BigFatStupidHead
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Posts posted by BigFatStupidHead
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I remember these! 2-d physics fun!
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There are very good mods for Dwarf Fortress that can do just those things for you. Check out DFhack http://www.bay12forums.com/smf/index.php?board=29.0 for one, and I've always found DwarfTherapist extremely indispensable for my games. The game truly is a magnificent piece of art, and getting even better all the time.
Don't mind the forums; we're all a little mad here.
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So, trying to take my first sub to the water.
Wheels did not work so well. Naturally, what could be better than balloon?
The craft handles surprisingly well as an airship. Better than ones I've deliberately made.
Haven't quite got a handle on this 'ballast' thing yet. Getting there, though!
http://i.imgur.com/v5Bks1B.jpg"]
Like most experiments, this one ended in fire.
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I like this. It should allow skillful designers to use splashdown as a decoupler of sorts.- Water impact reworked. Parts explode when they hit the water at a speed exceeding their normal impact tolerance times a multiplier (currently 20). This is only checked on splashdown. Parts will not explode from going too fast while submerged. Overall, much less likely to explode when hitting or being in the water.
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Those are some pretty hot textures, Kommitz. Nice work!
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Very ambitious project. To join in the chorus of "need more instructions", you may want to specify a default palette for when it gets textured, to give the different districts a unified colour scheme. Best of luck!
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Yes, plants do some seriously cool stuff.
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There are currently many stock game problems with the camera when you are underwater. A camera rewrite is inevitable for this plugin.
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I used to have a similar problem when I switched to a different desktop (ctrl-alt-direction key). It seemed that the game would register as if one of the keys was being constantly pushed. In my case, just hitting the key again would fix it.
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That is adorable! I actually quite like the rudders as they are, as cartoony fish rudders.
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Submarine mod! Consider it in Beta stage. The part can be found under the "Aero" category, because it's the closest to hydrodynamic.
Still has bugs.
So, the movetowater part doesn't work for me, and so I had to build a rolling platform to get it to the water. I found that Caterpillar tracks and Rollcage wheels refused to function, and even stock landing gear didn't work. I was also unable to adjust the ballast control without it resetting itself to zero. I didn't get it to the water yet.
A reinstall tomorrow will see if any of these bugs persist.
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Why don't you do both textures, the one you like as well as a stockalike? If you're interested in getting the practice, and people are interested in stockalike, it seems like everyone will end up a winner.
Love the engines, by the way. Looking forward to the Fatman re-release.
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I take it your brakes are disengaged? Is it for all the propellers, or just a specific one?
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There is a premade ship in the archive at /GameData/Extraplanetary Launchpads/Ships/VAB/ showing up as mu??n Base.craft, and it is preventing uncompressing the entire file.
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Wow. The possibilities Kerbtown presents are awesome. How much mass can this thing launch?
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Kerbtown looks very promising. I look forward to navigating my airships through the floating islands of Jool's northern pole.
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I would recommend using the updated version. Or the search function. It's just up there in the top right of your screen.
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Hey Sciman, all those "bindskeleton cannot find transform" errors are popping up in everyones games, even pure stock games. In fact, it is theorized that they are the cause to the long scene-change errors some people are having. So, at least that portion of the output you've posted is unrelated to your error.
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Hey Hooligan, I'm sure you're keeping an eye on the Firespitter thread now, but I just want to draw you attention to this post; it sounds very interesting.
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I thought that it was an error in the last version that had gotten fixed. And I was not experiencing the same problems with the current version that I was before (ie: the game would crash while loading parts without the fix) so I, apparently erroniously, thought it had been dealt with. With .21.1, I had no trouble loading but was starting to experience unusual crashes and icon corruption in game. (Actually, the icon corruption is what tipped me off.) So I thought I'd mention that the fix is still very useful.BigFatStupidHead: I consider that fix mandatory, not just "relevant". I can run a clean install vanilla KSP without the fix but that is about all. To use any mods I need the fix. Kubuntu 12.04 64bit. -
This stuff is looking mighty nice so far. More tiny parts is awesome!
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I'm pretty sure Sketchup is what Bac9 uses, and he talks about his process here: http://forum.kerbalspaceprogram.com/entry.php/747-The-Making-Of-New-KSC
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I just want to report: I was starting to have strange crashes and icon corruption, and this fix still seems relevant. However, I seem to have lost some KAS functionality, so it should not be assumed to be fully compatible with all mods.
Edit: actually, my problem with KAS is random, but well known. So never mind about that last bit.
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That is really neat... Thanks for letting me know!
No problem. Collaberation is how we get the good stuff going!
[0.23.5] Spherical and Toroidal Tank Pack (Updated 05/02/14) (New download link)
in KSP1 Mod Releases
Posted
It sounds like the way you have tanks packed off in their own directories will make it very easy to only use what you want. What you've proposed seems quite sound.
I have no interest in the empty tanks, of any size. As it stands, I have to go throught the CFG's and delete the empties, so if the file was set up in such a way that I don't need to do that, I would be quite content.
By the way, I love these.