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Everything posted by loppnessmonsta
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I would like the ability to drag the main window around like the others. I like to leave my Resources up, and if I have more than two MechJeb overlaps. It's mildly annoying. Haven't actually been to space lately, but I'm really liking the new way the rest of the mod works. The throttle control being able to regulate and prevent me from flaming out my jets, etc. Very cool.
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The corner made me think of something I'd like to see. A bent hub, with four nodes at 90 degrees (+), like they are normally, with the other two angled in slightly (<). would let people more easily build habitat rings on space stations, since right now with the parent/child mechanism in the VAB you have to fiddle around quite a bit with lining everything up, and the VAB's radial symmetry doesn't lend itself well to this. could make a few different versions, with different symmetry (and number of bent nodes) for each.
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LLL - Lack Luster Labs - Development Thread
loppnessmonsta replied to Lack's topic in KSP1 Mod Development
I agree! Especially if you can get it to snap rotation from within a few degrees -
I'll see what I can come up with. I'm not sure it'll be anything like what you want, since I don't actually know how to code; I just know how to manipulate existing code. kinda how i learn. but i should be able to rig something up! Edit: Hmm. I tried to create a new resource and have a bunch of generator modules convert other fuels into that (which worked fine), but for some reason the engine depletes it all instantly, no matter what ratio i give it. weird. anyway, this is the important bit. I just picked LFO to MP at random. you can make that bit consume whatever you want and turn it into whatever you want the engine to consume. I think this is what you meant by being "messy" and i agree. but it should do what you have in mind. I'll keep working on it; right now i am tired.
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
loppnessmonsta replied to ialdabaoth's topic in KSP1 Mod Releases
oh, yeah, for sure. I guess I was being a little harsh in my disappointment. Of course, what I really want to know, now, is whether the ExsurgentEngineering conflict has been resolved. Or, at least, what the progress is on that front. I read in the b9 thread that possibly ialdabaoth was working on it, but I don't know if that's the case. I hope someone's working on it, at least! -
Dharak1, what you describe is called a missile.
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First try, looking for improvements.
loppnessmonsta replied to DrDima's topic in KSP1 Mod Development
Looks good so far! I might suggest a slightly duller color for the "bronze" parts. Bronze isn't terribly bright unless highly polished, and somehow I don't see steampunk kerbals being terribly concerned about polishing their rockets. I'd also suggest actually using steam as a resource for your mod. You could have the boiler use LFO to generate steam and electricity, then have the engines and attitude-control (RCS) all operate on steam. -
Can i put sas/asas into command pod?
loppnessmonsta replied to mwlue's topic in KSP1 Mods Discussions
As EndlessWaves said, Module = CommandPod to Module = AdvSASModule should work. The main bit that seems to control your ship is the MODULE. I've never tried it, though, so it might not. And I think you'd have to set some SAS torque values. The ASAS module has them at but i have no idea what they do individually. it just says "SAS parameters" above them. -
Ant. I've never used it. not even once. at that point, might as well use an ion engine. 'course, slap a Throttlesteering module on there and it makes a decent attitude control rocket for medium sized ships. Or it should. I haven't tried it; still sorting out all my addons after .20
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I'm going to have to add KAS's grab/place functionality to everything now, so I can build stations on these in space.
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I like the tag on the end, but that can be covered up, since that's also an attachment node. I typically prefer color coded stripes to indicate storage type, but I'm not sure what would be a good looking way to put them on those. Maybe color-code the pipes? Tell you what, though. That orange and grey tank looks sexy, like a round version of the Rockomax tank. Maybe do a "Default skin" and then throw up extra skin styles in a separate download for people who prefer them? I know that'd be more work for you, but I think it might be worth it.
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I've tried getting into Civ 4, but I just can't. I think it's because I'm so used to 5 that I can't get past the square tiles and all around crap graphics. HEX-TILES FOR LIFE
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[WIP] THSS - Tri-Hexagonal Structural Strut
loppnessmonsta replied to Semni's topic in KSP1 Mod Development
I know, that's why its so baffling. Not under warp. It seems to happen when the first booster on my ship decouples, as if the adapter were attached to it. But I double checked, it's not. I'll tinker with it some more today. Edit: Well, it seems to be working just fine, now. I updated a couple other mods since last night, so it was probably one of those causing it. -
[WIP] THSS - Tri-Hexagonal Structural Strut
loppnessmonsta replied to Semni's topic in KSP1 Mod Development
I don't recall ever seeing this mentioned, but I'm having a problem with a couple of parts from this pack. The octo adapters which split into 5 1m and 2 2m nodes keep falling off. I added struts, unbreakable joints, etc, and they still just decide not to go to space.