-
Posts
1,148 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by BananaDealer
-
LLL - Lack Luster Labs - Development Thread
BananaDealer replied to Lack's topic in KSP1 Mod Development
I've seen those actually... Edit: Btw, on our previous note- http://forum.kerbalspaceprogram.com/threads/75734-WIP-023-%28ARM-Compatible%29-Kerbal-Mechanics-Parts-can-now-fail%21 -
[Paused] Acc Constructions - Project: ISS Alike Station Parts
BananaDealer replied to acc's topic in KSP1 Mod Development
But wouldn't a docking port that would allow the ring to essentially go "in" it have to be larger than at least said ring? -
LLL - Lack Luster Labs - Development Thread
BananaDealer replied to Lack's topic in KSP1 Mod Development
It was more underfunding due to actual lack of funds (the soviet economy has never been knows as good) rather than "a soviet tendency to do things on the cheap". There was also the stress of having to race with the US, who at the time were at a considerable lead. Also Korolev (the chief designer/leader of the project) died about a year after the N1 project begun and the whole thing got really derailed by a rather incompetent Mishin... But yeah, N1's engines are actually quite good and are seeing use even today! -
[Paused] Acc Constructions - Project: ISS Alike Station Parts
BananaDealer replied to acc's topic in KSP1 Mod Development
That and my recent delving in the ROS components has given me an odd idea... Can a stock-alike docking port be made such as to "interlock" with the clamp-o-trons? What I mean is for it to mate around the clamp-o-tron's outer ring, kinda like the Soyuz docking mechanism... -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BananaDealer replied to sirkut's topic in KSP1 Mod Releases
Plugin doesn't work with the latest version of KSP (0.23.5)... -
LLL - Lack Luster Labs - Development Thread
BananaDealer replied to Lack's topic in KSP1 Mod Development
I would actually welcome that... There was a thread on random failures and all that stuff some time ago. Don't know if it actually went anywhere besides "oh yeah, that'd be cool..." -
LLL - Lack Luster Labs - Development Thread
BananaDealer replied to Lack's topic in KSP1 Mod Development
The N1 was ridiculous, Lack... -
SPACE STATIONS! Post your pictures here
BananaDealer replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Neat. On that note, has anyone tried Quantum strutting an asteroid? -
ARM Pack [0.23.5] Mod Compatibility Thread
BananaDealer replied to DMagic's topic in KSP1 Mods Discussions
Lazor and NP work fine. Note that I've stripped my NP folder of most things, leaving only a couple engines and some tanks that I use, so I can't speak for all things... -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BananaDealer replied to sirkut's topic in KSP1 Mod Releases
This is really tossing a rabid squirrel at my shuttle, satellite and asteroid capture development... Oh well... *Gets bear mace* -
[Paused] Acc Constructions - Project: ISS Alike Station Parts
BananaDealer replied to acc's topic in KSP1 Mod Development
Since I've begun mine own little "replica ISS" thing... I can't wait for your PMA! -
Might I suggest you tackle a proper internal for the HL cockpit next?
-
ARM Pack [0.23.5] Mod Compatibility Thread
BananaDealer replied to DMagic's topic in KSP1 Mods Discussions
There's an unofficial "patch" to make it work... -
[WIP] Loading textures only as required
BananaDealer replied to Faark's topic in KSP1 Mod Development
Everyone and their freaking grandma has a Mac over here in the UK... -
Hmm... So I removed all my mods besides this capsule and it still had the issue. I then put all my modlist back, removing only the launchpads thing and the issue now seems to have gone away... I'm royally confused...
- 786 replies
-
I loaded KSP with only stock parts and your thing... Still being weird on unpack...
- 786 replies
-
Oh dear... Right... Well... These are the contents of my GameData folder: Cabana Corp R&D (my own mod) The Toolbar Plugin AGM AIES pack ASET pack ASTRA pack Wolf's LES pack B9 BahaSP (that's part of your thing) BASE pack's inflatable Hab Quantum Struts City Lights and Clouds Cargo Transfer Bags Chatterer Crew Manifest Deadly Reentry DM's Orbital Science DM's Tanks Enhanced NavBall EnvironmentalVisualEnhancements ExsurgentEngineering Extraplanetary Launchpads FASA towers Ferram Firespitter SumGhai's FusTek Dev build HGR pack ION Hybrid pack JSI's RPM K3's B9 internals KAS Procedural Fairings KerbPaint Kethane KineTech Animation Klockheed Martian Shuttle Engines Nucleonics Pack KSP KSP Calendar KSPX KW Lionhead's circular solar panels Lack Lustre's Lab Load On Demand KDEX MechJeb (with RPM) ModsByTAL Modular Fuel Tanks NASA's parts NavyFish's Docking Port Indicator NearFuture Pack Final Frontier New Horizons Nothke's DROMOMAN Nothke's Service Compartments NovaPunch (stripped it down to just a couple tanks I tend to use) OpenResourceSystem PandaJager's Labs PorkWorks Habs Procedural Dynamics ProceduralParts PWB Fuel Balancer R&SCapsuledyne (the other part of your thing) RealChutes RT2 ResGen Romfarer SCANsat (with RPM) SDHI SH_mods (Mk2 Cockpit internals) SmokeScreen Spaceplane Plus (part of PorkWorks) Squad's stock parts Lack's SXT Targetron TAC-LS TreeLoader TriggerTech Alternative Resource Panel and Alarm Clock TTModularWheels TurboNisu's Stock-alikes VibraDyn's SCANsat scanners Vanguard EVA Parachutes KSP Interstellar Along with Module Manager (latest build) and Modulefixer... Soo... Good luck...
- 786 replies
-
LLL - Lack Luster Labs - Development Thread
BananaDealer replied to Lack's topic in KSP1 Mod Development
I said "main" modules, didn't I? That excludes the mating adapters (Pirs, Passvet and Poisk). Both Salyut and Mir are also based around the original TKS/FGB frame (the Mir itself being derived from the Salyut). And yes, right now there is only one designated FGB (not TKS, the TKS is a separate type of craft) docked with the ISS, that being Zarya. But that doesn't mean the other Russian modules aren't based around the same common frame. Much like most of the USOS (US Orbital Segment), whose modules also share a common design. -
(I'm guessing you're referring to the booster bug) Yes, a lot of mods. But none that would mess with how and when engines are turned on. The boosters engage as the vessel unpacks onto the launchpad, rather than right after, which makes me think there's something wrong with how the game handles what module of the capsule comes on when... Perhaps with the engine modules' animation? Also, looking at the part's file, fx_exhaustFlame_yellow_tiny = 0,0,0,0,0,0, running Shouldn't this be under "node definitions". @Joe 2.0, Again, you're missing my point. The STS has a standard "bridge" cockpit design/layout. With panels on the dashboard and on the ceiling above the windows, much like any modern aircraft. As for the windows- the same applies to the shuttle's cockpit as it applies to a regular capsule (and any high-flying aircraft). Having a bubble-type layout would simply be impractical. I'm not sure why you're even arguing with me since we both share the same opinion- a "bridge" design for the IVA would be awesome.
- 786 replies
-
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
BananaDealer replied to stupid_chris's topic in KSP1 Mod Releases
Oooooh... I get it now... -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
BananaDealer replied to stupid_chris's topic in KSP1 Mod Releases
For some reason most of the RealChute chutes don't always show up in VAB/SPH... -
A grid with windows would be fine for a low/mid altitude plane in real life. But when your capsule needs to be able to endure the G-forces of ascent and reentry, not to mention the strains of space, you better go with something more sturdy...
- 786 replies