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Deadweasel

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Everything posted by Deadweasel

  1. Good luck with that. Squad might support modding in KSP, but they aren't going to offer support for the mods themselves. That'd be quite the can of worms, right there.
  2. That is really well-done! Looks tight, tidy and very functional. Thanks for sharing!
  3. LOL that Google Talk ping near the end had me looking for the popup on my end!
  4. That would be because .rar is a compressed archive file, not an image by itself. You have to extract the images into the proper places from that file. If you're in Windows, you can use 7Zip or WinRar (the first is fully free, the second has an endless "trial" mode) to open it.
  5. Today, TranStar released images from its latest program, the Orbital Crew Shuttle. OCS-101 "Ranger" was rolled out for its first official flight mission last week, though the launch was closed to the public, some speculate possibly to mitigate any further bad PR in the event of another disastrous mishap, such as the highly-televised launch and ensuing crash of their DV-105 Dromedary test flight three months ago. Jebediah Kerman -who was replaced as the OCS development lead last month- was selected as the mission commander for the first flight. When questioned about the move, TranStar's representative would only comment that "He's more than qualified in the 'guts' department." As the Ranger streaked by the company-approved photographers gathered next to the runway, one was overheard to comment about the shuttle's outline. "She looks like a pig. A sexy, streamlined pig." As the ship approached the end of the runway, a few among the crowd noticed a sharp increase in the noise coming from downrange, and the explanation offered for it was that the Ranger utilized small side-mounted thrusters to help push the nose up for initial takeoff. "See?" the reporter interjected, "a sexy, streamlined, fat pig!" Soon afterward, Jebediah announced having successfully reached a stable orbit, to the cheers of the gathered reporters. A large projector was then switched on for them, offering a live view into the cockpit. Sadly, the only camera available was a handheld unit, operated by co-pilot Jelady Kerman, who spent the entire broadcast segment focusing on the pilot. "Holy krap! I just peed in this suit for the first time, and it feels great!" "What? Why didn't you tell me you're taping already?" The remaining 40 minutes of video feed consisted entirely of Jeb ogling at the view out of the cockpit. OCS-101 "Ranger" will remain in orbit, performing various maneuvering and systems shakedowns, awaiting the return of the TranStar Jade Angel, slated to return from its exploratory mission at Jool in three weeks. Ranger will then rendezvous with the massive refinery vessel and bring its crew safely back to the KSC and home. TranStar has promised to revert its recent policy change, and invite the public to follow the return flight live.
  6. I don't see an ultimatum, so much as somebody willing to walk away and deprive themselves of something pretty cool because they're too proud to ask for help directly, or to put forth any effort into going back over what others have already helped bring to light on the exact same situation.
  7. You're right, in that everything that can be said about this mod already has been said. It's darned near perfect! I will swear by it for docking at all times, and since I've installed it, I have never had a docking that ended with the ships swaying and bouncing all over the place. In fact they come together so well that there's no movement induced in the receiving vessel whatsoever. Before this mod, I had to immediately do a quick timewarp to stop any rotation after docking, but now it's completely unnecessary. <3
  8. I vote for its name to be Sirius. Look, its happy to see you! You can tell by its wagging tail.
  9. This is AMAZING, and exactly what I was hoping to see eventually arise from this mod, seeing as how I have no skill whatsoever with coding! *installs as quickly as the mouse can click*
  10. That number would read as: one sextillion, eight hundred eighty-seven quintillion, seven hundred sixteen quadrillion, six hundred ninety-five trillion, three hundred seventy-three billion, forty million That's quite a snappy velocity. For reference, it's just shy of the current record for the speed at which bacon disappears from the serving plate here at home.
  11. Well, while that's very true, at that point you're now talking about requiring an additional mod just to run this one. Alternatively, (and though I'm sure this would probably be a coding nightmare), there may be a way for the mod to select from a set of existing skins based on which one is closest to the current RGB value. In other words, a red-ish RGB setting will trigger the mod to select the red skin for that part. The skin color wouldn't have to be a dead match for the illumination; it only needs to look close enough to be "believable". Also, thanks! That ship was my first foray into creating an awesome VTOL with Infernal Robotics, and it came out better than expected. It's now my go-to scout solution for any long-range colonization or mining ventures.
  12. Well, remember that even though there might be RGB adjustments coming, they won't likely affect the actual skin of the parts. I like my red lights to actually look red when not lit. That makes it easy to keep track of what's what while building, more than anything else.
  13. How about a powered wishbone hinge? In this case (see the silver part in the image below), I'm thinking of something that has a mount plate that rotates inside the wishbone, as opposed to being attached outside the wishbone "fingers".
