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Everything posted by Tw1
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Well done! I still can't get things on the runway.
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So, innovative idea. I might adjust the part's temperature endurance, make it really low, then all the struts will blow up due to overheating next time I load that thing.
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I still reckon Jeb needs a crobar so I can pull them off.
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Jeb has been alone on the Mun. Bill was testing a rover for Jeb, when he went too close to the mass driver. A rescue mission picked him up a day later, but then they decided to go on to Minmus. As the engine clipped into the ground, looks like they will be needing another rescue...
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Redo Expressions system
Tw1 replied to Fox Arcana's topic in KSP1 Suggestions & Development Discussion
Something I wouldn't mind seeing is more variety. Surprise, and anger, maybe. Puzzlement when you warp past a manuvernode. -
I am having a bug. The recycler is not working. I brought lots of debris parts up to the launchpad, pressed recycle debris, and nothing happened. I have a screen shot if it helps.
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That is cool. I'll have to try this. I would be very surprised if a kerbal could lift the big things I used the base relocator's smaller sibling for. Today, Jeb used his pod car to drag things to the launchpad for recycling. There's a funny glitch where the rover and debris jumps into the air when you grab it with the magnet, but these wheels are strong enough to take it. This rover's primary use was transporting Jeb, I wouldn't trust it with sensitive pieces of equipment.
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Simple Railway mod in development. Kerbtown based.
Tw1 replied to Tw1's topic in KSP1 Mod Development
This sounds like the plan I had for overlapping different parts might work, if it engages on to the next piece of track I think I would to it with just the one part, that has track and viaduct combined. No need to use pylons at all. But maybe having that part generated like the launch clamps would look better than just having it done as a texture. Earlier in the thread, it was concluded using kerbtown to make the segments rather that having them as parts has a few advantages. BTW, one of the things that got me thinking about this was Skykooler's Mass Driver mod. And your info on colliders will be very useful should I go ahead and try to make this. -
Awwwww ... I don't know what everyone is so worried about
Tw1 replied to alacrity's topic in The Lounge
Red five, standing by. Oh, false alarm? Guess I'll go to the Mun instead. -
Neither. Someone on another thread claimed they didn't really count as parts, I wanted clarification. My plan to pull them of by adding the KAS removable part module has hit a snag.. The parts aren't coming of.... Hmm..
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Killing your Kerbals: does it make you feel bad?
Tw1 replied to Boris_T_Roach's topic in KSP1 Discussion
I avoid killing them in situations when I can't just revert. If I have forgotten to quicksave, there's always the little X in the top corner of the window. If they are killed by a glitch, save editing is fair game. EditOoo, round number post count! Lets not post for awhile... -
They are used in the calculations then? Removing them will benefit? In this case, I needed them all the way, this thing had to land on the Mun intact: Looks like that clearing them will be Jeb's next task...
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Simple Railway mod in development. Kerbtown based.
Tw1 replied to Tw1's topic in KSP1 Mod Development
A curve part might be useful, ones that let you do different angles. Then, every part would go straight on to the next. But this depends on how ladder physics work, if someone could advise on this, that would be helpful. I think differing types of track would have to wait until the mod actually existed, and may complicate things a little. I don't envision including rolling stock with this, but there's no reason someone couldn't make train models that would go on the bogies. Spine editor would be the best, but unless someone who can code is interested, it will be limited to Kerbtown placeable parts. -
Struts. The company that makes them must do very well out of our spacecraft designs. Exept once somethings not experiencing the stress of launch, the amount of struts needed is not so high. Would removing the struts (Via KAS's detachable part code) have any benefit on lag? It would be possible to reduce the part count substantially, but this would be a waste if there was no lag reduction. So, do struts add to lag?? Yes/No? Edit:Conclusion: Yes. Strut with care people.
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Jeb on recycling duty. Totally not the main benefit of having my base here... Approaching 600 parts, and the lag is getting bad. And I'm supposed to be able to launch ships here... Just a normal day...
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Tw1 replied to Majiir's topic in KSP1 Mod Releases
Does this mean we can get more out of the one deposit? That would be useful. Also, a late happy birthday for Kethane! -
Simple Railway mod in development. Kerbtown based.
Tw1 replied to Tw1's topic in KSP1 Mod Development
By levitate, is that like the way kerbals grab the ladder? That way, you could just drive your vehicle to the track, trigger your conect to track action group and then you're away. Then, if the track is close enough to the ground, you could connect or disconnect easily. I have drawn up the concept so far. Not the clearest photo, but you can see what I mean. Segments would need to be a few lengths, from Km long ones, to 100m and maybe 10m. -
A but old, but here's a prototype base relocator. Uses five KAS cables with magnets. I called it the Mega Munar Load Lifter. Larger than the one that moved a module 10 km on the Mun. I should go re build it some time.
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I launched this. Repeatedly, until it didn't blow up. Then, I landed this: Repeatedly, until it landed it the right spot and didn't crash. But, after many hours, I now have a huge depot for rocket parts. Jeb was pretty happy with it. Also, discussed an idea for a simple Railways Mod.
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If you think about it, all we do is stick parts together. If you look at a rocket engine, it's made up of lots of smaller systems. Even a tank segment has smaller systems inside. Yet who designed these (in universe?)? Kerbals! They can't be stupid engineers if they make such things, and have them work so well. They're just a bit wild, impulsive, I think. Most of them.
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I tend to use it to mean bold, and unconventional.
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That would be Extraplanetary launchpads. Requires kethane, KAS recommended. Comes with an ore resource to mine, refine, and made into rocket parts. Jeb is standing on a spherical rocket parts storage tank.
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Got a few to contribute today. Seeing as there is no hab module yet, Jeb has taken to standing under my new Mun launch pad, to get out of the sun. Fairings. This is how you do them. Totally aerodynamic... Behold my unarmed, and almost operational Death Star! Something's missing. Hexagons, hexagons everywhere. Solar eclipse over the Mun's north pole. I really like this one for some reason. Lastly... ♫Did ya get lost between the Mun and KSC?♪♫...
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Simple Railway mod in development. Kerbtown based.
Tw1 replied to Tw1's topic in KSP1 Mod Development
Yeah, Elevated tracks would be it. May post a sketch of the sort of thing I'm thinking. For a long time last year, I mucked around with the Editor mode in Kuju rail sim. Viaducts of certain heights could be made by lowering hight you didn't want through the ground, but it meant if you raised them too high, they'd be floating in mid air. But something like that could do for this. They had a very cool system for joining tracks into junctions, making curves, creating multi track lines. But if I was to work on something like this, I could never achieve that. (got to eat, sleep, and do uni work some time.) Making it work like the ladders could be advantageous, you just need to cross the ends of two track segments right, and the vehicle would cross over from one to another. It wouldn't look so smooth, but it would work. I found this in the Kerbtown thread. So it could work. Based on what you guys have said, a static model placed from a part sounds like the way to go. But I couldn't make interfaces or plugins myself.