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Everything posted by curiousepic
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
curiousepic replied to NathanKell's topic in KSP1 Mod Releases
Are there any plans (or already available configs) to integrate TweakScale with RO such that we don't need a million different nosecone parts, etc? I don't really care about scaling engines, I just want to MAKE stuff instead of wading through part lists (or spend two weekends rolling my own MM config) -
How is compatibility with Realism Overhaul? Is there a DefaultScales.cfg available for the 0.5m/1m/2m/etc scaling? If so, could we get it mentioned in the OP? EDIT: Well, here's one I think is right... One question though, it looks like the "surface" type isn't showing the additional scale factors I added, does it even support more than the default? SCALETYPE { name = stack freeScale = false scaleFactors = 0.5, 1, 2, 3, 4, 5 scaleNames = 0.5m, 1m, 2m, 3m, 4m, 5m massFactors = 0.0, 0.0, 1.0 defaultScale = 1 } SCALETYPE { name = surface freeScale = false scaleFactors = 0.25, 0.5, 0.75, 1.0, 1.25, 1.5, 1.75, 2.0, 2.5, 3, 4, scaleNames = 25%, 50%, 75%, 100%, 125%, 150%, 175%, 200%, 250%, 300%, 400% massFactors = 0.0, 0.0, 1.0 defaultScale = 1.0 } SCALETYPE { name = free freeScale = true massFactors = 0.0, 0.0, 1.0 minScale = 25 maxScale = 400 defaultScale = 100 suffix = % } SCALETYPE { name = adapter_2_1 freeScale = false scaleFactors = 1, 2, 4 scaleNames = 1m to 0.5m, 2m to 1m, 4m to 2m defaultScale = 1 } SCALETYPE { name = adapter_4_1 freeScale = false scaleFactors = 2, 4 scaleNames = 2m to 0.5m, 4m to 1m defaultScale = 2 } Also, RO makes so many MM changes that it looks like the tweakscale module gets stripped out of most new parts, so not many actually end up scalable in-game. I'm hoping Nathan ends up supporting this plugin in earnest to reduce part count.
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Wow, I've never seen a gas giant like that in (the current version of) Space Engine. Did you recolor it?
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Using Soverign's config, Serious appears as a sun instead of Sedna, and Iapetus/Ringle has its ring. How do I correct these?
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
curiousepic replied to nli2work's topic in KSP1 Mod Development
Does it vomit guns? -
TT NeverUnload - Vessel Unloading Preventer
curiousepic replied to TouhouTorpedo's topic in KSP1 Mod Releases
Are there any similar alternatives to this mod? -
Glad this mod hasn't dissolved in the ether; still hoping for the time warp fix before I start using it though.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
curiousepic replied to Porkjet's topic in KSP1 Mod Development
Nope Would love to see more inflatable parts. -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
curiousepic replied to dtobi's topic in KSP1 Mod Releases
This is awesome! I would really like to see the 1.25 and 2.5m grabber parts replaced with larger versions of the more realistic probe type grabber. For now I'm going to resize my own or hope it is compatible with TweakScale. -
[Tutorial] Animated Landing Leg w/ Suspension
curiousepic replied to BahamutoD's topic in KSP1 Mod Development
Kipard, does this mean you can continue work on your Skylon? -
Thank you to the single person who liked my first part! (Or, misclicked...)
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[wip] 0.23.5 A-E.V.A (Actual Extra vehicle Activity)
curiousepic replied to Eggman360's topic in KSP1 Mod Development
(Forgive if this has already been mentioned ad nauseum, and note it's not necessarily directed at the OP) At this point, with the part failure mod(s) and the Versatile Toolbox System, what we really need is a plugin that allows parts to be positioned in a Kerbal's hand, and proximity detection. -
The Open Part Mod - Week of 4/11 project started
curiousepic replied to frizzank's topic in KSP1 Mod Development
Thanks Yeah, it might be a good idea to use a Google Doc or Form to have people submit their part and an image, and then use that as the basis for the poll. -
The Open Part Mod - Week of 4/11 project started
curiousepic replied to frizzank's topic in KSP1 Mod Development
Erm, could you at least add my part to the OP and a note to write-in any votes? Just feeling kind of left out here EDIT: Also, it might be a good idea to get people from outside this thread/Development forum interested in voting... -
The Open Part Mod - Week of 4/11 project started
curiousepic replied to frizzank's topic in KSP1 Mod Development
Er, mine isn't included, and orionkermin's is listed twice. Are either of those intentional? -
The Open Part Mod - Week of 4/11 project started
curiousepic replied to frizzank's topic in KSP1 Mod Development
The other problem with using a dummy module is it will be affected by any Module Manager configs that apply to all parts with that module. -
The Open Part Mod - Week of 4/11 project started
curiousepic replied to frizzank's topic in KSP1 Mod Development
I was looking at http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Part_Modules to see if there was a suitable dummy module (tried testModule, but no dice). Is there really no exhaustive list of all stock part modules in the game? -
The Open Part Mod - Week of 4/11 project started
curiousepic replied to frizzank's topic in KSP1 Mod Development
Orionkermin, that's amazing; I like how you took the idea and turned it into a part that fills an empty niche! I feel like the framework might be a *little* skinny for a real structural element that needs to bear a larger load than the tanks though... Can we get a consensus on color coding and tank size/density? Here's my current understanding and what I used for my part: Monoprop: Middle size, yellowish because the larger stock RCS tanks use yellow. White/gray is too neutral to really be a color code. Fuel: Largest size, red or orange; not sure what is best, but orange is the color of the external tank's cryogenic foam insulation, which isn't necessary for most tanks, right? Oxidizer: Smallest size, bluish. -
[Plugin][WIP][0.23.5] Custom Asteroids 0.2.1
curiousepic replied to Starstrider42's topic in KSP1 Mod Development
Way to go! It was only a matter of time, but I'm glad that time was short -
[0.90] Kerbal Mechanics: Part failures
curiousepic replied to IRnifty's topic in KSP1 Mod Development
I'd love to see "leaks" that impart some thrust in a random direction from affected tanks -
Nice. The only suggestion I'd have about the models is it would be nice to ensure that they would look good scaled up along the long axis to more closely approximate the source material, for those who would wish to.