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Everything posted by BlazingAngel665
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[0.21] Hooligan Labs - Airship, Submarines and More
BlazingAngel665 replied to Hooligan Labs's topic in KSP1 Mod Releases
It needs some detail but I kinda like the orange color scheme. Nice update. I really appreciate the Kerbal behavior. Though EVAing at depth isn't overtly realistic. . . . ahh whatever. I need name suggestions. Right now I am leaning towards the fairly cliche "NAUTILUS" or "CHALLENGER" (Inspired by Sir Richard Branson's recent tweet) but I want something slightly more inspiring. -
Our school district has 6th as part of elementary and 7th and 8th as part of high school. High school has worse homework. Trust me. Especially as you study for the ACT and try to get into engineering/law schools. Mr. Tiny I feel your pain. I debate and manage football too so my free time is about to sink like a pebble hopeful I will have my modular texture generator done by then though.
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That page is incredibly dated. All cigs now use the module{} system. That information is basically useless.
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I'm not sure there is a comprehensive list of CFG file parameters or modules. Also there is no way to create and or statements in the CFG file as much as we might want them they would require a plugin.
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[WIP] Space Launch System (SLS) and ORION (MPCV)
BlazingAngel665 replied to Stevincent's topic in KSP1 Mod Development
200, wow that is indeed low poly. I can't fathom which computer couldn't handle the 2600 poly version though. A lot of stock parts have more I believe. Some of my models easily break 6k on the complex large engines. You truly are a master of optimization. And your textures are gorgeous. Keep up the amazing work. -
[0.21] Hooligan Labs - Airship, Submarines and More
BlazingAngel665 replied to Hooligan Labs's topic in KSP1 Mod Releases
The ballast tanks on the bottom are modular. The cockpit and propeller are 1m pieces in case you would rather have a Jet propelled sub. The coning tower is radially attachable and hopefully will have a KAS connector port on it for retrieving your submarines. I am not happy with how the rudder mounts turned out. Ideas for better looking pieces are more than welcome. I will hopefully add a couple of side attaching pieces such as lights, sensors, sample jars. Maybe even a robotic arm if I can figure out how Romfarer's stuff works. (Don't count on it since I don't know a line of C#) Textures forthcoming. -
[0.21] Hooligan Labs - Airship, Submarines and More
BlazingAngel665 replied to Hooligan Labs's topic in KSP1 Mod Releases
Repost: Are your textures in the public domain Hooligan? I want to use your octopus on some of my sub parts. . . . Sneak preview of the sub parts pack I'm working on. . . Sorry just wanted to make sure I didn't trample on your IP. -
[WIP] Space Launch System (SLS) and ORION (MPCV)
BlazingAngel665 replied to Stevincent's topic in KSP1 Mod Development
Good luck. If you need help drop me a pm -
[0.21] Hooligan Labs - Airship, Submarines and More
BlazingAngel665 replied to Hooligan Labs's topic in KSP1 Mod Releases
Are your textures in the public domain Hooligan? I want to use your octopus on some of my sub parts. . . . Sneak preview of the sub parts pack I'm working on. . . -
[0.21] Hooligan Labs - Airship, Submarines and More
BlazingAngel665 replied to Hooligan Labs's topic in KSP1 Mod Releases
Suggestion: HydroThruster Basically a part that acts as an rcs thruster (game object facing in desired thrust direction with the RCS model) but consumes the resource "water" which is a special intake resource. Then you can turn the trust up without creating a cheaty thruster. -
You don't lift anything with .625 meter rocket. You put it in space decouple the fairings, then you send it places with the .625 meter parts. Also notice in the first video that the first engine is actually scaled to 1m sizes for orbital attainment.
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A slightly rushed texture job. It needs details and scaling on the lower portions, other than that it is finished.
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[WIP Plugin] Extraplanetary Space Centers!
BlazingAngel665 replied to skykooler's topic in KSP1 Mod Development
In response to what Psycix said, NovaSiliskos wet workshops provide a proof of concept for the plugin. -
I vote no. Stock compatibility is>"special mod" Most people will want to expand the probe size parts. That means that we want them to be able to use our stuff with the stock tanks and what not, otherwise we get to do everything over from scratch.
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It works!!!!!
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Alright executive order happening right now. ENOUGH FREAKING BOOSTERS!!!!! Make fuel tanks, or square things that are easy to unwrap please. Thank you. Honestly. We are at like ten engines.\rant The lack of textures is due to two things. #1 is my modular texture initiative. I am creating a bunch of png assets that go to every imaginable thing. This way Naten or you Mr. Tiny can just unwrap it onto a texture with the faces lining up however you want them to look. That save me a lot of time in the long run. #2 is I imported the first engine into unity and got it working with *almost* no flaws. The nodes are off by a hair but that is a cfg thing that I am sure Naten can sort out. A video showcase and download will be up shortly.
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Mr. Tiny, Warsol in this case is correct. You models are far to generous on sides per cylinder. Smooth shading is a miraculous invention.
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Custom Control Pad + Sneak Peek video
BlazingAngel665 replied to L.J. Silver's topic in KSP1 Mod Releases
I know all of the current beta slots are full but when you open more please consider my name for one. Thanks. -
As of right now custom fxs require a plugin. But if you can write the cigs for it then it will have a texture and an emissive map
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I feel like in the case of Krag, the role play didn't become an issue until someone said it had been an issue in the past. Perchance we let bygones be bygones. I have been around since .14 and don't know of this RP catastrophe. What was so horrible that we can't move on and let people like Krag, who's dev thread was fascinating btw, do these things. Now if there is a reason why RP has to be delt with in such a way then the story needs to be explained in an objective manner somewhere and a rule needs to be written in the forum rules. The unwritten rules can't be followed very well, especially by newer people. Krag, don't give up modding. Your spacecraft emporium sounds genius. It brought images of Watoo and Tatooine to my mind. I was salivating. And if you truly are discontinuing the planetary trade share your wisdom please. Not just with one person but in a thread somewhere so that many people can use it. In the meantime I will continue looking for parts to my J-29 class noobian ship. May the force be with you Krag.
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Here is a request. I was building an asymmetric launch vehicle today and was trying to use this mod to keep fuel tanks above the engines balanced fuel wise (great in theory, it is the purpose of the mod) but I ran into the problem of rebalancing on the fly. Could you add the option to balance fuel levels in a stage, ie so that all engines are burning from an equal fuel stock. Example, you have a FL-800 tank with a mainsail underneath it You also have 4 rockomax 32s strapped the outside of it each with a mainsail underneath it. You want them to all burn out at the same time. Doable enough just balance the tanks and take off. the 5 mainsails burn and shutoff exactly at the same time, bravo. You have a stage above it that is precisely identical to this one. This time however you don't have the luxury of sitting on the pad clicking balance for all the tanks. Maybe a "balance fuel for stage" button where the plugin tries to keep fuel levels the same in each stage. Thanks for the consideration.