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KSP2 Release Notes
Everything posted by Deadweasel
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KerbTown? [10 char]
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The spaceplane does actually exist in-game, but the engines were swapped out before exporting for the render work. The comments regarding missing intakes are 100% correct. There are none, and that's by design for the in-game version, since the actual ship uses the RAPIER engines, which don't require them (screenshot of the plane in-flight was posted a couple pages back). The rendered version uses the jet engines for their look alone, and of course the textures are not the ones that are stock with the B9 pack. The model isn't intended to be game-accurate, but will serve nicely in this design for what I need it for later on. I've got a bunch of B9-based planes and SSTOs that I've exported in a similar fashion at this point (for those blueprint images I was posting a while back), but I haven't re-textured them or done any more advanced render work with them beyond the flattened white line layout.
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You and me both! (Well, I started​ in KSP at least...) Edited after I realized I'd posted the same pic twice! >_<
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Why thank you! I enjoyed the lines quite a bit myself, so I decided to take it a step further and integrate it into another related project. And yes, some familiar with my previous offerings may recognize the kerbals' "garage", where the Diggers were built. B9 is proving to be a major point of focus for most of the imagery I've been creating for my story!
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Well, bear in mind that technically, the pack is totally compatible already. I mean, they're just parts. The models, textures and connections will all work as expected. The problems are stemming from the other plugins that are being relied upon for more advanced features like mode-switching engines (SABREs), and rotating parts such as the cargo bays. All Bac9 is really going to do to bring the pack up-to-date in that aspect is do the same thing we're already doing: download the updated plugin versions and slap them into the installation. The only effects you'll experience in waiting for the official release are Additional time playing without the awesomeness of B9 in your game No effort expended on your part to find/download/copy the updated plugins (which, come on, we're talking maybe 5 minutes saved, tops?) Possibly some new parts! What I'm saying is that downloading the updated plugins isn't somehow sullying the "official-ness" of the pack while waiting for the update, but it does get everything working nicely in the meantime so I'm not left champing at the bit in anticipation.
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From what I got of his posts, there are not only plugin considerations to straighten out, but he's also got some additional parts in the works as well. Just be patient. In the meantime, circle back a few pages in this thread and check out the fixes others have posted. They do work, I can definitely attest to that.
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Newly-appointed mod going out of their way to impose their own idea of order, maybe? What I want to know is why isn't there some kind of standard or defaulting rule that says any thread over a certain age or so many posts remains where it is, or something like that? Who cares if it's not exactly in the right place, according to one or two individuals? Whatever the reason, if hundreds or even thousands of users are flocking to a thread where it is, it's pretty bad form to just shift the whole thing without even slipping a post into the thread about it.
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Eh, given that most of the "experiments" are little more than readings anyway, I don't think it's such a big deal to be able to store lots of them at once. BUT, it might be interesting to have surface samples actually ADD WEIGHT to the capsule as they're stored. You'd have to plan a lot more for your return, trying to build in more delta-v to accommodate the surface samples too
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I've been saying it, but nobody believes me: Taco Bell. Definitely Taco Bell on game night.
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The "You know you're playing a lot of KSP when..." thread
Deadweasel replied to Phenom Anon X's topic in KSP1 Discussion
...only to realize it had pretty much zero effect on a 32-bit application. If you're running out of RAM due to mods, go get the Active Memory Reduction mod. It compresses the various textures into a format that's more "native" to your video card, and drastically cuts RAM usage in the process. I have all the big packs and a ton of other various add-ons. I was running near 3.2GB constantly. After I dropped in the AMR mod? 2.4GB. -
Abso-flippin-LUTELY! Love the heck out of that plugin. I can make straight in and slot in like it was cool (because it is) every single time without waiting an eternity for the vessels to settle back down afterward.
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It doesn't really take that much to figure out what's going on, but there's no need for a reticule legend when the first post of the thread contains both a tutorial video and a direct link to a helpful post, which describes how to use this thing very well. Also, why would you want to degrade the functionality of this thing in any way? That doesn't make much sense, and it already requires use of two docking ports to work properly anyway. I certainly wouldn't appreciate seeing this mod suddenly requiring the installation of another mod before I could use it to the fullest extent. There's realism for immersion's sake, then there's just making things unnecessarily difficult just to satisfy somebody's OCD...
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...WELL then. Looks like somebody decided to go cheap and serve Taco Bell at the reception.
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SSTOs! Post your pictures here~
Deadweasel replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
[TABLE=width: 800] [TR] [TD]IPEV Voyager embarked on its maiden voyage last week, kicking off the long-term Jool system research mission. Voyager took up its parking orbit about Kerbin shortly after completing its shakedown maneuvers. Crewed by Bill, Bob and of course Jeb, the massive ship entered standby mode for the next four days to await arrival of the mission's dropship and research crew. Crew shuttle Arclight took to the skies as Voyager's first supply flight, testing a new fast orbit drive assembly in the process. Though Voyager wasn't built specifically to accommodate Arclight's design, it does have docking facilities that offer safe clearance for the shuttle, at least until the rest of the Jool mission's ground equipment arrives. After that point, smaller orbital shuttle pods will be used to deliver the rest of the crew complement. With Arclight's systems fully tested and operational, the co-pilot transferred to Voyager as the mission's first research specialist. The shuttle then departed immediately to return to the KSC. However, the Jool mission's start was marred by tragedy. While the return flight proceeded almost completely flawlessly... ...it turned out there was an unforeseen problem with Arclight's braking system. Kirzon Kerman was killed an instant after engaging the airbrakes upon landing. :'( [/TD] [/TR] [/TABLE] -
There's bound to be a lot of additional work needed to bring B9 up to date with the game now, especially in light of the new tweakables system. For example, there are a lot of wings in this pack, and while the vanilla wings can now be set up to act in different ways in the VAB/SPH, the B9 ones cannot (yet). Hang tight, I'll wager bac9 is setting up to make this an update worth waiting for!
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Ummm... Your Cornercutter has been compiled with Witch.craft v1.9. It's possessed!! I added a docking port, some lights and a few other things to the "cockpit" for use as a mobile science platform, then slapped on a few struts to make it more trustworthy on the ground while at speed. Then I slapped the bugger into the latest IPEV vessel, and this happened: It continued spazzing out like that until it finally dropped into the sea.
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Today I discovered an interesting bug. Most parts just rotate when you hover over them, but this one startled me:
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Amphibious VTOLSSTO (Image heavy)
Deadweasel replied to Levelord's topic in KSP1 The Spacecraft Exchange
YAY! Thanks so much for updating! *slams download link*