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Everything posted by Devo
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.......... I would if I could!
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Doh.........
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Finally, one that's in ENGLISH!! thanks TT, very much appreciated.
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Lol, it just mounts so well radially doesn't it
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no problem, Pressing land in hyperedit sort of disables most of the KSP physics, so just land say 250 meters above the surface and glide down, your asas should keep you level for landing. It sets touchdown speed to like 2ms so no matter how heavy the craft it will set down at the same rate, no thrusters required. This i find a tad boring tho.. if you say press land and land at 5000m and then press land again to disable it you can practice your entry then.
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I just like the name Lars because I'm a Metallica fan, so you got me already
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Anyone here got a AAA card? (Need Wheel Help)
Devo replied to Rivvik's topic in KSP1 Mod Development
haha yeah modding will do that to ya, sleepless nights trolling forums looking for clues how to make things, lol we all have been there. Imagine how much more frustrating it would be if you were making ultra realistic stuff.. at least you have the benefit of science fiction to overlook anything you can't accomplish with normal physics, thats why I stuck to sci-fi, it has alot less rules to adhere to, and I was never good with rules If you need help getting wings to float like wings or such just shoot me a pm -
Anyone here got a AAA card? (Need Wheel Help)
Devo replied to Rivvik's topic in KSP1 Mod Development
You need to add control surfaces to the wings, but one problem you will find and one that I found is its a silly movie prop.. it wasnt meant to fly lol, so when you do get it up in the air, inherently the nose will always dive down, so what you need to do is add a small vector to the rear engines to combat that, not much just a couple of degrees. I went full out and did an IVA the kerbals can sit in etc, there is a personal list of 5 mods I always wanted to make and that was one of them, but like the Delorean, it must be done with some serious authenticity, I have fond memories of those movies and would not want to bring out a half assed job -
Anyone here got a AAA card? (Need Wheel Help)
Devo replied to Rivvik's topic in KSP1 Mod Development
lol there is going to be 3 spaceballs winnebagos it looks like, im working on one, so is another guy. I made my wheels stock rover wheels, not landing wheels as I had similar issues so can't help on that one i'm afraid. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
IVA doesnt see to be improved. The way you make them is, ie the part tools component but the actual making the IVA is still the same devil it always was re:ring Go for it, I made the hyper ring in about 25 minutes as a request for someone, it's not the sort of part i'm generally into. We might have a good plugin for you soon too, you want to be able to walk inside your hollow structures while in orbit yeah? -
Yep, tried it with everything. The problem that I faced that I could not overcome was the speed at which the game itself can follow a kerbal. The camera would track the elevator to a certain height and then stop. I then went and used the lazor plugin (I think it was lazor) to allow the 2.5km viewing distance to be exceeded, but this did not have any effect on how fast or how far a camera will track a kerbal from a fixed position (the fixed position being the base of the elevator) But I must say, all this talk has got me fired up again and I hate when I can't solve a problem, so I am now going to go test a new theory that I have... There are parts that did not exist in the game when I tried it last, so my hope is a command chair could solve my issue, Ill post results shortly. I also have some shots to post for something im making to donate to the kerbtown pack, just at work at the moment trying to get these last couple hours to go faster...
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
I personally wouldn't, but it's up to Sirkut as it's his code. The models themselves are literally a day or two away, it won't be long. -
Tried it, didn't work. It was not the viewing distance nor anything else that stopped it, it was getting the kerbal to stay attached to the elevator all the way up and down. In my experiments he tended to fly out the elevator door at around 5000m, the only way I could get him past that was a very very slow elevator ride.
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Would Multiplayer ACTUALLY work/Be worth it?
Devo replied to Sickle's topic in KSP1 Suggestions & Development Discussion
Do you know the forum has a search function? might have helped you find the other few thousand threads on this topic, no need to create a new one. -
You do realise ENB would be using your video ram yeah?
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Yes, and look at the result. Everything looks beautiful but the game suffers for it - and unless someone can explain why the game plays so poorly now other than all the new eye candy, I'll stick to that theory.
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It never hurts to have options
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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
OP while bad for some means a few things, mainly less parts, less engines, less lag. The WT-51 is 100mt without cargo. If the engines were not OP, there would simply be many more engines to lift it, and all that would do is produce more effects and more lag, it is one of the few big ships i've done that does not create any significant performance loss. Usually either the model takes a big polygon hit or your pc does -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
The only problem with more legs is more moving parts, means more lag.. I would not want to do more than 8 legs, I have a plan for a spider crawler but its only a drawing at the moment, ive made hexpods before so it would be the same theory just with 8 legs. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
Well, things were supposed to go inside the WT-51, not outside of it. That's why I made all the parts needed to fit as you see them, there are things I should have added like parachutes and decouplers, but the wt-52 will be a much better version. I have learned much since making that, so I am hoping to apply all those crashes to a very solid delivery transport. Ironically, the Pegasus X2 now is bigger than the WT-51 thats how much it needed to go up to fit the kerbals inside lol -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
It is just a replacement for the mechjeb module, it is nothing more than a model with some flashy animations - mechjeb is still mechjeb so really it should work. The full version of R2 however is a different story, I have not released images yet, it will be a popular mod I think, so I'm taking my time on it, let's just say it will be very 'functional' -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
ergh that old thing? it was a rush job, but yeah it could be worked.. it was for an older mechjeb but it should still work, probably will need the PART {} wrapper for the part.cfg but other than that. As for the WT, I really don't know.. the rear does require a couple of struts but thats about it, nothing else seems to fall off for me. I think the problem is its too fuel efficient so when people land they generally have heaps of fuel left, but in reality this thing was meant for a 2 way trip to Eve with fuel to spare for corrections. I still want to improve the wt-51, for something I made in a weekend half drunk I had no idea over 20,000 people would find it fun to use also lol. The WT-52 could be a possibility but it's in very early stages yet. Thing pegasus+wt-51 and you get the wt-52 And old R2Djeb.. I always planned on finishing that little guy, so far my attempts to undock the full version and place him on the surface have not worked well, so it seems to deploy old good R2 it's going to be the drop method -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
err you want fork lifts? These are being adapted into a fully fledged forklift (with weighted balance) for the new MSI animator plugin, will be an entire forklift in one package I also am making a version with a cage around it, I find things fall out when I drive around, so I want to be able to close the articulator.