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Everything posted by colmo
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Could you add versions of the fairings that do not decouple, but can have parts surface a attached to them (not sure if the current ones do)? Then you can call it the Procedural Fairings and Fuselage mod! This then leads into a SPH version which uses bilateral rather than radial symmetry, allowing sleek jets.
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Consensus appears to be far too much work and CPU strain for too little real benefit. It'll be interesting to see where we are in a few years when Squad get round to sorting the oceans.
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I've late lately been considering the role of water in the game, and Infinite dice's Boat Parts mod is possibly the best put together pack here (or will be once he patches it for 0.21) Thus, I've been considering how difficult would it be to implement a Mun influenced tide? Aside from the difficulties of varying the sea level right across the globe, how would it effect floating vessels? Could it be exploited to generate power and launch large ships?
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The undersea drilling was always going to be using KAS to lower a drilling unit to the sea floor - it may as well be manned, a cupola would give you excellent ocean floor views! My thoughts are mostly about buoyancy - the Gaby sub mod used changing mass to make things sink, which can put high strain on connected parts - some lower mass, non-buoyant parts would be ideal. An Abyss mod pack would be the ultimate...love that movie!
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TT's Mod Releases - Development suspended till further notice
colmo replied to TouhouTorpedo's topic in KSP1 Mod Releases
I'm curious to know if joystick control includes Linux? Does it use the normal Unity joystick controls, or is it something else? -
I'd like to see a few more craft designs based on this mod - it's one of the most complex in terms of design, I haven't come close to fathoming what goes where. Fortunately, the Narwal fulfilling most of my wants for now. Smaller support vessels and Kethane drilling platforms are my top priority, as nearly all my Kerbin kethane supplies are at sea! I'd love a modular workshop part based on the Extraplanetary Launchpad mod, allowing the construction of (<20 mass units) vehicles on board.
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
colmo replied to Majiir's topic in KSP1 Mod Releases
I'm performing my first proper kethane scan and have found a massive deposit of both kethane and ore (I have the EL mod installed too) right under the KSC; is this deliberate, or have I just hit really lucky? I note almost nothing else in inland - already planning my drilling platforms... -
<snip> Loving the screencaps, people!
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I've done my bit, got some good heat on HotUKDeals. Comments made me realise a large number of players don't know about the mods: http://www.hotukdeals.com/deals/kerbal-space-program-steam-12-05-1581068
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[0.22] Extraplanetary Launchpads Legacy Thread
colmo replied to skykooler's topic in KSP1 Mod Releases
I haven't had a chance to try it at all, and will be AFK until Monday at least. Awful timing, killing me to miss out! -
[0.22] Extraplanetary Launchpads Legacy Thread
colmo replied to skykooler's topic in KSP1 Mod Releases
Could the launchpad be modded so the launch clamps attach to the planet surface instead of the pad? This would allow erection of permanent, anchored buildings such as biodomes and HQs. The launchpad could either be left in situ or wheeled out from underneath. It also makes it easier to build level floors and plumb walls! -
Now we can directly fund space research mm asteroid detection and exoplanets. Stretch goals include space selfies, images of bodies of your choice, and membership of the Planetary Society. www.kickstarter.com/projects/1458134548/arkyd-a-space-telescope-for-everyone-0/posts/506461
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[0.22] Extraplanetary Launchpads Legacy Thread
colmo replied to skykooler's topic in KSP1 Mod Releases
Releasing the day before an exam. Why didn't you check with my calendar? :-P I've waited for it for months, I can wait a little longer. I want to set one of those suckers in shallow water on Laythe and launch ships (the floating kind) off it! I hope the launchpad doesn't float! Quick question - what happens if you spawn a craft on it, then spawn another on it? Does it matter if they don't clip? e.g. a huge, circular base that effectively surrounds the launch pad, leaving it clear for rockets to be assembled in the middle? -
[WIP Plugin] Extraplanetary Space Centers!
colmo replied to skykooler's topic in KSP1 Mod Development
In shallow water on Laythe, and might hack a one-use into a smaller part, as foundations for substantial permanent bases. -
The best looking asteroid mod yet. Next stop is some sort of script or hyperedit plugin to get them into appropriate orbits, maybe somewhat randomly.
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
colmo replied to DYJ's topic in KSP1 Mod Releases
:-D - Here: https://docs.google.com/file/d/0B15B3MQ2F4JTYWw1Q2pVS0tGVEk/edit?usp=sharing Just change the tail winglets to see what I mean. Requires Firespitter mod. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
colmo replied to DYJ's topic in KSP1 Mod Releases
I just tried these out - a fantastic innovation! I note, however, that the centre of lift and/or mass in the SPH are wildly off. My first design had CoL well behind CoM, and actually flew OK. The second had them much closer, with CoL at the back of the CoM ball, and it flew like the CoL was well in front of the CoM (i.e. uncontrollably). -
The Linux compatibility thread!
colmo replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Is this in-game? You can just buy it using a browser in the KSP Store website. Once done, you download and unpack the zip. -
Back in 0.15, I built this beauty - there were no CoL, M or T indicators, so it was trial and error. I'd nudge the top front wing and tail wings forward or back until I nailed the handling. I aimed for 1/3 throttle take off and flying straight...without touching the controls. Since that design, I used small control surfaces on the inside of the wings (top and bottom) to reduce roll authority, as it was a little too spritely as shown!
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The Linux compatibility thread!
colmo replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Here's how I fixed the OpenSuse fonts issue: Open a terminal and run: sudo zypper install fetchmsttfonts And that's it.