions, would really like to see what you think: • Is there any chance you can make texture maps for KerbPaint, so we can paint SpaceplanePlus parts? • Have you looked into / are you aware of / do you intend to modify anything in your parts regarding the issues with the 64-bit Windows build for KSP? Using some of or at least one misterious part of yours brings up a collision mesh error that crashes 64bit Win KSP ): • Are you planning on making more specialized intakes? SABRE's downward angled intakes (great for high-altitude, high speed flight where you have to point your craft up to compensate for the lack of lift we get in Kerbin's upper atmosphere) and some surface-mounted intakes (see also) would be cool! • Any chance we're going to see some jet engines too? I'd love to see super specialized engines like scramjets. Thanks a bunch for SpaceplanePlus, I really love it! Keep it up! edit: • Oh, oh! Also, are cockpit IVAs planned? -
Mod Testing for 64-bit KSP (UNOFFICIAL VERSION)
Oicani replied to mythic_fci's topic in KSP1 Mods Discussions
Can anyone tell me what's the issue from these logs? Crashing a lot with the ship I'm making. http://a.pomf.se/xgvhwr.rar -
Community Mod Repository and The Majiir Challenge
Oicani replied to Majiir's topic in KSP1 Mods Discussions
I miss you, kerbalnet. Curse is absolutely terrible in my experience. -
This is probably a stupid question but this is what I'm getting. I installed both the ASET ALCOR Lander and the IVA Patch. http://puu.sh/8trYs.jpg What did I do wrong?
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For everyone getting CTDs, does deleting Fairings and FairingBases fix the issue? This is an issue that arises very often. KW aims for stock balance compatibility. If not, many people would complain of them being OP. It uses the same thrust/efficiency stock parts do, which falls a lot the bigger your engine is. That's one of the main reasons a 5m engine isn't in KW - you either get a really big engine that's just not worth using or it's technically imba - which means people will complain a lot.
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Kerbin City Community Project - Phase B - New Islands
Oicani replied to nothke's topic in KSP1 Mod Development
As someone who isn't participating in this project but just following it from the outside, it's awesome! It's something I've wanted to see for a good while, and I'm really happy that it's happening. Is there any change you guys will do an art pass and try to stick to a coherent art style? Basing it on something like Bac's texturing would be really good - there's lot of variety model-wise, and that's great, but the different texturing styles are slightly suboptimal. -
Haven't been able to use LazorSystem with .21, no menus show up. Right clicking the main laser gives me the option to activate, but does nothing. http://puu.sh/4aHmB.jpg http://puu.sh/4aHoy.jpg
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[0.22] Extraplanetary Launchpads Legacy Thread
Oicani replied to skykooler's topic in KSP1 Mod Releases
Model overhaul when? This mod is great, but the models are so offputting.