-
Posts
220 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by chickenplucker
-
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
Maltesh is correct, they were built around the Mk1 Pod since everyone already has it. The assembled crafts are there since the inside pod attachment node and the new Puddle Jumper rockets can be kind of finicky to attach at times. For some reason if you don\'t click or assemble things in the correct order they just will not attach. @Toast That would be really cool to have a little drop door that another Bigtrak roll out of, but require crazy amounts of parts per Bigtrak in order for it to work properly since there can\'t be convex collision meshes. Maybe though, the awesome factor would be so worth it and about as much work as making cargo plane or cargo containers. -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
*cough* http://kerbalspaceprogram.com/forum/index.php?topic=4873.0 More examples of Tosh\'s awesomeness. I do think that something that allowed water crossing would be great fun, I\'ll look into what I can do. I\'m trying not to integrate to many of plugins but amphibious parts would be neat. -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
Thanks everyone, I\'m glad your enjoying it Yup, Tosh released an update to his awesome Cart plugin that added the parking brake feature. It\'s great for when your trying to land on a building, set the brake, take off, line up and land and when you touch down it won\'t roll off. The drifting forward was intentional so that you (mainly my younger cousins) could pilot it without having to worry about mashing 10 buttons. We will see how it goes before changing it. As for what\'s next, I\'m not sure. Was thinking of letting the dust settle on this next KSP update and reading up on the new animation features before working on something. Still have the dart launcher, side fairings, grass hopper thing, and with the new plane hanger maybe some cargo plane parts for air drops -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
You should see my space center, its like a Bigtrak graveyard with all the broken and failed test subjects scattered around it. v.20 is up now with the K1 Puddle Jumper It works! I\'m not happy with the engine gimbal setup yet and may come back to tweak it some more. I had a heck of a time trying to get the center of gravity just right so that it would track forward with the SAS on, but it works nice now and will putt along at 24m/s on its own. Have fun and go blow some stuff up in the name of science -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
Thanks for the comments everyone Ah, I\'ll have to check that craft file then and make sure everything is tucked in out of danger. From my test flights so far it looks like if your in a bad situation it may just make things much, much worse. Although if you could get it pointed upright while its hurtling at the ground you can fire them off and shoot back up which will give you more time to straighten it out for the landing. Just a few more cfg tweaks, then some final testing and it should be done. If not tonight the next couple days. -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
Good to hear that .12 is working without a hitch, I just got a chance to play with it tonight. I must say I\'m really digging the Cart plugins new hand brake feature @Toast I dont think I have ever seen that happen before. Does it happen everywhere and with any Bigtrak configuration? So here is the part order. First, on the very bottom is the actual rocket engine. Then the fuel tank and on top of that the advance sas unit. So far everything but the engine is in game. I\'m having a hard time figuring out how a gimbal engine is set up, I\'m not sure what the part names need to be in blender or what axis they pivot on. I\'ll keep poking around the old forum posts though and hopefully by tommarow night it will be ready. -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
haha, thanks Thobewill. I still think it needs something in the middle to make it 'pop' better instead of being bla looking. Maybe a cargo rack so you don\'t loose the back two nodes. v.12 is up, includes Tosh\'s new 1.22 Cart plugin and I changed the .cfg files on anything that was using lights so they use the Cart module again. Its.. um.. untested since I\'m at work and just quickly edited and mashed the new files together. So let me know if something is horribly wrong with it that causes your computer to explode. Fun Fact*: Currently there have been 121 Cuttlefish\'s downloaded this month, and 459 last month. *may not actually contain fun. -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
Thanks Tosh! I\'ll get everything sorted and uploaded tonight. I can\'t wait to play with the new version and the handbrake -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
