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Everything posted by MaeharaProjekt
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@Shadowmage - Halloo! I've been perusing your KF and KSPW wiki's on GitHub. I may be completely blind, but I have not been able to find any information about EC use by the standard and surface-mount repulsors. I also looked inside KF-RepulsorStandard,cfg and KF-RepulsorSurface,cfg for values that would indicate how many EC units are used over time, but I did not find anything. I find myself with a few questions. What are the EC requirements for the repulsors? Does the rate of EC use depend on the current load on the repulsors? Does the value for "maxLoadRating" refer to the fully-loaded mass of the vehicle or something else? Does each repulsor part handle a portion of the load, so that 4 repulsors would allow me to float a vehicle of 20 tons or less? Thank you for your time!
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
MaeharaProjekt replied to Angelo Kerman's topic in KSP1 Mod Releases
First, I tried to build a flight deck and hangar on the underside of an airship using with current Heisenberg parts and the result was not lovely. Having a flight deck through the length of the airframe, like the Kotobuki version of Hagoromo Maru, would be cool. In a similar vein, I've been playing with the idea for an airship version of the Battlestar Galactica - if it doesn't look like dog-vomit, I'll post a pic of it. The original Hagoromo Maru was a minesweeper of the Nihon Kaigun. She was part of Task Force MO, in the invasion group commanded by Rear Admiral Shima Kiyohide. She was sunk during the Battle of the Coral Sea. When Kotobuki started airing, I was a little shocked to learn the name of the protagonists' airship. After WW2, Hagoromo Maru has been a barge (lost at sea) and most recently she was a liquid waste hauler. Awkwaaaaaard. -
Beta of revival of B9 Shuttle Style Wings
MaeharaProjekt replied to linuxgurugamer's topic in KSP1 Mod Development
@linuxgurugamer You, sir, are a titan of rescuing mods from the cold, life-draining tentacles of the Kraken of Entropy. -
I think "Squald" should stop all development... ...for a few weeks and spend some time away from the office, have themselves an adventure full of model rockets of questionable design which have an unfortunate tendency to catch fire, maybe have a spa day, definitely get drunk, take a deeeeeeep breath (or hyperventilate), and then go on a bug-hunt.
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[1.12.5] Restock - Revamping KSP's art (August 28)
MaeharaProjekt replied to Nertea's topic in KSP1 Mod Releases
*tears of joy* Modders be praised! @Nertea and company, please accept these snaks as a token of my appreciation. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
MaeharaProjekt replied to K.Yeon's topic in KSP1 Mod Releases
Try moving OPT main to /GameData. -
[1.9.X] Tantares and BDB now in Colors!
MaeharaProjekt replied to Drakenex's topic in KSP1 Mod Releases
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[WIP] Deep Space Surface Habitat Unit Pack - 1.10.1
MaeharaProjekt replied to bcink's topic in KSP1 Mod Development
Those look great! -
Meriikurisamasu!
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[WIP] Deep Space Surface Habitat Unit Pack - 1.10.1
MaeharaProjekt replied to bcink's topic in KSP1 Mod Development
*sees bcink's latest updates* *goes to micro-G bunk...* *...dreams of building DSSHU bits with a clapped-out knee mill, a student lathe, and a Horror Fright angle grinder* -
So waaaay back on page 25 (middle-ish of July 2016), Bombaatu posted a concern about DMagic contracts not recognizing Coatl magnetometers and RPWS antennae. DMagic and Komodo both graciously replied with advice on how to write a patch to resolve that issue. @akron, I did find the DMagicContracts.cfg patch you added in \Coatl Aerospace\ProbesPlus\Compatibility to take care of that, but it does not seem to work anymore. I've been poking around in that .cfg to try and make it work again, but I've not had success. Original - DMagic contracts seem to ignore this. My latest fumblefingered edit, trying to implement my simpleminded misunderstandings of the MM syntax primer - And my other variations of the original have also resulted in no results. Well. One result. It still ain't werkin. I've had success writing my own patches for adding SSTU's Aerozine50 and NTO as optional output from various ISRU parts, so I kind-of, sort-of wonder if I am missing something subtle. Or glaringly obvious. Anyone have suggestions?
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
MaeharaProjekt replied to Ven's topic in KSP1 Mod Development
@Toa Aerrow You should follow this guide when you report problems that you are experiencing with a mod - The logs are especially important to most, if not all, mod developers. Ven, or his designated partners-in-crime, will appreciate it. -
[WIP] Deep Space Surface Habitat Unit Pack - 1.10.1
MaeharaProjekt replied to bcink's topic in KSP1 Mod Development
Looks a bit like a cross between the HERA mission hab and the 2011 version of the deep space hab at Desert RATS, with a goodly pinch of Lego. Are you going to keep the totally-not-an-airlock-hatch in bottom of the main module, seen on HERA and the DRATS hab? I think it'd fit with the typical ill-advised features of kerbal habitats. -
I've actually not experienced a catastrophic break with SSTU yet. At least, not one that prevents me from launching a replacement. Or just oogling the replacements in LKO and then blowing them up with another replacement. HMmmmm.... blowing things up. <drool> Why yes. Yes, I do. Between him, ToT, Scott Manley, Nurdrage, Clickspring, NileRed, Laura Kampf, Diresta, Tom Lipton, Abom, Cody, and Big Clive, it feels like I'm watching an entire team of Kerbals who are working on the biggest, awesome-st, overbuilt Laythe mission ever conceived in the dank, dripping dungeons of the mind of a canniblistic Kerbal underground dweller who hangs out in the bilge of my brain. And then I ruin the horror show by using SSTU, Near Future Everything, and BDB to make it pretty.
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I'll have to post a picture of me hugging the JWST. I love that some devs that I consider to be "favorites", whose mods I always use in KSP, have been helping the newest addition to my list.
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"Mod is the bees knees. Dev gets 5 of 5 Type 1A supernovae. Would launch again."
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I can see how that may have been frustrating. Whether it was or not, your implementation of the animations is quite nice. One last spin of the hamster wheel in my head about maneuvering the bus vs aiming the observatory. What if the rocket motor in the bottom of the bus was a separate part that could be attached to a node on the body, in the exact same location at it would be in the current model, to provide a different axis of control during maneuvers? Ok, my mental hamster just died after running for 1.21 seconds. Moving on...
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@bcink You may already have this on your To-Do list, but I was thinking it might be useful to have everything from the deployment tower and up (OTE mirror array, aft-optics, ISIM & thermal mgmt enclosure, secondary mirror & its folding support structure, etc) be a separate part that we plug into the main body (satellite bus, solar array, antennae, startracker, the "lobster tail"/trim flap, pallet structure, and sunshield). Currently, I can not control the telescope from the POV of the mirror array, the same way I can with the first TST space telescope. Control-from-here is aligned with the center-line that runs from the bottom of the bus where you have the main rocket motor to the top of the ISIM enclosure. If I am explaining this poorly, I apologize.
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yeaaaah... after shadowmage's latest release this week, I've started unloading some older parts mods that while cool, are effectively orphaned and need a lot of TLC from someone who has the time and skill to make them skookum choochers once again. The loss of these won't break my current savegame. @Shadowmage This is not a complaint - you've raised the bar again and, well, I've gotten tired enough lately to keep trying to see my reflection in some of these fuel tanks. My wife keeps asking me why I've got my face so close to the monitor.