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Everything posted by dishycourier
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
dishycourier replied to JDP's topic in KSP1 Mod Releases
Absolutely. I had WAY too much fun with this mod in .16. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
dishycourier replied to JDP's topic in KSP1 Mod Releases
I don't think so. I still have some derelict relay sats. If there was ever a time for this mod... -
[.19 PARTS] JebCorp M-209 SPHERE ball probe system
dishycourier replied to dishycourier's topic in KSP1 Mod Releases
Just stuck 3 Spertnik Powersats with ISA mappers stuck to them onto the ball and deployed all 3. Still work! I can take a break and update the textures for the S-1b this week. Unity soon... I need to figure it out. I've been lazy about that part... -
[.19 PARTS] JebCorp M-209 SPHERE ball probe system
dishycourier replied to dishycourier's topic in KSP1 Mod Releases
I'd have liked to integrate mapping into the nosecone, but ISA 3.3.0 isn't playing nice with outside parts I've got this going instead.... I PM'd ISA and I'm hoping he gets back to me, but it's not looking good. It'd be awesome if I could jam as much "science" into the science kit as possible. I tried VOID, but it just wasn't enough and caused console spam. -
[.19 PARTS] JebCorp M-209 SPHERE ball probe system
dishycourier replied to dishycourier's topic in KSP1 Mod Releases
Feel free to customize! Just rename the folders and the partname. Post it here! My girlfriend hated the red checkers and said the whole thing looked like "humpty dumpty." Various skinpacks would be welcome. Sidenote: It takes longer to figure out what DOT placards you need that what you'd expect. Had a nerdgasm at http://dotplacards.com/, http://www.safetysign.com/ -
[.19 PARTS] JebCorp M-209 SPHERE ball probe system
dishycourier replied to dishycourier's topic in KSP1 Mod Releases
Still testing it. About to round Duna. If anyone finds any issues, please let me know. -
Ball probe is up: http://kerbalspaceprogram.com/forum/showthread.php/22364-17-PARTS-JebCorp-M-209-SPHERE-ball-probe-system
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4-8-2013, or 8-4-2013 if you're anywhere but the U.S. I didn't notice that the forums had been restored, but here's the gist of this update: *Pod is fixed to show up in pods *Weight redistributed for even rolling-ness *Engine and fuel not fixed with proper values yet, but it still works. Isp and proper resource management coming when I have time to figure them out. *Still fun. *Camera sort of works? *Comes with a MechJeb2 pod. It seems to be a bit harder to get the hang of, but much easier to perform complex maneuvers. I recommend mj2 over mj1, but have included both. *Science kit has all of the sensors. I think. I did not include it as a Graphotron part as I haven't tested that functionality yet. *Still easy to launch and use for testing. 9-29-2012 Thank your for your purchase of the JebCorp Model 209 SPHERE ballprobe! MechJeb is required for use. http://www.mechjeb.com Dear intrepid explorers, We'd like to congratulate you on taking your next step in space exploration and your purchase of the Model 209 SPHERE ball probe. Enclosed in the box you will find the following contents: 1 Science Kit. It contains all sorts of sensors and things, but most of all cameras. Two context cameras with three focal lengths. By pressing F8, you can take advantage of these cameras to record scenic vistas on other worlds, or just take a picture of your lunch. We installed them, but it's on you to use them as you wish. Also houses the gyroscopic SAS unit. 1 SPHERE Control Capsule. Without requiring any Kerbal on board, this lightweight pod is capable of mechanically guided flight to just about anywhere in the solar system. 1 92 Litre Fuel RP-1 fuel tank. Be very careful -- The highly compressed fuel in this module is very flammable. No smoking within 1000 feet. 1 SPHERE heat-shield/engine. This four-way engine provides an impossibly efficient way to deliver the SPHERE ball probe system to the celestial body of your choice. Please note that the SPHERE system is a highly calibrated set of scientific instruments. Although it is entirely possible to stick MORE science stuff to the hull, the engine is tuned to the weight of the craft by the process of Guesstimation. This process infers a proper amount of what we like to call "OOMPH" based on the weight of the system without any user-modified or aftermarket parts. NOTE: Dishy Courier's Crappy Parts Warehouse releases liability of this "The Product" to you "The Consumer" as a military surplus clearinghouse. No refunds. No warranties. No guarantees of safety, functionality, or stability of The Product/s under normal conditions or otherwise. Purchase and use of The Product by The Consumer is intended entirely as recreational and non-commercial. Purchase of The Product constitutes agreement to several terms of service and liability waivers enclosed in instructional packet. Available on Kerbal Space Port The ball probe is a small toy I ended up designing as a proof of concept for something else entirely. I had a lot of fun making and testing it, so I figured the community would enjoy it as well. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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Special surprise in about (I'm shooting for) 3-4 hours. Remember that way to test a canister drop pod? I'll release it as a spherical probe, complete with fuel tank and engine. The Hexagon version will have a parachute instead of an instrument section. Models 100%, Textures 100% Cfg 99% Testing now. Currently has a 113.5 twr. Uh........ Also, not working in .16, working in .17
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KCST present: The FANTASTIC FuelFactory
dishycourier replied to XSP-Xenon Space Programm's topic in KSP1 Mod Releases
You don't say... It didn't survive the move. It was a cheat part anyway. Not really worth it. Also, please try not to post on things that haven't been active in the last month. I was so excited this was a new mod. You've crushed my spirit -
It's not about those 10 characters. Although Squad came up with the basics for a cfg, the concept is in that cfg. For instance, say you revise your config file, oh 70some times (true story), and then find a novel way to combine multiple plugins and perfectly balance a part, then some dude comes along and undoes your work without crediting you or even changing the partname. Your work, your ideas, even your witty description is owned by the creator of the mod. I find it humorous that everyone's still going back and forth on something that's already been decided.
