![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
HoY
Members-
Posts
1,174 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by HoY
-
[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
HoY replied to HoY's topic in KSP1 Mod Development
Sure, ill paraphrase it and post it here tomorrow. A lot of the locations models were already made so we might reuse them as Easter eggs with kerbtown down the road. -
Yes. As it is now the two jet packs don't work properly it I'm convinced it's a cfg issue. As soon as I get some free time to troubleshoot it ill post an update in post #2
-
[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
HoY replied to HoY's topic in KSP1 Mod Development
Unfortunately I think even when Razchek returns from his busy work schedule, the questing aspect of the mod will stay abandoned. We might work together as a group as we have to work on some slightly more elaborate Easter eggs for everyone to find, and there are literally mind blowing projects that he had in the works when he disappeared. The jet packs are not abandoned. Cheebsta moved to a new house and was having some issues with his Internet, once he's got that all settled more updates will be made. If you have specific requests or bug reports for those please post them in the jet pack dev thread -
It will fill any tank, not just stock
-
[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
HoY replied to HoY's topic in KSP1 Mod Development
Appreciate the offer but our model is an exact replica have him with various different suites as well. The future of this mod is looking a little dim at the moment. For the time being its on indefinite suspension, during which time we are still working on the jet packs and dabbling with Kerbin City with nothke. -
Kerbin City Community Project - Phase B - New Islands
HoY replied to nothke's topic in KSP1 Mod Development
I wasn't answering any question you had, just noticed you were using an old version nothke already answered you -
Kerbin City Community Project - Phase B - New Islands
HoY replied to nothke's topic in KSP1 Mod Development
theres an updated version of the KQ Jetpack mod available here; KerbolQuest.Jetpack.Beta.0.2.zip -
It looks like you are parking your Rover on someones back lawn
-
Kerbin City Community Project - Phase B - New Islands
HoY replied to nothke's topic in KSP1 Mod Development
http://www.catalystservers.com/hoy/KerbTown/ Official North American mirror -
Kerbin City Community Project - Phase B - New Islands
HoY replied to nothke's topic in KSP1 Mod Development
Not only that, but some people who Do have permission to make changes don't know where the problem is. Raz had a unique way of doing some things -
[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
HoY replied to HoY's topic in KSP1 Mod Development
Short answer is yes. Long answer is we are still doing it, but development is suspended on the questing aspect of the mod until Razchek returns. -
Uninstall and reinstall the whole thing. Sounds like you have part of it installed in the wrong place. Inside GameData should be the KerbolQuest folder, and inside that should be the jet packs and plugin folders. It's all in its proper place inside the zip in the second post just drag it into the ksp_win folder Edit;; that steam is the ducted exhaust, which is only made while the jets engine is running, and is activated with the spacebar. Hold the spacebar to use the ducted exhaust system, which lets you kill horizontal speed without leaning the pack retrograde. The wing pack has 2 ducts facing the same direction the kernel is facing, and the rocket pack does it with every axis on the RCS
-
They have decouplers built in, so when you place them while in the VAB make sure they aren't in the lower staged. You don't need to use a separate decoupler unless you want to mount them on a stack node
-
[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
HoY replied to HoY's topic in KSP1 Mod Development
Yes. The base for the function is written in already but it just needs to be implemented in a stand alone way. Technically we aren't removing the helmet we are preventing it from rendering, but the game still believes its there. -
That's intended, unless its some sort of input lag That's a new one. Have you done any cfg tweaking? Are you sure they aren't on the menu? The vertical pack and rocket pack use the liquid fuel engine icon, the wing and hang glider use a wing icon I believe.
-
[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
HoY replied to HoY's topic in KSP1 Mod Development
I'm quite certain it has nothing to do with KerbolQuest, as there isn't a version available for download.. Mods off the top of my head that play with cameras are HL Subs and ID Subs -
[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
HoY replied to HoY's topic in KSP1 Mod Development
Razchek said he could take helmets off on demand. Right now we have it as a built in option we enable or disable through the custom seat code, but when he gets back I'll ask him About making it a right click option whenever the kerbal is in EVA. Not sure on an eta since he's still mia On another note. Next jet pack concept is this; twin jet engines, small wings, ion engine in the middle with a deplorable solar array similar to the Baka solar array that folds up inside the pack. All in, it should be about 20,000m/s of dV in atmosphere, and 7000m/s in vacuum. Thinking about a deployable heat shield to surround the pilot and pack for aero captures. This pack will rely very heavily on the fire spitter animation module, but will be a 1 part ship from the launch pad to Laythe surface, and back to Kerbin without refueling. Will also be able to land on some of the smallest moons as well with the ion engine I think. -
[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
HoY replied to HoY's topic in KSP1 Mod Development
http://imgur.com/a/COIfF thats the first part in the works, will be small enough to mount on the rocket pack -
Try turning part clipping on? Might solve your particular problem demonstrated in that gif
-
Update for 0.22 available here: (not updated on spaceport) KerbolQuest.Jetpack.Beta.0.2(0.22).zip
-
[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
HoY replied to HoY's topic in KSP1 Mod Development
Since most people seem to be posting here for the Jetpack release, I'll post the link here as well. It will also go in the Jetpack release thread in post #2 KerbolQuest.Jetpack.Beta.0.2(0.22).zip -
[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
HoY replied to HoY's topic in KSP1 Mod Development
They do work in .22 if you add the tech tree info into the config, however part of the plugin was broken with the update. (The hover module that saves your kerbals from uncounted numbers of deaths attempting to land) Snjo fixed it up and it will be included with the new download tonight -
[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
HoY replied to HoY's topic in KSP1 Mod Development
I'll upload the 0.22 version in a few hours when I get home. Cheebsta has taken a LOA for the time being so they still don't have the docking ports on them (besides the rocket pack) Hopefully in the next couple of days ill have 2 new science parts for them also, but I don't finish it'll be a month before they are done as I'm heading off for vacation after than