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KSP2 Release Notes
Everything posted by OrbitusII
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Arkbird, anyone? Max speed for this version is about 1900 m/s with a 28km flight ceiling. This version was basically scrapped since the wings were way too curved to be accurate, plus it couldn't land at all. 100% stock and it's pretty sweet to fly. Almost 300 parts. Version 2 features its own landing gear and the wings are swept less to be more accurate. It also features 3000 more liquid fuel, but I have not done high altitude and speed tests yet. It's a bit more stable because of some disabled control surfaces, but it's still a bit wobbly. This is still 100% stock with 302 parts. V2 Arkbird is available on the Dark Multiplayer Stock Sandbox server. Just open the "Crafts" window in DMP once logged onto the server, scroll down to "OrbitusII," open that window, and the craft is called "Arkbird (Landing)." I might also upload it here to the forums if people want to get it that way. The P-1112 Aigaion!
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SpaceX to reveal their manned DragonV2 capsule tonight
OrbitusII replied to Streetwind's topic in Science & Spaceflight
Yeah calling the Dragon 2 the "Lamborghini of Space" doesn't work. Calling Dragon 2 the Tesla Model S of space, however, is quite accurate and fitting. -
Those are some pretty cool concepts, although the second URL is broken. It looks like there's quotation marks in front of the http:// section, so it looks like this: "http://...
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SpaceX to reveal their manned DragonV2 capsule tonight
OrbitusII replied to Streetwind's topic in Science & Spaceflight
This is just the presentation prototype. I was surprised by how plain it seemed too, but this isn't the exact capsule that will be used. There's going to be more stuff, this is just the full-size mockup that they used to reveal it. -
SpaceX to reveal their manned DragonV2 capsule tonight
OrbitusII replied to Streetwind's topic in Science & Spaceflight
Darn cool stuff, the control screens looked like they wouldn't be out of place in a Tesla! On that note, me and a friend joked about them sending a Model S to space, and here SpaceX is, doing just that! I really liked the "stupidly fast stairs" part, where Elon seemed to be like "Ok here we go, I'm just gonna walk all casually into my new spaceship. Nothing out of the ordinary here." -
Lots of new stuff on the space station, now named "Juggler Station" for all the modules I've moved around and some complex maneuvers to do so. Solar mast, pretty dang big and hard to maneuver. Installed KAS for reasons. Here's Bill and Bob working on installing maintenance ladders and illumination so that night operations aren't as dark. Here's some of the reasoning for the renaming: Solar Mast and Arrays went from top to side, connected to the Utility/Cargo Storage Module, and the ACICAM went from the back to the top. Bill and Bob after performing some critical maintenance. The station was randomly hit with a terrible case of the wobbles, so they had to go out and use the KAS struts to stabilize everything. Much more stable, although the event did make me consider turning off the attitude control that keeps the station oriented the same way relative to the planet (cupola downwards). In the background you can see the two vertical masts that make up part of the station now: the Solar Mast on right and the Docking Array on left. A darn cool shot from the cupola. Not much needs to be said. This one will be going up as the background to my Twitter page. Fun Fact: Juggler Station is the only vessel, debris or controlled, in this save at the moment. Hooray for self-disposing launchers!