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To be honest with you, the community won't receive it well if they "go up elsewhere." You'll probably get banned. A few people might download it, but at the end of the day it's just another knock-off parts pack. It's on you in the end, but keep in mind that a cooler head will prevail. CBBP is pretty cool about input with Kosmos, if that's something you're after. You could always suggest changes to the mod authors. That way, you get your balance input in and they get to keep their work. It's a compromise.
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...Had a long drive today and came up with a way to clone the Hexagon canister pod. I'll model it and see how it turns out. I'd like to get the whole first pack out the door soon, but I keep adding more work
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Time out a second, if you will. My very first post was almost EXACTLY the same as this thing, but the WHOLE POST was nuked and never existed. Instead of getting upset about it, I sent out an apology and immediately set about just making my own parts -- the config and the concept was already there, but the models and textures were really what needed to be done. Here's the thing. Mods, although even when open source, still need to be attributed to their original creator, especially mods to be considered work in progress like... well... all of them. If you post a config edit without asking for permission, this is the result. Take it as a lesson and ask for help making models or ask for permission. No one is really going to fault you for it in the end if you manage to gracefully pull out of this and chalk it up to a noob mistake. I know YOU aren't the OP, but it sounds as if you might be missing the point in the first place. Also, I know that you haven't found the proper edit for the Probodobodyne and BACE Kit panels I've already put out, because if you did, you'd have six working panels. Here they are, with proper attribution to Nova and working with EE with realistic[ly arbitrary] power generation stats per panel size: http://www./download.php?1ucqeo25kc9wtqv BK Panel (provides power, but might not deploy properly) http://www./download.php?q6cngzatr3hcszf Probekit panels. Beyond that, I have found MRZdynavolt works, Some of the Kosmos panels MIGHT work, and MMI works or WILL work soon. I have my own panels waiting, but those will have to do until I figure out Unity. Try to remember that redistribution of mods is against the rules. It doesn't make sense, but it's just the way it is. I know that if you find a dead mod, maybe something can be worked around for that, but otherwise it's not kosher.
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Looks like blender.
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thanks. The reactor is very much inspired by the one from your mk2 pack, and the RCS can looks a lot like your xe tanks. Come to think of it, your mk2 ion engine was the stand-in for the TM-104 while I was modeling it!
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The Gods smile upon me today.. I've finally been able to update. Work resumes...
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James Webb Space Telescope Projects
dishycourier replied to xos84292's topic in KSP1 Mod Development
:-D not to hijack the thread, but I have exactly what you ask being tested in .17 with the new ISA mapper and Mechjeb. Check out my dev thread. On some of the last pages there are renders of the telescope. I've got an inline radar scanner and an ISA specific dish. -
I'll continue work once I get .17 up and running. I've been having nothing but issues logging into the patcher or the store.
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Well. Yes and no. There's an issue with the engine at altitudes. Since it doesn't draw the ground from that high up, it doesn't work. However, the Mun and Minmus are zoomable from up to around 30km I think. It's possible it will work, but there are some built-in limitations.
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The face on the inside of the lens was removed, so as it is, the viewpoint is at the middle of the body and looks out to the rest of the model. I'm just going to move the viewpoint up by 1.6m and get it out of the way of the model. Has 3 zoom levels. Might make it 5.
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I tried to make an NK-33/F-1 sort of hybrid-looking engine, but it had about 60k faces by the time I was done. Even after I decimated, it was still way too much detail for the game. I decided that the one in the Russian engines pack was good enough. That said, I really like the NK-33 from that pack, but would always welcome more.