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Everything posted by Devo
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
Just a heads up guys, I am making an alternative robotic arm, I am not sure if the issues pertain to dromomans parts (which they shouldn't really ) but I was quite a fair way through one, just couldn't decide whether to implement the MSI animator on it or make it an IR powered part, but seeing as I need some serious stability with the arm to lift heavy things it looks like it will be IR powered. The difference being this arm will be constructed of many different parts and all arm lengths are pistons and able to be extended, so the footprint for your folded arm is very small and when you unfold it, it is the monster you hoped it would be. Ideally any problems that arise with other mods as you can appreciate take longer to ascertain the issue, so for me the fastest way to get a robotic arm working without issues with IR is to make one and test it, so I guess that's what I'll be doing for the new couple hours -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
yeah i can knock that up pretty quick. just building a new pc tonight so ill have it pumped out tomorrow. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
I don't use the kethane pack so can't comment on that, but have no issues with mechjeb autostaging here + IR plugin. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
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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
I think I maybe put too much into the RCS thrusters, that's why it's harder to keep a steady heading. Too much thrust and you go too far and keep having to correct, but I did that for a reason - the high powered RCS is there to keep the nose down also when you are at full throttle - if no RCS, the nose want to go up up UP! I could make the command pod heavier I guess, but Im doing the whole new command pod with the IVA so it is being re-done anyway, MK4 probably another week or so, im taking it slow at the moment. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
hmm would be tricky, for a few reasons.IR can't use a scale transform animation, it has to be a static part so if you wanted it flush with say, a fuel tank - the part would need to recess into the tank. This could play havoc with tanks that don't allow collision for example, so when you extend the piston it would break the tank as something would be pushing the collider from the inside, which would be the end effector of the piston thats moving. Make sense? ideally you are trying to avoid colliding ....colliders. When I said industrial, I mean something that both looks and acts like it was designed to push and pull extremely heavy objects, and in a variety of shapes and sizes. They are not that difficult to make so it's more an aesthetic thing. Ok and Sirkut.. don't forget teh logo.. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
It does fly very differently now, but I think people can accept that considering all the mechjeb stuff has been removed. The big difference with mechjeb and normal stuff is the new weight calculations. When you make a mechjeb tank, you set the fuel amount and the weight of that tank - which means balancing a craft can be done very simply in under a minute. If something didn't balance well, you just adjusted the weight and kept the fuel as-is. Now with stock parts you set the dry mass and the fuel amount and the game calculates the weight of the tank. So basically, everything that was easy to make sci-fi is not when you switch to normal stock stuff, well not without rediculously overpowering all the engines and fuel consumption. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
Nice landing!! took me about 10 attempts to get it that good myself, its a challenge. Now that it is updated I probably will release at least 2 cargo's for it, one for habitat and another for transporting things like small rovers. I figured at least in its current state people can use it and no point waiting for me to make more things before uploading it. At least with the open truss piece you are free to put whatever you like under there. Also someone asked about the seperate fuel tanks? I won't do it for you, but I'll tell you how. Go to the first post, get the Space Eagle MK1, this contains the separate pieces you desire. But, they wont work. You will need to add two things to each of the fuel tank configs, first is the PART {} tags, and secondly you need to create a fuel resource for the tank as it used to run on mechjeb, but the new engines as you know are liquid fuel. Big secret (not) - there is no difference between a mechjeb fuel tank and a stock fuel tank besides some lines in the config. Check out a stock liquid fuel engine and delete the lines in the old config pertaining to the fuel amount. Soon.. there are several things I'm making, just taking my sweet time thats all. making gigantic things with a low poly count and keeping them looking semi-believable can be a challenge without resorting to texture trickery. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
Don't even know if I'll finish them to be honest. I have no inspiration to re-make things anymore. At first it was a desire to re-create Sci-fi ships form movies and TV, but in reality the game does not and probably won't natively support such vessels as it was not designed for such flights of fancy. I could use Kerbtown to speed things up, put an alpha moonbase out, even the valley forge in it's entirety is possible now, but they would not be the best I could make them. I've done the sulaco, its done.. ive done the dropship and the APC but spending the required hours to complete the pack and upload it I just can't justify. There is not one mod I have released where I finished it and thought "wow I did a good job on that" I always think "hmm I could have done that better, but stuff it.. release!" So I would like to not make any mods right now and not update any of the previous ones. If anyone wants an older mod to work, its a matter of adding the PART tags to the config file - there is no need to wait for me to add that then re-upload, because I most likely never will. When I retire from making mods I want to have at least 1 mod that I am actually proud of and can honestly say I put in 100 percent effort, and right now I can't say that. What this super-authentic project will be, even I don't know yet. No one wants another gigantic aerospace pack, thre are enough shuttles to last everyone a lifetime.. so yeah I'm just sort of in a temporary limbo while I figure what and if I want to make next. -
Warsoul. You are using several of my free to use sci fi textures which I released years ago on deviant art. Please, if you are going to use them - use them properly. Do not simply just slap and wrap the entire texture around the object. Since I made half of them perhaps I can assist you in using them correctly?
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
thanks, I'm awesome at thumb wars, but that's about it really. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
No approval needed, all good to go as far as I can tell Sir. I also am making some pistons, but a little more unique. I was never content with the toothpicks we were using previously so I am making something more umm industrial.. -
Very good /clap
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Would you buy expansion packs for KSP? How much?
Devo replied to ngianoplus's topic in KSP1 Discussion
You need to actually release a completed game before you can contemplate expansions, not even close here. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
nice work! well technically gristle wins, but Silvester did a neater job of it, so I guess you both get a copy of the next toy to play with. Not even mentioning what it is yet, it's a surprise. Testing should begin within a week, it is a very large ... thing. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
You should only be using the ASAS really for takeoff to keep the VTOL steady, you can switch to manual flight after a good 500m. first person who can land the eagle on the new space centre roof (the large one with the helipads) gets a beta test of the next project -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
You may need to brush up on your piloting skills then. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
http://kerbalspaceprogram.com/space-eagle-transporter-mk3-0-21-1-wayland-corp/ -
You found your flair again! it's good to see. I have to admit the last few were a bit "oh thats nice" and the latest one is "holy f#@$tards.."
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I play on all 3, so couldn't vote. I prefer to play KSP on linux, but the graphics are not so great (the game runs like a dream tho) and right now playing it on the PC is so painful I have gone back a version due to the long scene loading transitions which does not seem to happen on linux
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I hate those trucks in the hangar to be honest mate, they keep driving through my work area and annoying the crap out of me, not a welcome addition here :/
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Thats great, can you respond to the comments in the thread now mate?
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Put Scott Manley on Wikipedia - A Community Project
Devo replied to Bigcheecho's topic in KSP Fan Works
Yep, I would have to agree with you there. There sure is a lot of crap on Wiki. -
Put Scott Manley on Wikipedia - A Community Project
Devo replied to Bigcheecho's topic in KSP Fan Works
So overrated that the comment I made was actually deleted by a moderator. I enjoy Scotts videos but in no way do I place him on any pedestal higher than you or I and this entire thread I find ludicrous.