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colmo

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Everything posted by colmo

  1. Just a note to say Kerbin City is now supported by Kerbal Konstructs - even the launch points have been fixed, which is great news. Good luck in those exams nothke, looking forward to build 3. This project is now over a year old, congrats on the longevity. http://forum.kerbalspaceprogram.com/threads/93699-0-24-2-WIP-Kerbal-Konstructs-v0-2-1-(Sept-18)-Static-Objects-and-Launch-Sites!
  2. I suggest any new resources, such as glykerol, could be registered with RoverDude's community resource pack. Looking good!
  3. I suggest you look him up on YouTube, he's beavering away and uploading test footage.
  4. Updated my zip file, I'd missed out the IXS Spacedock_Standard. Any joy with that issue I raised? Mods were listed in the craft file details.
  5. Kerbal Construction Time has a simulate function which allows testing exactly as you described.
  6. "Plus, I've got a potentially good one: how about a module manager config to add KAS support, making a cargo/baggage compartment using KASModuleContainer?" Bingo. This isn't unusual either - SXT and KSOS feature KAS storage container parts, or storage built right into vehicles (the fire engine has it). As for how much space, you're talking about the below-floor level of the part, minus a bit for hydraulics. As for fuel - well, that's optional thanks to tweakables, and I did find myself putting it behind passenger compartments so the weight was more rearward. Being able to choose between, say, fuel, APU and KAS storage is a nice option to give the player. I have noticed issues with CLS when parts also contain fuel though, so might be problematic. Shifting CoM as fuel drains is a perennial KSP plane builder problem. I think the trick it to ensure it represents a low mass fraction of the dry mass. On a 1.5 tonne part, with 5kg per unit, 10% would be only 30 units, which does seem pointless. Better to have it in the wings or fuselage where wings attach, such as Coffee Industries 2.5m parts has. I've argued myself around to your PoV... Have you though about a few more civil aviation style parts, as Coffee and KAX are both stalled? You could do an extended version of this which incorporates the passenger cabin (stairs on one end) - this means not having to transfer each and every one of 17 or so Kerbals before they exit the plane. Designed carefully, you could use two, one flipped around, to make a full-on passenger aircraft with forward and aft stairs. This version would be a better candidate for fuel capacity. Now, why anyone would want 30+ Kerbals in the same vessel...that's not your problem, is it? :-)
  7. I'm not sure if this would work for Boat Parts? http://forum.kerbalspaceprogram.com/threads/93897-0-24-2-The-Colliders-Strike-Back-v1-0-1-Intra-vessel-part-collisions-are-back! I'd have concerns of clipping at the engines and deck, but no more planes flopping through the deck. X4 warp is likely to be...interesting.
  8. The Deep Space mod had such a cockpit and is open source. That would give you a base to work from instead of starting from scratch. http://forum.kerbalspaceprogram.com/threads/7790-0-21-Parts-Pack-Deep-Space-Mission-Pack-Now-open-source!
  9. Instead of cutting weight, how about more functions? A bit of battery, monoprop, fuel, and/or maybe even a generator? Essentially, a service module with stairs. Could be switchable using Firespitter.
  10. SWDennis is, dare I say it, even funnier than Danny.
  11. Great to see. Here's a repost about making structures part of the game progression: Note: landing close to a site could also reduce recovery costs. Placement of new sites might be similar to the KerbTown editor, but choosing the right location is a skill in its own right. It may necessitate survey missions, perhaps via a contract.
  12. And even more for the non-flying ones! I hope it's far enough away that big boats and floating structures don't spawn on top of it due to their size. Great work :-)
  13. Excellent idea - as someone fond of building veritable fleets of aircraft, but recognise the difficulty in sharing the craft files (hard to remember every last mod part used), I'll be checking this one out. I'd encourage verbose notes by authors, as some craft may require very specific instructions.
  14. How does launchpad reconditioning work with multiple KerbTown launchpads? I think you should make more of the simulation feature - I'd use that on it's own even if the rest wasn't to my taste. It makes a 'no revert' gamestyle feasible.
  15. Similar thing happened with a SXT part, again because it had fuel. This time, the transfer happened but because the part has no hatch and the only thing visible on right-click is the fuel gauge, I couldn't get them out again.
  16. Some have been resurrected by lo-fi as part of his wheels and repulsors pack. He's working on the others.
  17. Do the people trying to make the KerbTown railways know this? I wouldn't mind some wind turbines (lets just imagine the air moves on Kerbin)
  18. It'll be interesting to see lo-fi, new wheelman on the block, v TT, the old hand making a comeback. All to the good for us
  19. The suspension is rather cool, and something different. It's a bit too powerful, as it can flip pretty much any test vehicle I build, and the axles glitch when you attempt to steer while upside down. I wonder if it could be adapted for the TT plugin, or if it would be worth it? I think the beam axle and this make an interesting set in their own right. There's nothing else like them.
  20. Don't give up entirely! Sure, TT has covered a lot of bases, but there's plenty of room for your USPs (solid axles and complex suspensions). I'm still intrigued by the pistons-into-dampers idea. You could even develop on TT's framework.
  21. Odd, CLS definitely doesn't work for at least one of the Coffee Industries passenger fuselages, even though the right-click info box says CLS is live. The only reason I can think is because it contains fuel. Is there any logic in CLS which blocks transfer if there's fuel in the part also?
  22. This is really good - tbh, if Squad are looking to overhaul how wheels work, they could do worse that adopt it. The adjustable height landing gear is pure gold. I'm looking forward to engines getting their own noises. Being able to use the throttle is great - I'm looking forward to trying it with BurnTogether to see if I can control whole convoys of vehicles. One thing, I've never quite figured out how the truck wheels are supposed to work with a chassis - to get them to fit the truck cab (do I see an IVA placeholder for RPM monitors in it?), you need to use a narrow beam down the centre, along the bottom of a 1.25m tank. The nodes on the top, though, should make creating custom chassis just for them easy enough. I wonder how all the wheels will perform with TweakScale?
  23. Oh boy, you're going to want to see TouhouTorpedo's new Modular Multiwheels update. http://forum.kerbalspaceprogram.com/threads/93205-0-24-2-TT-s-Modular-MultiWheels-7?p=1400805#post1400805
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