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HoY

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Everything posted by HoY

  1. Being able to understand what someone is implying without them having to spell it out in black and white is also a part of communicating. In fact, that is a Huge part of communication in modern times. Thank you for derailing a help request thread, that's is the best help some people have to offer.
  2. it seems neither of you have a sense of linear time. thats fine, keep trolling peoples help requests and see where that gets you in life. for the sake of the trolls I amend my statement: It has been over a year since the first poster asked the question, and he/we have not had an official response as of yet.
  3. if you look at the date on the FIRST post in this thread, it was WAY before 1.1.2. so that has Nothing to do with it.
  4. I just bought a laptop with a 17.3" 4k display. You want to see small fonts? the words on EVERYTHING are literally 1.5mm (about 1/16") tall. It also applies this insanely small font to ALL Mod UI's, and sets the non stock UI windows to scale based on those. I'm trying to get used to squinting at the screen from 3" away, but until I can get home to Fort McMurray I might just have to suffer Still no official reply either.
  5. Nobody mentioned Robbaz ? He doesnt do many KSP videos lately, but he's still right up there with Danny IMHO. Not serious like Scott, just laid back fun. (language warning) His videos are also what introduced me to this game back in 2011
  6. install hyperedit and press ctrl+h. theres a button there that lets you refill any or all of your tanks in your active ship
  7. 2 868.75 km or, in meters, 2,868,750m when your AP and PE are both at this altitude, switch your navball over to Surface and it will read 0.0m/s
  8. I second the Hangar mod. Your mother ship can be taken down to just a few hundred parts, and still bring the entire mission in one shot.
  9. Same issue with wheels sparking, but I Love the rest of the concept! I'm not positive, but it looks like dragging objects generate heat, and glow yellow?
  10. I was planning on focusing on making the "fighters" to be armed with weapon mods. Gatling, lazor, skillful, and whatever other ones have small mountable guns and missiles. I think skillful has a warhead payload plugin, which could probably be integrated into a probe core nose cone or something later.
  11. I didn't ask for parts, I'm not sure where you are getting that from. I'm considering making a new line of parts and asking for feedback on them before I do something only I will enjoy.
  12. I use tweak scale, and the memory footprint is a non factor since I and many others have started running the game in OpenGL mode.
  13. Been thinking a lot about the cockpit designs, and was thinking of something similar to an a-10 design for the space only variant. The bubble canopy that's got good visibility but a fair amount of solid material around the pilot. It will have to be extremely cramped inside it but I don't want to have the kerbal not actually fit in it, as I want to use RPM to make him visible from outside, and have a proper working IVA. Thinking about something similar to a harrier cockpit for the atmospheric variant, but who knows what it will turn out to be by the time I get that far
  14. I've been thinking a little bit about things I used to do in ksp before I took the summer off, and one of them was build small fighter style ships that dock into a carrier ship. Looking back at it, I was never 100% satisfied with the parts I had available, and am considering making some more just for this purpose. I'm thinking of at least a 0.625m cockpit, fuselage, main body that has wings incorporated, and hard points for either a single or dual engines. Probably in-layed spaces for a .625 fusion reactors. I don't think they will end up looking very stock like, except for the textures. Kinda thinking something along the lines of an F35 meets a Romulan Warbird, possibly a couple different variants consisting of a 100% non atmospheric version which instead of wings will have weapon pylons, and no air intakes. My skills in blender leave some room for growth, and my free time is a bit flooded with real life adventures, but I have been looking for something I can contribute to lately, and I know several people that can help with a lot of the technical hurdles ill come up against along the way. What does everyone think? Any interest? I might get some time in the next few days to pencil a sketch together to show more of what I am aiming at.
  15. Hell yes! I haven't had a bad landing in a long time, but this could make me have some rough ones intentionally lol
  16. You can use mechjeb to prevent flameouts, or there is a seperate mod that makes flameouts happen symmetrically. Edit; the b9 engines switch over to LFO automatically, do the stock engines not do that? I've never had the urge to try them myself
  17. Well, the same concept works for 1 unshielded and 1 shielded port on a 2-way splitter too. Cuts down on extra part count also since you won't need spacers.
  18. If you use the 4 port adapter, and use 2 regular clampotrons on opposite corners, and 2 shielded clampotrons on the other 2 corners, that will give you a keyed docking adapter that works in 2 ways, but not 4. The shielded ports will dock with the unshielded ports. It doesn't solve the problem 100%, but having a light or battery on the same side on both adapters can ensure you line them up to the same size
  19. You need to install tweakscale and tweak the 3.75m fusion reactor down to 2.5m. It's pretty sneaky, and impossible to tell since they both use the same model. I spent quite a long time trying to figure out how he hid a 3.75m part in there before I tried scaling it down Also, if you want the engine/reactor/generator to clip inside the tail section the same way he did, you'll need editor extensions. Turn part clipping on, place the 2.5m generator on the node at the back of the ship, then put the reactor behind that, scale it down, then install the engine on the reactor. Now pick up the generator, hold Alt, and move it in towards the cargo bay until the second node on the generator connects to the back wall of the cargo bay. The reactor will be completely hidden and the engine will be lined up on the tail.
  20. Are you trying to use the same engine, that cone shaped one with the radiation warnings (I can't remember the actual name of it) that he is using in his latest spaceplanes? Or are you using the thermal turbojet?
  21. I don't have time for any real dedication now wife and 2 year old daughter just moved in with me finally and we have another one on the way. All I can hope to do is possibly expand the jet pack mod a little more in my free time.
  22. I've been out of the modding game for a year now so I'm not sure if something has changed, but the stock game doesn't have an altitude or even air pressure throttle curve, it's a velocity based thrust curve, and an air pressure based ISP curve. I remember last summer someone had released a mod that handled those curves more realistically, but again, the limits of the stock game are working against you from all angles. You'll need to compromise somewhere for stock users, and keep it authentic for near/far users, and change it up when squad releases their new atmosphere in an upcoming patch.
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