-
Posts
1,468 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Devo
-
![ 0.25] Oblivion Bubbleship + Drone166 (Wayland Corp.) Download
Devo replied to Devo's topic in KSP1 Mod Releases
It has a node at the very back of it, so yeah I guess you could either make a small one to go on it or use a mini, I might intergrate one tho so it's not so ugly, but any ideas where I could fit it? p.s Star Citizen alpha is kick ass. -
![ 0.25] Oblivion Bubbleship + Drone166 (Wayland Corp.) Download
Devo replied to Devo's topic in KSP1 Mod Releases
its coming... don't get your knickers in a twist I work freelance at the moment so if I get a job, I need to drop everything and work on it, which I had to, now it's done I can resume. -
![ 0.25] Oblivion Bubbleship + Drone166 (Wayland Corp.) Download
Devo replied to Devo's topic in KSP1 Mod Releases
Yeah, it was meant to look like a giant fart, sorta how I feel about their logo contest right now -
![ 0.25] Oblivion Bubbleship + Drone166 (Wayland Corp.) Download
Devo replied to Devo's topic in KSP1 Mod Releases
Completely off the subject, I figured I'd warm my printer up while i'm testing this new drone delivery pod, If anyones into 3D printing, I put another Jeb print up on thingiverse http://www.thingiverse.com/thing:385121 -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
Or not. -
![ 0.25] Oblivion Bubbleship + Drone166 (Wayland Corp.) Download
Devo replied to Devo's topic in KSP1 Mod Releases
ooooh... I like the part where it docks and becomes a bigger ship, sort of like Voltron! -
![ 0.25] Oblivion Bubbleship + Drone166 (Wayland Corp.) Download
Devo replied to Devo's topic in KSP1 Mod Releases
And a mornings work done Told you it wouldnt take long... sorry if it's not ideal, but it's about the best I could think of to have them fit inside and also eject outward like they are going to fly, this way they come straight out in 4 directions so just some final tests and we are good to go, few hours as I have to go out for a bit. -
![ 0.25] Oblivion Bubbleship + Drone166 (Wayland Corp.) Download
Devo replied to Devo's topic in KSP1 Mod Releases
lololol everyone can blame you for the delay.. Since you said that I thought.. man I need to build something quick to launch multiple ones out of neat little ball shaped hole decouplers.... wont be long The drone is done and tested, im happy with it so it's just the carrier bay im finishing now, since it's not in the movie and is a KSP thing I don't have to adhere to anything and really just make it fit between kerbals and oblivion. p.s and someone asked about cannons on the actual bubble pod, yes now that I can make cannons I will, i just didn't know how before and making the drone forced me to figure it out, so yeah they will be added when the sky house pack comes out for kerbtown. p.p.s yes, I also made sure the drone is able to be entirely saved as a sub assembly. -
![ 0.25] Oblivion Bubbleship + Drone166 (Wayland Corp.) Download
Devo replied to Devo's topic in KSP1 Mod Releases
Success! Everything works now, will clean it up and release tomorrow. -
The Totally Useless "Guess the number of Logo Contestants" Thread.
Devo replied to Dispatcher's topic in KSP1 Discussion
I submitted about 16 -
![ 0.25] Oblivion Bubbleship + Drone166 (Wayland Corp.) Download
Devo replied to Devo's topic in KSP1 Mod Releases
Where do you want the attachment nodes? There is a reason for that, you need to get the collar on the Top of the pod. If you leave a node attachment at the back of the pod, you can accidentally attach the rotating Collar to the BACK of the pod not the top, it must be on the top. -
Parent and children objects Pivot points. Think of your panels as the children, the bars that hold the panels as the parent. If you use a simple cylinder for the bars you can use it's point of origin to rotate evenly, and just ensure your parts are all added in the hierarchy under one another. If you move the top bar, anything under it is affected, so to fold out a solar panel, you would just have a range of cylinders rotating with children objects, being the solar panels. Move the top bar, they all move, and then as you go you rotate each parent one at a time and fold the panel up.