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[0.24.2] Conics Configurator: In-Game Conics Settings
OrbitusII replied to OrbitusII's topic in KSP1 Mod Releases
Thanks! I might work on that sometime. I don't want to make it entirely dependent on Toolbar though, so I might make it optional and potentially still contained within a single plugin... man I love being able to program stuff. That's kinda what I figured. It might have helped to have the number of encounters drawn increased... -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
OrbitusII replied to PolecatEZ's topic in KSP1 Mod Development
KSP's particle emitter system seems simple enough, but I haven't had a lot of luck with it either. It's one of those things that you have to figure out via trial-and-error. If you send me a sample then I can probably do a simple emissive animation. I'm pretty experienced with Unity so I know how animations work (although they are pretty dang finicky in Unity 4...) and I've done emissive animations for KSP in the past. Is the issue that you don't have access to the textures or just don't know how to do it? As for downgrading, I would make backups for everything. I don't think downgrading 2 revisions would be too much of a problem, you never know. Maybe compile a scene and its assets as a unitypackage and send it to me to check. If it works, you should be alright but still do backups just in case. -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
OrbitusII replied to PolecatEZ's topic in KSP1 Mod Development
Ok, if you're working on getting the quality levels up then that's cool. I would try the downgrade, I'm on 4.3.1 (I think) and haven't had issues with parts that I make (although I've only made one runway for Kerbtown ) and if you're on 4.3.3 there might be cross-version issues... Good luck figuring everything out. -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
OrbitusII replied to PolecatEZ's topic in KSP1 Mod Development
Well, if you can't get the weaponry working, I would still like to see some sort of release soon. Maybe send your stuff to Romfarer to see if he can fix it for you, but besides that I'm not sure of any fixes... Check upper/lowercase between the Unity hierarchy and the configs, I guess, since C# is case sensitive. -
Inspired by Tanuki_Chau (yet another KSPTV Streamer who has inspired my plugins), here is the Conics Configurator plugin! Con2 allows you to adjust the CONIC_PATCH_DRAW_MODE setting in-game, so no more editing the save file every time you install KSP to get Patch Mode 0! Just plop this plugin into your GameData folder and load up KSP! The Conics Configurator window shows up on the main menu in the top-left corner of the screen. Some Conics Explanations The Conics system is what draws the orbit for each and every thing that moves (that includes singular parts as well as planets). The different modes draw orbits differently, but they all behave similarly. Downloads Conics Config 1.0 Source Code All downloads are through Dropbox Feedback Please leave feedback on this thread, since it is where I check for it most often. Note: I will eventually put this on Curse.com, but for now it is only here on the forums. License Conics Configurator is licensed under Creative Commons Attribution-NonCommercial-Sharealike 4.0
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Jeb messing around outside my space station's new habitation module Nice shot of the station as it now orbits. Also not really KSP, but I am now the proud owner of a copy of the December 1969 issue of National Geographic Magazine!
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Do you even cheat bro? Yeah, you do, because you used logic on the internet.
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You can barely see it here, but that's the Orbital Insertion Stage for my space station's new Attitude Control, Instrumentation, and Communications Augmentation Module, or ACICAM for short. The freshly-installed ACICAM. It holds all of the sensors in the stock game, some communications systems, and a Mechjeb 2.0 Module for attitude control. Jeb is visually inspecting it for any damage, in case it sustained any when moving one of the core's docking extensions. The whole space station at sunset. This game is beautiful, and being able to run it on max render quality, full texture resolution, and 4x antialiasing with a mere GeForce GT 630 is darn impressive! Watching the sunrise below the station from the cupola. Pretty cool.
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
OrbitusII replied to PolecatEZ's topic in KSP1 Mod Development
Can't wait for those cockpits! I really want that Mk15 and the SBS concept... I might toy around with the internals to get familiar with them in case you want help. -
Started work on a space station on the Dark Multiplayer Stock Sandbox server. This is a solar array about to dock with the station. The Party Barge! Also on the DMP Stock Sandbox server, this is operated and DJ'ed by Adam and Donster Kerman, I'll probably feature this on stream someday.
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Screenshots from Flying Around Kerbin "White Ocean" I've been placing runways and flags down every so often so that I have a pretty well defined flight path to the Marathon International Test Site, about 120 degrees around Kerbin from KSC. Each of them can serve as a launch site thanks to Kerbtown!
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MI-Tornado Superbomber An utterly massive, super heavy, slow-moving beast of a bomber, designed to destroy anything in its path. It's launched from the Marathon International Test Runway, south of the Crater Sea. The payload is 48 RCS bombs, which are dropped in sets of 8, as shown in this massive gif.