  14. ...said no Kerbal, EVER. Boosters are not the answer; boosters are the question. The answer is "MOAR"!
  15. No way I could consider even trying without more than "it won't work" to go on. We have no idea what else you might be running for mods, let alone if you've even installed it correctly (for that, read on). It goes same place as every other mod that is keeping up-to-date with the proper structure (which is about 99% of them at this point). Put the MagicSmokeIndustries folder in %KSP_ROOT&/GameData, and off you go.
  16. Aww man... Please tell me you're working on your own parts pack. Do you take "pre-orders"? I'd like to submit mine right-freaking-now!
  17. Absolutely with you there, no pointing fingers or blame or anything of the sort being lobbed from this corner of the intertubes.
  18. The way the game is coded provides a definite wall to building some types of ships in the VAB, especially where multi-craft missions are concerned, and especially so now that subassemblies are stock. Picture this: A lander was built to be used in multiple missions, but it was initially built the same way most ships are, from the capsule on-down. The problem? The capsule is the one-kerb cockpit part, with only one possible attachment point (which is now currently "blocked" by the rest of the lander body). With this mod, I can select a docking port as the root, which not only makes the entire ship eligible for saving as a subassembly, but also makes it possible to attach to other vessels in the VAB/SPH, instead of forcing me to launch and dock the sucker separately. An example: There's a docking port on the belly of the fuselage that is the root part -thanks to this mod- which means I can import it and attach it readily to any other vessel before launch. When it was initially built, this would have been impossible because the "Root part attachment points are blocked". Before this mod, the only option I would have had available would be to re-build it starting with the docking port. Ever try to get another body part's longitudinal side to stick to a docking port (instead of vice-versa, or on the end)? Good luck with that. Basically, my point is that, as long as the game places restrictions on building by disallowing use of a STOCK feature (subassemblies) based simply on whether the root part has an open attachment point, it's absolutely a great idea to open the creative floodgates even further to new players by including this functionality as a potential stock feature as well. Also, to address the purism (cheating) aspect that was introduced to the thread: how is it at all possible to discuss what is or isn't "allowed", in a game that is still in alpha?? Subassemblies used to be considered "unclean" because they were only possible via mod. Then along comes an update that includes the functionality in stock. Whoops. Same for some of the additional parts that were previously only available by installing C7's pack. Now many of them are part of the vanilla install. Uh oh. Then came the tweakables that addressed the need to edit the ship files manually (a filthy CHEAT) to launch with landing gear closed or shielded docking ports opened. Arguing about what should or shouldn't be in a game that's still under heavy and active development is nothing but self-defeating, since popular mod-based features are inevitably going to be added into the vanilla game at some point one anyway. (I can't wait to read the threads that will be spawned if SQUAD decides to include MechJeb into the game. I even bought stock in a few microwave popcorn companies.)
  19. Anybody ever figure out how to get symmetry working properly for those hinges? Whenever I try to use them, the symmetrical version shows up rotated instead of mirrored horizontally, so the hinge is right-side-up on the placing side, but upside-down on the other side. :/
  20. While I agree it would be very cool, don't attempt to actually suggest it. It's been brought up often enough that it was included in the forums' official "What Not to Suggest" thread. O_o http://forum.kerbalspaceprogram.com/threads/36863-What-not-to-suggest
  21. I did miss that, sorry! As to editing the save file: eep! Have you ever tried adding on a part to an existing ship? Getting the attach point and orientation right is so finicky and tricky as to be near impossible, from what I've seen. Removing parts isn't such a big deal (unless the parts to be removed are acting as an attachment point for other parts), but honestly I think I'd just have more fun with a bona-fide purpose for building a mission, similar to intentionally leaving a kerbal stranded on another world so you can go rescue him, instead of simply using the "Terminate Flight" function in the Tracking Center.
  22. Then don't visit the B9 release thread, whatever you do. >_< If it were my game, I'd use the existing save and do as Kasuha suggested: use KAS to send out missions to refurb existing hardware to be re-purposed for use with RT. For satellites that need to be moved, it's an opportunity to build a carrier and tug to re-position them on-site. If I weren't already running the ragged edge of memory with all the mods I have currently, I'd be doing just that myself, come to think of it. The ONLY down-side I can think of relates to a bug I just read about, where RT can cause a ship to duplicate itself, INSIDE itself, resulting in a horrific explosion and loss-of-mission. If you have a recent quicksave, it's possible to restore it and remove the dupe from the Tracking Center view, but if not, well... There go all the nice things. :/
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