-
![ 0.25] Oblivion Bubbleship + Drone166 (Wayland Corp.) Download
Devo replied to Devo's topic in KSP1 Mod Releases
It was going to be today, but I decided another day wouldnt hurt if it meant getting it right. The RCS thruster seem to be ok now, so the last piece of the puzzle was gantry rails that come out and can rotate too... so yeah just getting that done and she's ready to rock, it will be cool when the guns can go in and out, for what purpose who cares but it looks cool p.s alot of this truss is internal and comes out, so its not that wide out of the body generally, I just pulled it out to show you. -
![ 0.25] Oblivion Bubbleship + Drone166 (Wayland Corp.) Download
Devo replied to Devo's topic in KSP1 Mod Releases
Shooting the guns makes you take off too I decided to go nuts and put an internal gantry rail in the pod and do the truss pieces for the linkage and make them into rotatrons, it's looking pretty damn authentic I gotta say. -
![ 0.25] Oblivion Bubbleship + Drone166 (Wayland Corp.) Download
Devo replied to Devo's topic in KSP1 Mod Releases
For the probe? Not needed.. The probe has built in landing legs. Because the Guns rotate, they can double up as legs and work very well via the front guns, just rotate them and land This leaves you also with a good takeoff. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
Yeah, directly from the item list, not sub assemblies... very weird. I swear it wasnt happening last night and I was on the same 0.16.5a, maybe my KSP is just corrupted.. ill do another fresh install ive noticed all sorts of crap after they added the nasa mission stuff, including the increased load times -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
Got a strange bug happening now mate, not sure where it came from, I upgraded to 0.16.5a and I'm now getting double ups of each part. So even if I add one rotatron, I get 2 in the servo group window.. fresh install, no other mods etc.. just never had it do this to me before. It's not game breaking as they are a double up in the group window only, it's not creating 2 parts, just two identical controls for it - just makes it messy for craft with say 10 IR parts, as that makes 20 controls for me, then if you add some more, say 20 IR parts that 40 controls.. and onward.. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
Just fixing it up, give me a couple hours there isnt much to fix on it. -
![ 0.25] Oblivion Bubbleship + Drone166 (Wayland Corp.) Download
Devo replied to Devo's topic in KSP1 Mod Releases
Yeah I'll do the bike, as for folding up... that would sort of be the whole challenge in making it, the bike isn't that hard, heck I made a batman cycle I never released that I spin around Duna on, it's more the folding aspect I'd like to look at, like a little pack suitcase attach to your ship. The probe is actually finished, ill prob upload it tomorrow, bit late now i need some zzz -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
For anyone that was interested the R2Jeb has been updated to work with the latest version -
Mod Idea / Request: Gundan Seed-Style Mobile Suit Mod?
Devo replied to stellarator's topic in KSP1 Mods Discussions
Wayland Corp. has the facilities to build such a suit, we shall have our engineers stop playing golden eye on the N64 and start production. -
Yeah, but that has it's cons. I was wondering why all these people were coming out of the woodwork emailing me about mods that were years old and asking why this or that didn't work. The spaceport rip off is exactly that. A rip off. Mod authors don't have access to their own content therefore this one guy is going to have to make sure he updates every single mod on there himself to beat the updates here. Lol Good luck.
-
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
lol my bad sorry man, not having a good day, my radar is off -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Devo replied to Devo's topic in KSP1 Mod Releases
You're also welcome not to use it. I'm not sure why you felt the need to emphasis Magnetic, as it is actually magnetic when used with KAS. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Devo replied to sirkut's topic in KSP1 Mod Releases
Sorry.. Remember I sent you the wobble video which happened between 0.15D and 0.16. Well, on a different craft completely, I have upgraded to 0.16.2 and the problem is there again with the RCS wobbles. Now, I took the same craft and put it back into the KSP that is using 0.16 and the wobbles are gone. I checked again, and yep - 0.16 to 0.16.2 (I did not get the incremental 0.16.1) caused the wobbles. It's no biggie, 0.16 seems very stable for me so I'll stick with that for the time being, I had no issues loading craft with IR parts so felt no need to update just yet. any idea idea what would be causing the wobbles? no need to explain them, same thing in the video i sent.