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OrbitusII

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Everything posted by OrbitusII

  1. Awesome! I'll try to get some work in on my 747-like plane alongside some game coding since I gained two free hours from a class that ended on Friday and I want to help jumpstart these community expansions! Definitely take a look at Blender, it's got tons of tutorials that help deal with the crazy UI. Depending on what you plan on doing with parts and such I can also recommend Sketchup, although it's better if you plan on building airports for use with Kerbal Konstructs (another thing I should work on is my company's HQ/airport, as a matter of fact).
  2. No, the mod will continue to receive relevancy updates for future versions of KSP. KSOS will not be expanded upon except by the community until further notice because Helldiver and myself are working on a standalone game. Please read these posts for more info: Thread Update (0.25 support) Blog Update (looking to the future)
  3. Blender has an option to show what Unity renders, just put your mouse into the Object view, press "N" and scroll down in the new window that showed up to "Display" (I think) and toggle "Backface Culling" to hide the backsides of the faces and get a better idea of which faces are facing incorrectly.
  4. Until further notice there will be no more updates except for the new plugin versions. Can we get a comprehensive mod list? It'd also be nice to know your OS, if you're running 32- or 64-bit, and if you can post the crash reports or KSP.log files that would be great. I suspect it's the game running out of memory to use since 32-bit KSP can only use 4 GB of RAM (and if you only have 4GB of RAM for your whole system it has to use a lot less).
  5. I played it for a month or so after it came out, unfortunately my guild left me behind since I was gone for a few weeks and as an Esper I had a hard time soloing to get up to 50 with them. I like the game, it's nice and hard and a lot more fun than WoW, but soloing is still a terrible way to play, at least as a squishy class. I'd recommend it to anyone who has a set of friends that can all play regularly at the same time, otherwise not so much.
  6. Looks like he's getting his new perk since he just leveled up! Go for the Sneak perks, little Kerbal!
  7. I just use a keyboard and mouse, like I do for everything in KSP. Part of my reason is so that I don't accidentally provide input on other axes when I'm just trying to pitch during a gravity turn, but there's also the fact that I don't have a joystick.
  8. The one at the far end of the station is a stock Rockomax tank, the closer ones are from my One-Eye Industries mod (link in my signature). That pack comes with a cool Soyuz-style docking port that actually functions like the real thing. It makes docking tricky but it's also quite satisfying when you get something docked. @Avalon304: cool stuff! Now I'm questioning how feasible an arm for the Super 25 would be since it's obviously a useful thing to have... I've got fall break coming up so I'll have some time today and tomorrow that I can probably use to experiment with plugins, although I'm worried it may end up going the way of my 747 Landing Gear... Eh, if I never try I'll never know. If the arm plugin and part end up working out then I'll open up a thread for community expansions.
  9. I was working on some sectional SRBs in this thread, (on page 9) unfortunately I've put it on hold so I can work on maintaining real life a bit better. I'll let you know if I ever get around to completing the SRBs.
  10. I wouldn't rule out a change in FAR, but it's also likely that craft files were messed up a little with the transition to 0.25. Firespitter doesn't mess with part physics, so I doubt it could be anything related to that. Great job as always, Angel! Your station looks awesome! Here's my station in its current state: I'd recommend taking a look at Planetshine, it really makes stuff in orbit look good with its improved backlighting.
  11. This is definitely a good look for KSP. I'm keeping it. Kerbin from orbit is absolutely phenomenal. Mun looks really dreary from the surface, it's got a nice dark sci-fi vibe. Mod List: Toolbar Ambient Light Adjustment Environmental Visual Enhancements [I](Hybrid of Astronomer's and Better Atmospheres packs)[/I] Distant Object Enhancement KSOS [I](includes dependencies)[/I] KAS Planetshine [I](formerly Reflective Ambient Lighting)[/I] One-Eye Industries Texture Replacer Ven's Stock Part Revamp
  12. Visual mods are EVE with a mix of Astronomer's and Better Atmospheres, Ambient Light Adjustment (might be unneeded), Planetshine/Reflective Ambient Light, and Ven's Stock Part Revamp. Will be posting more of these after I update my primary save to 0.25.
  13. I know there's some service on the Internet that lets you post those things, but if all else fails you can copy and paste everything into the tags. (Just make sure you know how to use the tags before posting a whole KSP.log file, they're gigantic)
  14. Congrats on becoming stock for 0.26! I'll really have to start playing career mode so I can get all the funds!
  15. I haven't seen them myself so they may be removed. Even if we don't have the normal-facing Separatrons I'd like to have those radial drogues, they should seriously have been stock from the day the drogue chutes were first added to the game.
  16. Yep, he's remaking the models and the results are what you see here.
  17. Just noticed a small issue with the Hitchhiker: the nodes are off-center relative to the mesh. Image: I noticed this because I rotated it 180 degrees around the node axes and the mesh moved around a bit. Might wanna check the position of the mesh in your modeling software and in Unity just to make sure it's positioned correctly. Since it lined up with the Lander Can correctly when not rotated I'm guessing the issue may exist in multiple parts. Edit: Yep, Lander Can definitely has the same issue:
  18. I haven't played with Fine Print personally (because I don't play career mode a lot) but I think that it would be a great addition from what I've seen of it. Final Frontier might also be nice, my kerbals need some recognition for their achievments! There's quite a few nice mods that they could implement, especially Ven's Stock Part Revamp. Frankly, I'd rather not see KER. Part of what makes stock KSP feel the way it does is the trial-and-error when designing rockets; getting dV, TWR, and burn time readouts for every rocket on every body eliminates that.
  19. It might be a good idea to refine how the buildings receive damage then. I was worried about something like this happening since the feature was unveiled. My only idea for solving it long-term is to implement some sort of per-location damage system (i.e. hitting something in location X will do more/less damage than hitting it in location Y). For now I'd do what Bandock said: use the Stability Enhancers to hold rockets off of the pad.
  20. Awesome! Installing ASAP since I'm sick of Skyrim crashing on me all the time...
  21. Spoilers are quite easy, just use the tags like this: [/noparse] [noparse][spoiler="Something In This Spoiler"][img=http://i.imgur.com/zaKZRk8.png][/spoiler] The above spoiler gives me this:
  22. I'd very much like this, the "Same Version, Still Works!" claim was crazy in 0.24, but continuing to support that claim into 0.25 is ridiculous.
  23. Please read the post at the top of this page. (LINK if necessary)
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