Ah, I see. I thought the game was being clever and just realizing the part has light objects defined in it and took it upon its self to use the correct plugin. I\'ll straighten out the cfg and revert the module back. Currently the crew pod is setup this way as well, so I\'ll make sure to swap that to Cart too. Was the problem with the lights because the part was not defining wheels when the plugin was expecting it to have some? @Jontu and Nexus-7 Thanks for the nice comments and screenshot. I think the best part of making mods is getting to see other people use and enjoy them. -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
Micro update/bugfix v.11 is uploaded. Let me know if there are any issues you find. (the grab-able part of the nose cone is the black hinge point that attaches to the tank/deck) 5/3/2012 v.11 Lowered the amount of heat all parts can take, they now explode better with Tosh\'s Sunbeam Laser. Fixed some .cfg issues. Corrected the issue where the lander legs/cone was unclickable after being attached. Corrected an issue with the Floodlights that caused the camera to go wonky when the attached craft cleared 6000m regardless of speed. Something odd was going on with those old floodlights, if you build a craft with them, or watch Jontu\'s video watch the altimeter. Every 6,000m the camera will lurch ahead. In the video this occurs at 6,000m, 12,000m, and again at 18,000m. Well, its fixed now but that pattern still bugs me. *shrug* -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
Yup, I fixed the issue with the top cone being un-clickable once attached, just need to upload the corrected files now. Which if I get some time tonight I may do. -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
No problem Commander Zoom, I have one of the grey ones as well. So after some messing about there does seem to be an issue with the floodlights although I\'m still unready to point the full blame on it with out running some test on other computers first. Regardless of what parts I made the rocket from or what speed, the addition of flood lights caused the camera to drop at 6,000 feet every time. I had read some posts a while back in the Cart post and the addon support forum where the bug logs called it out as throwing an error but I\'m unsure what would be causing it. The light is a pretty simple object and theres not to much going on there. Plus I\'m curious why the crew part of the cuttlefish doesn\'t seem to have issues and its setup very similer. Bah, I\'ll mess with it later, untill then to avoid issues dont use the lights : Update: Ha! I think I fixed it .cfg tweaks seemed to do the trick. Changed the part module type from Cart to Strut. Lights still work and the 6,000m camera drop is now gone, cleared it with the FTL engine at 330ms with no issues. -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
I\'m still leery of blaming the issue on the floodlight as I have had many successful launches/landings with floodlights tacked on the front or back of a Bigtrak with no issues. On the flip side of that I have launched many Bigtraks with just a Mk1 Command Pod had to scrap whole rockets because the thing would not leave the atmosphere. I think the main issue is that Unity is just a fickle mistress when it comes to physics in certain situations. -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
Very nice BamBam Now just be carefull about going to fast, nothing more frustrating then getting a rover down and then ramping off a hill Dukes of Hazzard style into a crater wall What does everyone think about the amount of fuel in the lander? I tried to give it enough so that there should be a bit of extra when you touch down just in case, but only tried it on my one rocket. Don\'t want it to feel to 'cheaty' but also would like to have enough extra for a safety buffer. Trying to get this finished up for the next update -
Build the Death Star
chickenplucker replied to noneyabidnis's topic in KSP1 Challenges & Mission ideas
@infatuatedPP If I remember, I think that it was so big that you can\'t see it as a parts icon in the VAB. Somewhere in your parts there should be a 'blank' spot/part that you can click on to grab it. -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
Yuppers, it may be next week/weekend before I get to it though since I\'m camping and trail riding on my old Honda\'s this weekend. I\'m going to fix the legs/ramps so they are clickable, add the explosive fairings, a downward facing lamp with a node, some cfg file tweaks so the parts can be nuked by Tosh\'s laser and a taller decoupler. Might scale the first 8 sided test lander down to fit on 1m tanks for a smaller lander/cargo hauler so you can put whatever will fit in it. -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
Check the previous page for a picture of the launch vehicle I use, it\'s made mostly from the down under pack and is all liquid powered. Generally with that lifter you can floor it and forget it without having your tires drift away. When I get around to fixing some of the kinks I\'ll upload some craft files -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