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Kerbin City Community Project - Phase B - New Islands
OrbitusII replied to nothke's topic in KSP1 Mod Development
Blender is your friend. Free to use, no questions asked, and works on Mac OS X, Linux, and Windows (I can personally confirm the first two and the third is an obvious yes). -
The computer argument
OrbitusII replied to Vindelle_Sunveam's topic in KSP1 Suggestions & Development Discussion
My system is pretty cheap but I wouldn't really consider it ow end. Even with a $60 Pentium G2020 and GeForce GT 630, I can run KSP pretty well. I like to stream, so it's not really a good system for that, but for everyday playing it's a beast. A minimal build (critical internal parts only) with my specs would only be about $200, but it's not the lowest end system you can run KSP on. I won't be running Battlefield 4 on ultra settings, but my computer can handle around 200 parts before any significant lag shows up. The way I see it, buy or build (I prefer the latter) the system you can afford, but make sure to get the best you can for the money, and you won't be disappointed. -
Update after ages of no info! Hooray! State of Things - Everything seems to be working in 0.23.5, so I'll update the title to reflect that - Curse is being a pain to work with, so putting it on there will take a while - I will be able to work on this more starting next week. This is my last week of High School so wish me luck! - Features I will add in by next release (sometime in June probably, possibly July since we're moving out of state) include the steering toggle, configurable settings for the plugin, and more tweakables for the landing gear (steering is the major one) - Features I plan to add, potentially in the next release, includes Firespitter support and an improved gearing system. Since the 3-gear system seems to be a bit useless (high helps, low doesn't) I'll drop that down to 2 gears. Also, some stuff I've been working on in KSP with my extra free time, now that school's winding down: Naturally, this uses Tweakable Wheels. It's sooooooo much easier to rove and dock these two things together. <More Info>
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Pretty epic stuff going on down at Marathon International in Kerbin City: the first test flight of the MI-EFW-1 Series Electric Plane is about to get underway! The Crew: Jebediah (Left) and Miltny (Right) Kerman will be handling this test flight. The Vehicles: On left is the MI-EFW-1P itself, a fully electric plane. It is very distinct in its design and coloring, so you can't miss it on the runway. Coming in at a measly 4.23 tons, its takeoff speed is about 20m/s! On the right is the EFW Maintenance and Support Vehicle prototype. Since the EFW itself does not have power generation, the MSV serves as a mobile recharging station as well as boarding gantry, since the EFW also doesn't have any ladders. Note: the original EFW Prototype, EFWS-1P, was equipped with a lot of solar panels on the wings. It is now on display in the Kerbin City International Airport. This design was scrapped because of the cost and weight of the solar panels (we wanna make this practical to use, after all). Jeb Boarding the EFW I like this part since he gets to crawl around on the back of this very cool electric plane after using the boarding gantry. Overview A better look at the EFW and MSV. The design team has already identified some critical upgrades needed. These include fixed action groups, struts to secure the battery pack, and default settings for the front wheel steering and brakes. Honestly, I'm ecstatic that this ship works as well as it does already! The MSV you see here is the first iteration with the docking port, same with the EFW itself, and they snapped together like a charm! Some Background This set of crafts is my most proud accomplishment so far. It tests my precision in building (made easier by using SPH mockups), rover construction skills, plane construction skills, and piloting skills. It's worked phenomenally so far and I'm proud it's done so well. Mods Used Kerbal Aircraft Expansion Kerbpaint Tweakable Wheels (by yours truly!)
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Kerbin City Community Project - Phase B - New Islands
OrbitusII replied to nothke's topic in KSP1 Mod Development
It's a lot easier to make the plots flat than to have to try to match the natural terrain, so it's simplicity of modeling as well as some aesthetic. It's been ages since I've ever worked on anything for this... My original concept will probably be left behind so that I can do something a bit easier. Will post any updates for that. -
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