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Everything posted by Devo
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Kerbin City Community Project - Phase B - New Islands
Devo replied to nothke's topic in KSP1 Mod Development
I have been working on my monorail for phase B. hopefully some proof shots coming this weekend if I can get one lap of the circuit done. The initial circuit will be small and contained but eventually I would like to join the plots up.I decided against an entire track, instead making modular sections that can be built anywhere and any configuration. The monorail engine itself is currently electrically powered but not quite hovering the way I would like it and still there is a bit of contact between the car and the track.Once the test run is successful, I will add the external access control so you can board the monorail from an EVA scene. Razcheck has provided some great tutorials in his manual for this so I can't see it being too difficult. wish me luck. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
I'll be back on track with mods this weekend, been a very hard time at work this week, new infrastructure changes, new fibre connections, riverbeds etc etc.. nightmare -
Yeah why not, I actually don't have many pictures of myself, I'm usually the one taking the photos... When I'm not modding, I'm usually playing the guitar, or taking my wife out to escape the kids for the night! both pics pretty recent.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
Have updated the Spaceport link also. I should be back on board by today, all this crap at work is almost done, just been a busy couple of weeks and feeling like crap at the moment, come on summer. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
To be honest sounds like your KSP is corrupted or something is wrong, combined thats about 30,00 downloads and you are the first one to report that issue. A log might be helpful? tell me see if you see anything in red.As for modelling software I use blender. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
Thanks, but being brutally honest it's a bit fugly, I see a small resemblance tho yeah, im not really even working on it at the moment, too much else to do this weekend. ... .... .......http://youtu.be/AEZjzsnPhnw -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
thanks, yes they are due for release any day now, the plugin is being polished and buffed. All I can suggest is making sure your center of lift is as close or is the same spot as your center of mass. This ship also does need those two small winglets on either side of the rear engines - otherwise you get all sorts of issues. And also - DO NOT and I repeat do not place any winglets on the VTOL engines... when you rotate them it will throw the aerodynamics off and you will start eating dirt lol... trust me. As you can see from my videos, I don't do anything unusual, I use a bit of RCS to keep the nose up and just the VTOL's to take off, which are powerful enough to dead stop you from 100ms to 0 in 0.5 seconds on retrofire. Ironically mate, I did not make them Neronix did when we were running Devronix Space Industries. After the april forum crash, neronix went AWOL and I have not seen him since, so I abandoned all those projects. But.. the good news for you is I just found the original blender and unity files, so it wont take me long to fix them up. They are coming... if the plugin is done or close to you should see them this weekend. All sorts of legs. Big small, fancy, long, short..fat, thin... -
[WIP] KSP Display (Physical Display) *Update 9-23-13*
Devo replied to ChaseHQ's topic in KSP1 Mod Development
I can work with you on the enclosure fabrication if you like, I can have something modelled and printed out within a few hours, and managed to tweak my machine to print very fast draft modes, so I can cut a 6 hour print down to about 1 hour. Send me a PM if you want me to print out any prototypes. I can print down to 0.1mm from a 0.3mm nozzle, so I can get fairly accurate details - I have made a tonne of micro quad copter bodies, which are all very small and precisely measured. -
I backed it the day it was available to back. Not sure if alot of you kids played wing commander or any of the series, but Chris pretty much changed an entire generations way of thinking about producing video games. Wing commander 3 for example (with mark hamil lol) Not only did he bring the production aspect to it, he also made them GOOD GAMES!! at the time the graphics were outstanding for any PC game. Pre-rendered ships back then where the way to go, and he did such a good job of it. I have faith in Star citizen as a game, but as a money making prostitute of the game industry, it's going to be a very rough ride for Star Citizen. Most average folk can't afford to insure their car in real life, I can't see many insuring they virtual spaceship for similar costs. Did you see the $10,000 DLC pack you can buy? 10,000 dollars cmon people, that's just beyond disgusting, especially when they are up to 17 million made through kickstarter.