Thanks I think I know whats going on with that, I\'ll make some collision model tweaks and it should be sorted soon. Right now I think the surface joint on the leg/cone is being placed within the fuel tanks collision which is making it not clickable afterwards. -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
Check the readme file, that grey texture is hiding in the zip already and just requires a renaming to make it active -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
@6677 I tested the zip and it seemed to be opening for me without issue, I did upload another copy just in case, you can find the link directly under the first link. @Tosh I\'ll try to make a taller decoupler this weekend to help keep the wheels away from the deck. Its too bad the game doesn\'t re-read cfg files every so often, then there could be a toggle button of sorts to put things in a 'transport mode' that could zero-out and restore the cfg values on the fly. Although I guess you could edit the cfg, start the game and fly to a location. Then exit the game, return the cfg values, restart and go bouncing around the Mun Heres the craft I usally launch my lander with, its all parts from Slew\'s Down Under pack: Its just a center section of 2x2m tanks, that big white 2m engine, and 6 tall 1m tanks around it. I haven\'t had any wheel issues with it yet and its pretty reliable at making sure things stay away from the ground -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
The server that was hosting the my old wordpress site the images were being stored on died in a horrible, horrible fire of bad server admin\'ing. The guy that owned it borked something pretty bad and all the sites were having permission issues with the login messages you were seeing. I transferred the domain and all the images over to my other server so everything should be fine now. If it breaks again I have only myself to blame though A big thanks to the Mod team, they were very fast at locking this up and preventing the mess from affecting people on the forums and also very quick at getting it back open after the problem was patched up. -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
Thanks for the comments guys @Turnip199 Thats a known issue with the wheels having a hard time keeping up with the Bigtrak\'s axles. I was hopeing the custom decoupler would help lessen that with its extra height but its still present. I have found that if you back off the thrust with some rockets it will help. I was playing with the issue on one I made and 120ms in the atmosphere seemed to be the sweet spot. Any faster and the wheels started lagging causing the camera to go wonky. @Katalliaan Thats odd, I wonder what would be causing that. I crashed more then a hundred landers around KSP while testing and never ran into that issue. What puzzles me more is why the saved craft would work and not ones that were built. Time to go smash some more for science! -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
Thanks for the correction Mr_Orion, I think I\'ll work on the dart pod soon. For some reason I was thinking the darts had to equal the wieght of the cart, brains not always awake when I\'m posting Well, the Cuttlefish lander is now done and ready for exploration. No more weak toothpick legs, a nice hex shape (thanks ultrasquid), and working lander lights. I was testing dropping it on Kerbal and it will take an impact at roughly 14ms with no real issues. It can do 20-30ms, but then stuff starts exploding. I was debating on makeing it more fragile but figured that most people just want to get a rover to the moon to drive around, not fight a lander blowing up after 10mins of trying to pilot it there. Droping in like that does require a bit of engine help. You will survive but stuffs going to break. Next up, detachable normal nose farings, down facing lander light with attachment node. I wanted to sneak them in this with this update but ran out of time. Shouldn\'t take long to make since its just mostly rotating parts and some .cfg modfication. Have fun with the Cuttlefish -
[Collection]KSP Re-texturing project.[Closed]
chickenplucker replied to dt890's topic in KSP1 Mod Releases
Wow, that is shiny! Looks great I wonder if you could patch in different HUD textures depending on what command module your using... -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
chickenplucker replied to chickenplucker's topic in KSP1 Mod Releases
Haven\'t had to much time to work on it during the last few days but hopefully I can wrap it up this weekend. I have swapped the 8 sided base out for a six sided one but still need to texture and export it yet. Roughly an hour to get it in game or so. But after that I have to balance the parts out which may take some time. I was having a riot last night building goofy ships using the lander parts and all the new plugin mods that came out in the last couple days. I think the Ludodyne airship is my favorite so far.