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KSP2 Release Notes
Everything posted by colmo
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
colmo replied to Porkjet's topic in KSP1 Mod Development
I just tried the Mk2 parts and am very impressed at their quality - excellent modelling, clean lines and creamy textures. The cargo bays are superb - the way they open on placement, beckons me to stuff a probe or small station part in. Need editor extensions to turn off docking port surface attach to get it central. I'll concur with the call for a half-length fuselage tank. I'd like a Mk1-to-Mk2 air intake piece too - I hate those ear-trumpet stock radial intakes. -
Kerbin City Community Project - Phase B - New Islands
colmo replied to nothke's topic in KSP1 Mod Development
I took a tour using the latest Kerbtown plugin by Honeyfox. Great to see the city again! When the roads and bridges are finished, I can see KMP multiplayer F1 races being all the rage... A few things - I spawned below the freeway, and on the grass verge of the airport. Both spawn points possibly need a little tweak. -
Better Atmospheres Development Thread
colmo replied to Thesonicgalaxy's topic in KSP1 Mod Development
Titan's atmosphere is orange because of the methane* atmosphere. Laythe is too warm and has an oxygen atmosphere. I suspect we'll see a proper Titan analogue once the game gets a second gas giant. *Correction: "The orange color as seen from space must be produced by other more complex chemicals in small quantities, possibly tholins, tar-like organic precipitates." - Wikipedia So yes, too warm for that. -
Here's what can be done with the interstage fairing bases in jets. Really would like the ability to disable decoupler in this part! Trying to figure out a way to get two intakes like this to feed one jet engine.
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[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
colmo replied to BahamutoD's topic in KSP1 Mod Development
One more question. Does this work on rovers? -
[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
colmo replied to BahamutoD's topic in KSP1 Mod Development
Stunning! I presume the maximum range is the physics limit (2.5km). Would using a mod that extends it, like Lazor, work? -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
colmo replied to Alskari's topic in KSP1 Mod Releases
Shaping up nicely. Might I suggest you consider what people might use hollow parts for? - Command centre - I liked the one in the original pack, apart from the holes in the floors, lack of ladders and difficulty getting things inside because it was one-piece. I envision something similar with working RasterPropMonitor workstations you can seat Kerbals at. - Nuclear reactor room - It's much easier to service a reactor in a pressurised environment, so a chamber with nodes in the centre to attach something pivotal like a reactor would be ideal. - Cryogenic habitat - Imagine a room with rows or circles of pods containing sleeping Kerbals (the Eterno Rest 2000 coffin mod is an ideal stand-in). -
[0.90WIP] Procedural Parts - Parts the way you want 'em 0.9.21, Dec 19
colmo replied to swamp_ig's topic in KSP1 Mod Releases
I'd like to suggest the ability to have offset, either variable, or just with one perpendicular side. This way bezier curved and conical parts, for example, could be used to make Soyuz-style first stage boosters. I'm sure there are many other possibilities too. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
colmo replied to TriggerAu's topic in KSP1 Mod Releases
Great looking mod. The API means it'll be trivial to add to RasterPropMonitor. -
The Linux compatibility thread!
colmo replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
You could, but your performance will likely suffer horribly due to poor 3D support. Worth a try though. -
Just wondering why the telescope is narrowest at the objective? That's usually what defines how wide a telescope is. Still, there's definitely scope for a few different types of telescopes. Hubble is almost synonymous with the Shuttle, it figures there should be an analog for KSO.
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We can also launch on land, with an appropriate ramp and wheeled launch trolley to roll into the water, but a true dock would be nice. P.S. yes, take advantage of underwater launching to launch either ships or subs, with the former needing to be held above the seabed, at water level (eyeballed estimation of clamp height or using a part as a rough ruler when building in SPH), for launch, just using clamps.
