Jump to content

colmo

Members
  • Posts

    1,161
  • Joined

  • Last visited

Everything posted by colmo

  1. Welcome back, TT! Kerbal Stuff is shaping up as the mod repo you wanted.
  2. You were right, you do have to make the plane longer to balance it - I suppose anything smaller isn't likely to warrant it's own airstair anyway. Putting the airstair towards the rear would also fix it. This bird flew and landed fine: http://steamcommunity.com/sharedfiles/filedetails/?id=311698296 Edit: Currently trying to work out why Crew Transfer didn't work between airstair and passenger fuselage, even though I've edited the relevant CLS configs.
  3. This means it's better to scale down engines rather than scale up, FWIW.
  4. Just added support for Coffee Industries' last 2.5m part pack release (I just hope those parts still work!).
  5. Wow. I just built this mini-carrier (see link for new wake gfx). It does 52m/s on 2 engines at x4 warp, constitutes a grand total of 17 parts (will add two for the ramp, which is missing), and thanks to Joint Reinforcement (installed mainly for physics easing), not one single strut. http://steamcommunity.com/sharedfiles/filedetails/?id=311461353 Craft file: https://docs.google.com/file/d/0B15B3MQ2F4JTNTBVZ2tZWE1nbWc/edit
  6. I had no issues with connection - I didn't even have to arm it - it was the silly, glitchy Happy Feet dance it would do on release... I also noticed the separate arrestor hook. That might be handy. It's getting late so I'll have to play with my boats another time. Robbaz never fails to raise a giggle! You could say you built the backbone to his latest mother(of the gods)ship.
  7. Nothing to do with you, the new porkchop mod has serious performance issues. I noticed a boat I built with the small cabin had the part rotated, I just recovered it as I wasn't doing much with it. I had a pleasant deck tidying party: http://steamcommunity.com/sharedfiles/filedetails/?id=311440024 http://steamcommunity.com/sharedfiles/filedetails/?id=311440269 http://steamcommunity.com/sharedfiles/filedetails/?id=311440428 There's still plenty of ports below deck, in case the new landing gear doesn't work out - I note it does like to sink into the deck from my preliminary testing - perhaps the claw code is too slow, and allows the plane to fall before getting a proper hold? I like the look of some of the new big parts, those should drop part count, as much due to struts as parts. One thing to note - if you have the 27m storage bay on one side at I think it's 12 mass units, the lift and overhead bay take up the same length on the other but weight in at 23 mass units - I noticed this before so I just stuck a massive fuel tank on the lighter side and that sorted out the resulting list. It's good to remember to put the conning tower on the opposite side to the lifts and overhead bays. P.S. Your carrier's beams got a cameo in Robbaz' latest video...
  8. I whipped up a config here: http://forum.kerbalspaceprogram.com/threads/68617-WIP-Connected-Living-Space-API-for-connected-habs-%28new-download-9-June-14%29?p=1400103&viewfull=1#post1400103 I see no harm in mod makers supplying their own IXS modules. Any 2.5m part will do, and length can be tuned by adding other bits to the ends. In view of how much effort it takes to make a new model, especially with IVA, I'd concentrate on the parts already in the pack. Some of the fuel tanks are a bit polygonal in profile, they don't look like smooth cylinders. The bridge needs a proper IVA, that's got to be #1 new asset. The Hangar has a precedent - http://forum.kerbalspaceprogram.com/threads/88933-0-24-2-Hangar-v1-1-1-1 - it's in desperate need of new models and textures, but the coding and principal seem sound. The author has explained he's not much of a modeller or artist. Anything which fits with this pack should fit with stock generally, so all to the good.
  9. Added CLS to the Warp Ring of the IXS mod, as it sits between cockpit and hull. Zip has been updated.
  10. I can confirm the atrocious performance - rendered the game unplayable, I didn't try the UI switch though. Linux 64-bit.
  11. Perfect - I'd only today realised you'd released the dockable landing gear last week, and have just added a KAS grab module to the docking slots so I could pull them off and toss them into the ocean. Also going to try shoving allista's Habitable Hangar under the deck of a carrier to see how that works out. Edit: Uh-oh, trouble at t'mill. My carrier is now wallowing in a sea of lag. Framerate destroyed. Installed a few things, need to find the culprit first.
  12. I'm simply planning to shove a Habitable Hangar below the deck of an ID aircraft carrier. An extra node on the bottom, at the centre of mass, would be most welcome for this purpose.