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(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
If you are unfamiliar with Kerbtown, you can press CTRL-K at any time and place the item wherever you wish. I placed it there for convenience but feel free to move it to a more desirable location. The collision meshes were done hastily, the elevator will actually be controllable but I'm just one of those people that release things half baked, just as long as they do the intended function and worry about fixing it later, it's also good to get feedback to improve the next revision. Anyway im off to bed, a lot done tonight, MSI animator legs pretty much done, so that's a good load off. I celebrated by taking 6 mech pods to Duna.. I had to modify the Pegasus somewhat... -
hehe my thoughts exactly.. I wish I could go back to school. I finished high school in 94, even now I remember how easy life was. Wait until you start pulling 60-70 hour work weeks, or getting called in on the weekend to go into work to simply hard reset a server, spending days in meetings, irrelevant training sessions, certification renewal... It goes on... And that's just work. Wait until you have kids and get married (if you are that way inclined) School will seem even more of a party. If the worst thing you have to look forward to in your day is ignorant teachers and boredom, then that's not so bad. Enjoy the time you have being young, because it's gone before you know it. When you are older think back to this thread and chuckle to yourself on how naïve you were.
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0/10 sorry, never seen your name before.
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Okay.. I had this problem yesterday also, but It was something in Unity that went wrong with the model it WAS NOT Kerbtown. After much stuffing around I recompiled the model and re-imported after changing some of my colliders and it worked OK.Why this happens I don't know, but on the odd occasion I will add a box collider to a part, and even tho the part is scale 1, the box collider spawns massive! like 5 x the size of the part it is supposed to be referencing. Thats what happened to me, the collider was out of whack and that was causing kerbtown not to save the config (I dont know why the two are related) but they were, and after fixing that collider and reimporting, it all went absolutely fine
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(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
Yes, its a launch tower, just select it to launch from either the VAB or SPH, works fine for both.The only thing to be aware of it was designed for VTOL mainly, so the launch node is over the side of the pad, not in the dead center. If you put the node in the dead center, and you load up something like the pegasus, the cockpit spawns in the center, but the rest of the ship hangs over the edge, so the node is offset for a reason, but should be ok for most rockets as long as they are not too large. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
So do I but that's what happens when developers stop updating plugins. I tried to fix it but it's just beyond me to be honest, maybe one day again we will have a good engine control mod like that. There probably is already we just don't know about it. I felt like putting something out, I've been a bit ill so not done much the past few days, but this is a fun one.. Spaceport Download -
I think that's another reason why this looks so promising, if you guy's come across an issue its not a matter of "oh well, we'll have to do it that way I guess", instead it's "stuff that, lets just make our own".If this doesnt go into KSP as a stock item they are nuts.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
Now that is f***** brilliant. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
Erm.. do you mean docking ports on the side? -
Hmm 5/10 because I'm not sure what it is. Mines edible.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
Sorry for the delay guys, had a bit of a stomach bug last few days, hasn't been pretty, :/ -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
hehe yeah pretty much. I did try with lower power but the reason for the strong output is lateral movement. When you are hovering with the VTOlS pointing down straight and you want to point the craft in a certain direction, I was getting bored waiting for the RCS to push me left or right when I pushed A or D. So, with higher power comes more maneuverability, and seeing as its a sci fi craft, hey why not! -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
I only put a few RCS nozzles on the craft with the kit, put some more on it for when you are out of the atmosphere. When you say they dont work you mean they don't fire for you? as you can see from the part config, the ISP is actually higher when you exit kerbin, so if anything they should be on and consume less fuel for you, there is nothing in there to stop them working in space, i'd maybe be looking at other mods or plugins you have installed that might affect your RCS.I also started some small work on the WT-52. This won't just transport vehicles, it is designed to transport habitats that house vehicles. Pay no attention to much going on here, it's just the first draft really -
What about breaking force and torque?