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Everything posted by ColdJ
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I'm afraid I don't have the software or experience for 3d modeling. I would love someone who could make things for me as I have so many ideas. Oh for custom tail planes for the f22 and f35. @Angel-125 on the otherhand is Wild Blue industries. Who has made so many wonderful mod packs and is currently working on his SCUBA gear and custom ballast system. His Buffalo mod already has some great underwater parts. And I love his bubble trails for the impellers. So if he is too busy to help you, then I am sure he could direct you to someone who could. He creates his own meshes and textures to go with his parts so he is very knowledgeable. If you are able to make mod packs I would love to be able to put some of the reconfigged parts out into the world, as long as I don't infringe on the copyright of the original mesh builders. Having cosmetic versions of parts like the Mk2 Expansion chines has been fantastic for creating better looking Jet Fighters.. Apart from my rambling, I hope this help.
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Sorry I realised I gave you thrusters and not an engine. this turns a Wheesley into a large Submarine engine. If it is too big or too powerful for a smaller sub just change the rescale and or thrust max figures. @Caerfinon
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Squad folder IN the Gamedata folder, Sorry. Most people I interact with already know that everything is done in the Gamedata folder structure. I shouldn't have assumed. It is ,I suppose if you want to put it this way, a mod or amendment to the stock set up that allows for a kerbal to walk around under water and buoyancy compensate so that you can sink or rise to a chosen height. Balance the up force of buoyancy with the down force of mass and then float at that height and swim around. Basically combined with the ballast tanks people have created to sink and balance craft for the same function. You can explore, build or practice Space walking and docking underwater. I can't make a Kerbal use an RCS pack underwater as I have no idea where that is configed but we have created thrusters for submerged craft and engines so that once you make a craft neutrally buoyant you can do the things you would do in orbit and practice them without having to heave them into orbit on a rocket first. Just like NASA trains their Astronaughts in large water tanks to do space walks before they go up.
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I clicked on the knob in the lower right hand corner of the Mk1 inline cockpit from Squad and this happened. Had no clue it was possible.
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Whoops!
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@Hotel26 @Angel-125 @Tsar_bomba @Caerfinon @swjr-swis @Klapaucius @Dientus @Stone Blue @Astrion @Cavscout74 @BadOaks @JorgeCS @Weak Player @N_Danger @JB182 Please see above.
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Ok. Not as elegantly as I would have liked, because Squad has a constriction somewhere other than in the KerbalEVA file. That means EVA Propellant is the only thing that can be displayed in the Kerbal UI. This is for game versions before they changed the system to be able to remove RCS and Parachutes from the Kerbal. But for any game before, that has the Generator Module (input this, output that.), You can now have a Kerbal that can buoyancy compensate without having to pick something up. No need for anything but Stock KSP. It involves amending 2 files for pure vanilla. If you choose just 1 gender to have the ability. Or add 1 for pure, 2 for Breaking Ground, and as I don't have making history I assume 4, assuming they have another Spacesuit outfit. So first it is necessary to amend the weight of Eva Proppellant in the Squad ResourcesGeneric.cfg Then you need to amend and add to the gender or genders you want to be able to buoyancy compensate. So there you go. If you follow the instuctions correctly it will work. If you don't then remember to copy the copies back in. You should get something like this. I know it is hard to tell from a pic, but she is floating neutrally buoyant in the second pic. Swimming around is fun. And a full tank provides just enough ballast to run and jump a good height and jump and swim. Very fun. Enjoy. And for purists. In real life compressed reaction mass has MASS so it fair and won't ruin space walks. You would only cheat in space if you use the generator to refill your RCS propellant while space walking, that is your moral choice to make.
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Make that, only needs "0.0735" or 73.5kg in laymans terms.
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It does, except for me because I'd already puzzled this out from other config files. You can config a new resource and call it what you like as long as it doesn't have the same name as another resource in your game. I will pop in the spoilers my resources config and thrusters config, and since I went with needing an intake for sub thrusters and Submarine engines, my intake config. I have also worked out how to have your kerbals have a buoyancy compensator built in, in games before they changed the system to be able to remove the backpack, I just have to write it up. Resource config, either create a new config or drop it into the Squad Generic resource file. Drop this in to Squad/Parts/Aero/airintakeRadialXM-G50/ I named the config file WaterIntakeRadialXM-G80, but you can name it what you like. And then thruster for large submarine. Drag under water is massive. So thrust needs to be big enough to compensate. An engine that will throw a large rocket into space above water, will barely move the same underwater, so your thrust has to be much greater. Note the Atmosphere Curve keys. If in a vacuum, key = 0 ,does not have a value greater than zero e.g, key = 0 0 .Then you thruster or engine won't work. At a minimum set, key = 0 100. Also For sea level and under give it something reasonable e.g key = 1 9000, key = 5 9000. I called this config file LinearImpeller, Drop it in Squad/Parts/Utility/linearvernorRCS/ This is the vanilla version. I use Ion Engine sound and WildBlues Buffalo mod Impeller bubbles in my EFFECTS section. Hope this helps.
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
ColdJ replied to SuicidalInsanity's topic in KSP1 Mod Releases
Have you still got the folder/ file structure from your previous MK2 Expansion? I found refrence to the missing chines in the example craft when I first loaded Mk2 Expansion. So I went and simply repaired all the where to find and texture links in the config files. It's because the Author went from fixed shape to configurable ones. As for Wings texture. simply copy the current "Wings.dds" or "Wings.png", whatever you have ,into the folder that the pathway states it is looking for it. If the Legacy folder doesn't exist for you just create the folder in Squad/Parts/Aero/Wings. The program will only look where it is told for something. It won't go looking in other folders for it. Hope this helps.- 1,520 replies
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Though they claim to be C7 mk0b wings, they are in reality SXT. Thought I had gone in and updated all the manufacturer info in the SXT folder but I must have missed this 1. You might like this too, @Caerfinon You might like too.
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I dusted off and uploaded to Kerbal X 2 more craft. https://kerbalx.com/ColdJ/craft Auto Gyro Ultralite Paraglider. And did cool things with bubbles. While finding out all the ways you can't config a Kerbal
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@swjr-swis Those are some seriously funky craft.
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Known issue, that happens regularly. Because the solar system is constantly moving and it just a calculation algorythm working with known data. It can shift in the short time it takes to set up the node. Best to take the original calculation you liked and see how close you can replicate it yourself. Humans are far better at reassessing on the fly and making more subtle adjustments. I have made intersects in days through creative use of slingshot orbits that mechjeb wanted to take a year.
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@Selective Genius I concur with @FruitGoose Meshes are made to look like differnt shapes due to the way they are texture wrapped, but in reality may slightly larger than they appear. Keep shifting the fairing very slightly in constuction and then testing it, and eventually you will find the sweetspot where it still looks reasonable but is no longer considered obstructed by the game reading it's bounding box as conflicting.
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Showoff!