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Everything posted by Hyratel
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[1.1]Hullcam VDS - mod adopted by linuxgamer
Hyratel replied to Albert VDS's topic in KSP1 Mod Releases
do want: a window to view a camera through so it doesn't have to take over the entire screen (plus the camera switching problems that causes), you can probably find the code to render to texture in Lazor -
[1.1]Hullcam VDS - mod adopted by linuxgamer
Hyratel replied to Albert VDS's topic in KSP1 Mod Releases
problem with the lazor cam though is it comes with all the overhead of Lazor itself. which does things I don't always want - it nukes the launch clamps on launch (for reasons of its own) that said, I do prefer having it as a separate window onscreen. if someone could fork out the camera code for it from Lazor, it would be much appreciated -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Hyratel replied to sirkut's topic in KSP1 Mod Releases
for my own part, having on the fly configurable speeds makes robotic arms a lot safer in orbit! -
DROMOMAN - modular arm parts for Infernal Robotics
Hyratel replied to nothke's topic in KSP1 Mod Releases
correct! I have not tested it just on the end but you put a KAS connector then the electromagnet and it will work just fine -
NO. for one, engines don't scale linearly by any stretch. the geometry necessary changes majorly as you do different things as do the performance
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DROMOMAN - modular arm parts for Infernal Robotics
Hyratel replied to nothke's topic in KSP1 Mod Releases
the KAS electromagnet does make an excellent end effector btw -
DROMOMAN - modular arm parts for Infernal Robotics
Hyratel replied to nothke's topic in KSP1 Mod Releases
enough said? -
you might have to have the wings noded in place with two flipped versions - if you want it to play nice with FAR anyway
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Hyratel replied to Normak's topic in KSP1 Mod Releases
Im fond of KW for launchers and AIES for probe at the moment, but I will definitely investigate the new KOSMOS pack at some point! right now I'm shouldered up against the parts vs RAM issue probably due to a bunch of B9 stuff I don't use but hot dog, b9 stuff is pretty -
I would like to offer my music for free to the KSP proyect if they want
Hyratel replied to edefakiel's topic in KSP Fan Works
I think the music files are "baked" into the resource blobs so it might be possible but I wouldn't know how (see "universe replacer") -
[Part] Advanced SRB [WIP v0.7] by Kerbal Science Foundation
Hyratel replied to kujuman's topic in KSP1 Mod Releases
yeah and if I wanted something simple to figure like that I'd use the stock SRBs. I want something that'll give a consistently useful amount of thrust throughout the entire burn period (for ex) in order to launch a payload without causing reentry burn damage -
[Part] Advanced SRB [WIP v0.7] by Kerbal Science Foundation
Hyratel replied to kujuman's topic in KSP1 Mod Releases
these are - or would be great, if they had better documentation - IE some kind of mass flow calculations available in VAB, and you CAN generate resource gages in the staging tree. also, if there was a better indication for how long they'd continue burning after primary burnout also they're wiggly as snot, and ill-suited to being used as a "core booster" -
I know yall here are a fan of the 7zip but everyone can use .zip, even if it's not a 'better' format. most windows users won't even have 7z installed. plus, on windows machines, zip files can be content-viewed directly from the file browser with no additional level of complexity. if you look at the great majority of addons, they're all in .zip ; spaceport only takes .zip
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Hyratel replied to sirkut's topic in KSP1 Mod Releases
MSI animator? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Hyratel replied to sirkut's topic in KSP1 Mod Releases
how hard would it be to do the following 15 (or selectable) degree increments option no-GUI mode, right click on the part and do "go to increment" "Increment right/left" integrate this into a docking port directly which these options in place, you could assemble stations or planetary/lunar bases with ease and without driving up your part count or having to dock with ultra precision -
[0.22] Extraplanetary Launchpads Legacy Thread
Hyratel replied to skykooler's topic in KSP1 Mod Releases
not sure if this is the same as the double-spawning bug but build a rover, without using any launch clamps, using a deployed sphere pad (smallest size) rover spawns at top of pad, looks right when protophysics finishes calculating on the new rover, it gets moved to the height of the terrain - UNDER AND INSIDE the launchpad. this causes the launchpad to get catapulted, dragging the various other base structures connected with it, and generally breaking things edit: I would also like to note that the base itself is at altitude 5100 or so -
Frizzank, look into ModuleManager, it should have what you're looking for
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SteamGauges Beta release 1.6.1b [27 Dec]
Hyratel replied to Trueborn's topic in KSP1 Mod Development
no! bad maker! bad! no cookie! your pictures go in the post, not in the download -
waaaaaaaaaaaaaaaaaaaaaaaaaaaagh!
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yes it is. there is an option to export a .DAE file (glorified XML, and which Unity and Blender can read). it is NOT optimised for creating physical models, but you can do primary design in it very readily export3D dae geometry options as follows N N Y - Y Y