  13. I know only what Maxmaps told us. He didn't clarify if this logic test would happen, but they do pay attention to what modders do, so they'll have taken on board what CLS does. I cannot imagine they'll make it as absurd as transferring between two crewcans in orbit through a girder. How they manage compound parts which have both crew and fuel, I can't see how an approach different from yours would improve things. The only thing they could do beyond CLS, is summon crew from anywhere in the craft (if passable) to the EVA hatch without first having to transfer to the hatch's part.
  14. It was a straightforward bit of copy-pasta, and this is in no way fully checked out, but very little that could go wrong. I'm not completely sure how it behaves for more unusual parts (see the IXS hull, it has extra kibble on the sides), all my edits were for traversing stack nodes, nothing surface attachable in there. No sense waiting around though, this functionality will be stock in 0.25.
  15. Very nice. One thing - it could stand to lose a bit of weight, as it is mostly cosmetic. If I put the KAS cockpit on it and the FS bomber wings, I either have to put them too far back (door in front of the wing), so CoM is too far in front of CoL, or too high (door under the wing), meaning the CoT is above the CoM. Either way, same result, SSTO (where O = Ocean).
  16. Hi there, I just created some extra configs for mods I use, and thought I'd share: https://drive.google.com/file/d/0B15B3MQ2F4JTakFmM1JhRjNiSkE/edit?usp=sharing support for the following mods: - Spaceplane Plus - KASA IXS mod (for the stock version, but probably works for Interstellar version too if part names are the same) - MP_Nazari - Mk3 Refit - TouhouTorpedo - Mk3 and Mk4 expansion - KAX - Hawkspeed Deployable Airstairs - SH_Mods (featuring the KN2 Cockpit and Passenger Can)
  17. I wouldn't sweat the model, there's plenty of room to tweak pod lengths with other stacked parts (cryofluid storage tanks for instance). What has your artist in mind for textures? Stockalike, or something different? For a one - off part like this, something that fits a coherent style (either stock, B9 or LLL) is best, and I prefer stock in this case.
  18. I think the saucer need capacity for a lot more monopropellant - which people may or may not want to make use of. With a 3.75m docking port and some O-10s, it becomes a capable little short-range vessel. I note the crewman requirement in the fusion reactor isn't enforced in the stock version. Is it possible to put that in? Bob's low Stupidity has Chief Engineer written all over him.
  19. Initial impressions are as good as the reviews and videos suggest; this is a fine piece of work indeed. I'm still trying to process what all I can use this for, and how cool it'll look while doing so. Now, a few nitpicks - 1) As you state this is a part pack, could you split off the side mounting pieces from the main reactor? No need to split them up into smaller pieces, just making them surface mountable means we can swap out either the side mounts or the reactor, or reposition them. 2) The top and bottom recesses on the reactor aren't currently being used, but they could do with nodes to at least allow easy attachment of large docking rings, or use it as the core of a station instead of a ship. 3) Given 0.25 will have internal crew transfer, I don't see a way the crew can get into the side pods without going EVA. B9 uses fairing code to meld side pods of cockpits with fuselage, perhaps a similar trick could be use to create crew tunnels or tubes? This is one of those iconic mods that come along rarely. Keep it up!
  20. Could you make the unit match the size (and look) of the side-pods of the IXS mod? The two go together (especially the non-warp capable stock version) like strawberries and cream. http://forum.kerbalspaceprogram.com/threads/92816-NASA-IXS-Class-Warpship-and-Spacedocks-For-KSP-I-and-Stock-KSP
  21. Love the asteroid idea. Build an attack plane with mounted missiles (an I-beam with sepatrons set at a five or ten degree angle in rotational symmetry, so they spin on launch, mounted to the wings on small decouplers). Cruise missiles (drone core, stack intake part, jet engine, three or four control fins) also do the job.
  22. Excellent! I'd also suggest a second launch point for land-based support vessels to the dock, unless it's not far from KSC. We'll want to put in cranes and fuel tanks to service our boats, won't we?
  23. Oh yes, at long last, a sane way to get craft into the water (Water Launch is...violent). I was hoping for a full dock on the coast, but I'll take a buoy any day!
  24. I'm a bit dazzled by the pod - it's truly lovely. I note the 4 crew (I presume this is limited for future IVA reasons rather than play balance?) and only 50 unit monoprop (we want to slap O-10s on this and do emergency saucer separations!). I'm considering alternative fuselage options to match it (don't use Interstellar). I suspect this will be stuck on the front of many lovely, large motherships in the near future!
  25. It can be hacked - use the code from the KAS ground anchor to pin the arrestor to the deck. No idea how to pin it there on start up though, short of supplying text to paste into save games for accurate positioning.
×
×
  • Create New...