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Everything posted by Oicani
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Dynamic warp when
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Oicani replied to Majiir's topic in KSP1 Mod Releases
Are we supposed to not have the smaller tanks and drill now? -
Planet Ideas And Names For The Future Of Kerbal Space Program
Oicani replied to Dead Pixel's topic in KSP1 Discussion
Please, based Nova: -
Awesome mod! Loved testing it, loving using it. Also, here's a bonus: I made a few icons for it, too, just to avoid the empty icons (I made the mod icons, the stock icons are by BlackNecro): If you want them, you can get them here: http://puu.sh/3eP73.rar Put them in Kerbal Space Program\GameData\PartCatalog\Plugins\PluginData\PartCatalog Bear in mind the icons have to have the same name as the mod folders, you might need to rename a few icons or folders
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Oicani replied to ferram4's topic in KSP1 Mod Releases
I have a problem: updated to latest version and my pitch and roll surfaces refuse to work. Any idea of what's going on?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Well, true, but they'll also implement docking and fuel transfer and launch tower removal! Thanks anyway, keep up the great work <3
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I meant the sorting parts in the VAB by modpacks and such
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Romfarer, you mentioned that VAB part thing I was asking people to do on the IRC, but I went afk in the middle of it. Are you going to try it? No pressure.
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Oh baby. This is so cool.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Oicani replied to ferram4's topic in KSP1 Mod Releases
God bless you, son, you're doing God's work. I've been playing with this and it's amazing, can't wait to see what else you're bringing us! (Visual effects maybe? :3)- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[UNOFFICIAL/FANMADE] 0.18 Discussion thread
Oicani replied to kacperrutka26's topic in KSP1 Discussion
I don't see the logic behind this, but oh well. I've honestly given up on expecting the things I'm excited about to come to KSP, since all the (in my opinion) less important things come first in the development. I'm just chilling and thanking for whatever I get at this point. -
[0.16 PLUGIN] Hyperjump System: Jumps and Hyperspace Networks, v0.2
Oicani replied to TheRoland's topic in KSP1 Mod Releases
Would you be interested in adding this type of functionality to your mod? http://kerbalspaceprogram.com/forum/showthread.php/21241-X3-like-jumpgate -
[0.17] Re-entry Heat Module and Mk-1 Pod Heat Shields
Oicani replied to PakledHostage's topic in KSP1 Mod Releases
Yep, I'm happy to see the modders doing what Squad isn't -
Docking not happening, oh well. Could we maybe get atmospheric reentry (with visual effects!) and/or that rework of aerodynamics and/or the VAB UI overhaul for people with lots of parts and/or optimizations? Pretty please? i'm crying pls
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Did you by chance engage physwarp?
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It's Erkle's.
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So I made two shuttles and decided to try and dock them. The first one started draining fuel from just one side, got unbalanced and would spin like mad, so my orbit was ****, inclined and not perfectly circular. Plus, I couldn't even deorbit it properly. An excellent excuse for rescuing Jeb. After the whole boring part, we're less than 200m away from Orbiter I. Orbiter II starts the approach operations. Look at how close we are! We go parallel, and we achieve docking! Sadly, at this point, I made the mistake to activate physwarp. To cut it short, it separated each part of both ships individually and threw them all away from the sun at 18c. Luckily, though, the game had autosaved on that cockpit screenshot. Woop! We dock again, this time better positioned for the deorbit procedures. And this time, no physwarp. Since our priority is getting Jeb back to Kerbin, we switch the pilots. Unexpectedly, we can't use only one ship to decelerate! The ship just spins in place. We also find out that we are in an escape trajectory out of Kerbin, going directly into the sun! ffs, cthulhu We get Bill to leave his cockpit and hang on to the ladder. We're decoupling! We're not going fast enough, and Bill decides to let go and try to get to the (now 60km away) abandoned shuttle. Noooo! At the last second, we manage to close our trajectory and we'll now fall towards Kerbin after getting to our 3mi km high Ap. Once we're past it, we start burning retrograde nonstop. Just one problem. We forgot about reentry. The atmosphere hits us hard, and most of our ship dissolves as we go deeper into the thick atmosphere. Jeb fights bravely, but nature prevails this time. This is the last image received from the cockpit's video feed: rip jeb
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Is there something besides targeting a vessel and activating the stage to get missiles to be precise? I tried still shots, horizontally flying shots, shooting while flying up, while flying down, and to give them every possible orientation on my vessels. They always miss my still target by 5-10m. All I wanna do is blow that memory of a failed takeoff up!
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Patcher ain't working for me I shouldn't be seeing that message for moderate amounts of time, but turns out I am
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That's pretty cool. Body-wise, I'd be satisfied if that's the stuff in 0.18. Definitely expecting *cough* improvements in other *cough* areas, besides planets, though cough
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Kerbalnet [updated 13/9]: A mod site for KSP (www.kerbal.net)
Oicani replied to wizard`'s topic in KSP1 Discussion
I play KSP for a good while and I've never heard of that site. Besides, Kerbal.net is KSP only and looks great. -
Well, I'm not getting this to launch (lags immensely) right now but it might work on your PC. This is the debris grabber I was talking about. http://filesmelt.com/dl/DebriCollector.craft
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I'll get you the vessel files shortly. By not keeping up, I mean this: I have a hover ship with a claw. Imagine a scorpion's tail, but in the end of it, four claws so I can pick debris up. When I do, the weight of the debris makes my ship tilt towards it. What I'd like to see is the laser system to balance strength based on where there's more weight.