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Posts posted by GagaX
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It's been a while, I've been busy with other things, but here it is, finally: v0.2. Enjoy!
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2 hours ago, Catinthebox said:
Why is there an alien engine in this pack?
I was working on a contract pack featuring series of missions to investigate various anomalies in Kerbol system. Alien engine was part of that. I gave up on the project, but the engine is still there in case I decide to continue development.
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Pirates of the Keribbean v0.2
Where there is space there are space pirates.
This is a fun mod, it adds parts for creating pirate spaceships. So far, there are only dozen or so parts, enough to create simple spaceplanes and rockets.
Pirates have unique high-tech (magic) propulsion system, so they never run out of fuel (always active fuel generator).
So raise your black flags and off to explore Kerbol system.
Instalation:
1. extract PoK.zip to GameData folder
2. have fun!
Legal stuff:
Pirates of the Keribbean by GagaX is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
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KSP universe is so much better than this one we are forced to live in in reality. Thanx for creating it.
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Rusty Star Rockets v1.6 is up!
Added various lights, some new engines, also improved some textures. Enjoy!
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On 3/2/2016 at 4:08 AM, 123nick said:
will you make the wing parts compatible with FAR?
Maybe, but only after I finish making all planned parts.
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Ok, i'm pretty excited about this update, it has potential to be very cool. Here are some more work in progress screens:
new parts in unity (not to scale, i rescaled them in .cfg):
new parts in action:
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On 2/25/2016 at 8:50 PM, Deimos Rast said:
Quick bug report: the Iguana Radon engine doesn't quite stage right. Well, sort of - it turns on correctly and fires and everything, but there is no little fuel bar next to the rocket icon in the staging bar.
There is no fuel bar for the stock xenon engine too.
I'm guessing that the reason for this is that ion engines are defined as EngineType = Electric in ModuleEnginesFX, as opposed to EngineType = LiquidFuel or EngineType = SolidBooster. which do show fuel bar.
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22 hours ago, BJ Quest said:
Because the parts are rusty ("used") they really out to be discounted a lot in the cost of them (Tong in check)
Actually, it's not a bad idea. I think i'll give at least 10% discount in the next update.
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11 hours ago, Deimos Rast said:
Holy. Crap.
...
Thank you for taking your time to review my mod, much appreciated.
I especially appreciate criticism, because it helps me focus on things that need to be improved. I am well aware of most of those things, but, as you noticed, this mod grew so big that it is hard for me deal with all those small issues. It is no fun t all, I prefer creating new stuff. Still, I try to spend a couple of hours before publishing each update reviewing old parts and polishing .cfgs.
I like your suggestion to make lights flicker and cracked, I'll definitely try that.
As for 'too much orange', I'm afraid I can't help you with that. Rust comes in many different colors, I tried creating couple of different rust textures and this is the one that stuck in. To avoid having too many similar textures I started retexturing parts and added some semi rusted parts and damaged paint on others. I'll keep doing that in the future, but most of the parts will still have the same main rust texture.
Thanks again, and have fun with rusty rockets!
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I'm working on a new update, so here is a little preview, if anyone is interested.
I've been shifting focus from solar panels to landing legs and other useful stuff, but finally decided to make a set of almost completely useless parts.
The next update will be called "Let there be light", and it's main feature will be, you guessed it, lights.
Well, not so much lights as emissive textures. The parts that i'm working on will not have light object on them, so they will not cast light on nearby objects or themselves. They'll just glow in dark.
Here are some examples (work in progress):
The only practical use for these parts that i can think of is easier approach and docking on dark sides of planets, but practicality was never my thing. I just want my spacecraft to look cool. And glow in dark.
I think I'll finish this in a week or two, in the meantime, any ideas and suggestions are most welcome.
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14 hours ago, CaptKordite said:
With the death of Kerbal Stuff, is there a way to get this mod without downloading their 66 Gig torrent? I don't have that much free disk space?
I'm trying to upload it on Spacedock.info, but it stops uploading before finished. Had the same issue with KerbalStuff, so I'll keep trying.
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1 hour ago, greydragon70 said:
Would it be possible to integrate tweakscale into your mod?
Maybe I'll do it in the next update. In the meantime just add this line to the .cfg of the part you want to scale:
MODULE
{
name = TweakScale
type = free
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Wow, your flying pig is amazing! I knew those spherical tanks will be good for something.
Imagine a fleet of your flying pigs invading Earth. I hope Roland Emmerich is reading this.
Guess I'll have to make a couple of huge spherical tanks for 'Mother Pig'.
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Greetings,
v1.5 is up!
what's new:
- improved textures
- various tweaks
- new parts:
- size 0 tanks and decoupler
- very small command pod
- large liquid fuel tank
- turbojet engine
- inline cockpit
- hypersonic air intake
That's probably it, maybe I forgot something, but oh well...
Enjoy!
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15 hours ago, lolmanxD said:
The downloadlink isn't working anymore
Are you sure? It works for me, also in the Stats section I can see that it is being downloaded 20-30 times every day, including today...
Please try again...
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ZPE Propulsion System v0.2 is up.
Features:
- improved models and textures on existing parts
- added size 1 parts: engine, UCC, QFE, reactor
- improved engine effects
This is standalone expansion to my Rusty Star Rockets mod which contains about 100 parts made in similar visual style as ZPE Propulsion System.
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10 minutes ago, peadar1987 said:
In fact, Pluto is too small to significantly perturb Neptune's orbit. The observed perturbations turned out to be an observation error or a mistake in the maths
Don't know about that, just copied it from wikipedia. Anyway, my theory is that someone used Kopernicus mod to upgrade solar system.
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This wouldn't be the first time a planet was discovered this way:
In the 1840s, Urbain Le Verrier used Newtonian mechanics to predict the position of the then-undiscovered planet Neptune after analysing perturbations in the orbit of Uranus. Subsequent observations of Neptune in the late 19th century led astronomers to speculate that Uranus's orbit was being disturbed by another planet besides Neptune. That was Pluto.
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Very sad he's gone, but very happy he lived and gave us wonderful music.
Thank you mr. Bowie!
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RSR v1.4 is up!
- new parts:
hitchhiker container
size 2 vacuum engine
new lab
some fuel tanks
new submarine style command pod- improved some textures
- various tweaks
More info and download link in first post.
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
in KSP1 Mod Releases
Posted
Help please:
i can't get my procedural moons to be the same from close up and from distance. I've read and watched lots of tutorials, but they do things differently, so it's confusing. Also, downloaded some planets packs and tried some reverse engineering, but with limited success.
I guess i don't understand relations between height maps, normal maps and all the stuff in the PQS section of the cfg.
Let's say i wan't to make small moon, perfectly flat surface, with only one mountain near equator. Is that possible, and how?