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OrbitusII

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Everything posted by OrbitusII

  1. No need to post source code unless it's a plugin (which this isn't), just the license. Might wanna post a link to the specific CC 4.0 license you chose though. This page will help you pick what you need: http://creativecommons.org/choose/
  2. Ah, yes, well... that's a bit more complex because Squad renamed most of the part folders, so in theory yes it's that easy, but in practice not so much. If you can get the folders renamed everything else should work out-of-box. Note all the cray cray new names, and this is just the engines in Squad/Parts, there's also a new folder for SP+ under GameData. I prefer these wings anyhow, they look much better than SP+, which look significantly better than old stock.
  3. I use the store version although I have a Steam account. I guess it's never been important enough for me to transfer (I also don't like the idea of getting auto-updates).
  4. No, you need a thrustTransform object. Without that the engine has no idea where to apply the force from and what direction to apply it in.
  5. It should already be 0.24 compatible, unless Ven updated the download for the 0.25 folder names.
  6. As long as you do have an object to use as a thrustTransform, the engine can work. Make sure the blue (+Z) arrow is pointing the direction you want the thrust to go. I'll take a look at the package in a little while, I've noticed that my packages want to export with a bunch of odd stuff so that may be affecting things a bit. Do you have the KSP Part Tools installed? Things won't work correctly unless you have those installed.
  7. KAS is the best option for this kind of functionality- Kerbals can grab the cable from a winch and control it from there while being constrained by the maximum length of the rope (50m is what you usually get) so unless you need something more complex, you'll want to use KAS.
  8. Part of the reason it's set up to overwrite the stock stuff entirely is to avoid needless memory usage. Frankly I'm not sure how ModuleManager is relevant to that, maybe Ven can enlighten us?
  9. Here's an example Unity setup and the compiled part. It's good for seeing how gimbals, fairings, and the basic engine setup work.
  10. Welcome! I'm working on an Aerospace degree right now so I love seeing all these rocket scientist types on the forums! I also enjoyed calling out my roommate who doesn't own KSP by telling him that someone new to the forums just bought the game.
  11. A fair few. Firespitter, RPM, and Klockheed Martin to name three. I like your thinking! I've been playing a lot of Skyrim lately so I guess that's my break from KSP. Sadly, Skyrim's crashed on me twice today... And Mercer Frey as a follower for the one Thieves' Guild quest is sooooo dumb...
  12. Yep, I'll tell Helldiver to wait another day to update it every time someone asks. But seriously, KSO will be updated when all of the plugins are. It works correctly anyway so just play with it until the updated plugins are released.
  13. Shortly after all of the plugins included are updated (it'd be a mess to update the main downloads every time a dependency released a new version)
  14. Yeah, especially if Google acquires it. I'm sick of them eating up everything in sight like they have been over the past couple years. For example, has anyone seen any new updates from Boston Dynamics recently? I know that I haven't.
  15. Here's the example Unity package and the exported part that you can use in KSP to see its functionality (just put that part in GameData) EngineExample.zip
  16. Holy necro, Batman! Someone would have to take over and start maintaining this again, but the last post before wreckreation was over a year ago. If no one volunteers by the end of today I'll contact a mod for a thread lock to avoid any more necros.
  17. Just use the current version. There aren't updated versions of the plugins yet so we have to make do with what is currently available.
  18. Fantastic, I'll try to do some of my own testing later today.
  19. The ridiculous zoom speed is the thing that really kills me about the camera, otherwise it feels ok.
  20. I can't explain fairings or gimbals off the top of my head, but I do have an engine with a fairing that you can use as a reference part if you'd like. In fact, let me put together an engine with gimbals and fairings so that you can see how all of those work.
  21. I agree. Orion is cool, but SLS seems superfluous, especially with Falcon Heavy being ready for testing significantly earlier. A family friend of ours works for Boeing (albeit in a different division) and explained some of the red tape to me- the test assembly for one of the engines costs several billion dollars and took hundreds of man-hours to simply get approved for use. Not fun.
  22. Sun's boot got obliterated.
  23. Cool it guys, everyone's got opinions and they don't line up. There were some good ideas though. I like Gregox's idea for making the Clamp-O-Tron Jr look like it's designed for resource transfer alone, I'm sure Ven could get that looking really sweet. There are definitely other improvements as well, but at the same time it's already a lot better than stock. Maybe there are some small texture changes to keep consistent with the rest of the stock game, but I think everything is fantastic as it is. (separatron and RCS nozzles do seem a tad dark though)
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