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So if there was a dock object just below the water surface with a spawn point, and we build ships with launch clamps of an appropriate height, would it spawn at more or less the water level, the clamps lifting it off the submerged dock, and decoupling it would result in a gentle launch? Meanwhile, if launching a submarine, without the clamps, the craft would spawn on the submerged dock, and buoyancy would lift it off the surface and clear to sail?
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Vger makes some excellent points - I was fortunate to be around when Star Trek reached its zenith, in the Next Gen and DS9 era - both tackled all sorts of heavy philosophical issues, often using scifi allegories - slavery, war crimes, sexual orientation, torture, religion, freedom of expression, due diligence in justice, racism.... Then we had the decline with Voyager and Enterprise. The films have always been patchy, usually good every other one. I enjoyed Patrick Stewart's work, such as the Captain Ahab allegory, with the Borg as Moby Dick. These films are a bit of fun (shame about the cringeworthy sexism, I refer you to the Honest Trailer by Screenjunkies) but it's tough to have a deep story in an action movie - TV is a superior format in that case. I hope the next one tries something different to get a bit more meat into it.
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I know. I recall Hooligan going to great lengths to try to get airships to save in atmosphere. Nearly managed it too. I suggested using anchors made using KAS as a workaround - it worked, provided velocity was 0. According to the ARM previews, you can hit quicksave with a moving rocket at full throttle metres above the launchpad. This bodes well for airships, but we'll need to test it out on release. Here's hoping!
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The new save behaviour coming in ARM is massive for airships and floating bases. I'm wondering if we'll be able to switch craft without placing a land anchor?
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FYI, the ability to save game in flight (coming in ARM) is a boon for boat and airship mods. I wonder if planes on carriers will still need to be docked?
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Loving the functional microscopes - I'm trying to think of a use for them. I wonder when we'll be able to collect science in IVA? At the least, some more authentic slides to look at? It would be fun if it was a pass through to an online virtual microscope (e.g. http://virtual.itg.uiuc.edu/) or randomly displayed a slide from an open library (e.g. http://openslide.org/demo/), though I appreciate either could be very problematic for such a trivial fluff item. I've no idea if it's even possible to import things into KSP from the internet on the fly! Also looking forward to a dedicated telescope - a resized CactEye unit, perhaps, or something else? Maybe that's for Phase III.
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Sounds like the PSU went. If you're lucky, all the other components survived. Get a decent one you can carry over into a replacement so it's not a waste either way.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
colmo replied to InfiniteDice's topic in KSP1 Mod Releases
Loving the palpable excitement! Looking forward to the first videos to hit YouTube, don't have time to play this myself atm. -
I'm surprised Felipe was so surprised by the way mass scales with size (@21 mins) - presuming uniform density, mass scales with the cube of the linear size. Then you start considering different densities (and also iron v silicate v carbonaceous asteroids, and those with partially differentiated composition), it can get even more variable.
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
colmo replied to Fractal_UK's topic in KSP1 Mod Releases
An idea I had a long time ago was that the famous coffin mod be converted into a crewable part - a stasis pod. This mod is the perfect place for such a technology. It fits the theme. Edit: Or it doesn't - blame Scott Manley for making me think there was life support in this mod! In use, in exchange for higher energy demands, normal life support requirements would be vastly reduced. Losing power, however, would be fatal! A wake-up timer would make sense to avoid making it simply a handy place to stash a Kerbal when not required. A sealed room (there are airlock mods in progress) with rows of pods laid out would also look amazing. Alternatively, a dedicated module that stores, say, 6 Kerbals at a time would be a practical solution. -
Rover Proving Ground at KSC
colmo replied to OTehNoes's topic in KSP1 Suggestions & Development Discussion
I believe Infinitedice built a Baja style racetrack (because racetracks are so much more Kerbal than testing grounds...) using the Kerbtown mod. It should still work! http://forum.kerbalspaceprogram.com/threads/50131-Kerbin-Baja-Racing-for-KerbTown-and-KSPv0-21-1