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Everything posted by KhaosCorp
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I would love to help with the parts.... BUT... I'm not so good at parts (Davon supply mod...case n point lol), I'm worse at texturing, and can't touch IVAs with a 20ft pole. I'm still trying to figure out how to open up .mu files outside the game so I can convert them to .stl format...then I really be playing KSP lol.
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Oh, you bet I saw em! Already planning my Kerbin LO command station around 2 of them. Its gonna be a hybrid of an ISS remake, 2 kerbalism habrings in a figure8 config, and industrial processing/leappad facility.
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Finally got a chance to play a bit with this mod installed. I have to say I am rather impressed at what I see. The UI is clean and easy to read/use. Reading nothing more than the opening post of this thread gives one with a general (and operational) idea of how all the features work. Then there is the impact, something that worried me when first reading about this mod. From a system load standpoint I see no difference between Kerbalism and USI-LS. But the thing that really puts it over the top is how strong your modualmanager-fu is! I like mods...alot. I use alot of mods....ALOT. I saw that you had configs for NearFuture (and few others) but there were many mods I use that don't have a provided config. In honesty when first installing the mod I figured I would have to do a bunch of config edits for everything to work with Kerbalism... NOPE!! No matter what mod I seem to add all the parts that should work with Kerbalism do. I could see this being somewhat of a standard in the lifesupport/realism mod niche. You have really done some amazing work, and I thank you for that. The one thing I feel is missing is a few part...literally a few, not many at all. A smaller (less effective of course) greenhouse is needed. Could not even be a greenhouse, but something that operates tot he same end...maybe a hydroponics module that only lasts for 5yrs or some such. A part I feel is MISSING and not just a bonus to whats already there...a recreation and exercise module!! This should be like the greenhouse, big n heavy, only worthwhile for long term deployment. Just seems to be the few things I have seen with entertainment value are copalas n such. This not how ya keep Kerbals happy long term. They need to work out a bit, watch some tv, play some ps4. It should be power hungry as all sin (when kerbals aboard) and power use should scale depending on how many kerbal are in the module. Just a few ideas =P
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[Airships in 1.12.3] HooliganLabs Mods
KhaosCorp replied to JewelShisen's topic in KSP1 Mod Releases
That would be nice. As of now I never build single envelope airships. It's just to much hassle to balance like that. Would even greatly benefit multi-envelope airships, sure you can use individual envelope boyancy to trim the craft in flight, but its slow at its best, and a hassle at its worst. They would come in handy as variable ballast for water applications as well, very nice. -
[1.12.x] WASD Editor Camera Continued - New Dependencies
KhaosCorp replied to linuxgurugamer's topic in KSP1 Mod Releases
Ah, I didn't see the github d/l for that one. Had grabbed one from OP, -
[1.12.x] WASD Editor Camera Continued - New Dependencies
KhaosCorp replied to linuxgurugamer's topic in KSP1 Mod Releases
I have no clue, sorry. Tried to get it going last night and no luck. Sure hope someone is working on it though. -
[Airships in 1.12.3] HooliganLabs Mods
KhaosCorp replied to JewelShisen's topic in KSP1 Mod Releases
Yea..I must not be importing part tools properly. Tried a quick test and I'm not even getting write option. I have not touched Unity in so long though. Spend all my time in Blender and S3D these days lol. -
[1.12.x] WASD Editor Camera Continued - New Dependencies
KhaosCorp replied to linuxgurugamer's topic in KSP1 Mod Releases
AWESOME! Just getting back into KSP after a very long break. After seeing a streamer on KSPTV using this mod yesterday I came right away to download. Was very VERY sad when I couldn't get it working. Have yet to use it, only see it, and it is blatantly obvious this is one of the better in-editor mods available right now. Now if only I could get FShangerextender to work! Seem like it would go perfect with this (and airships being back!)> -
[Airships in 1.12.3] HooliganLabs Mods
KhaosCorp replied to JewelShisen's topic in KSP1 Mod Releases
Did you ever get U5 to play nice? Supposedly if you have newest part tools then .mu should just be one of the write option. Not sure though as I have no way of testing right now. Let me get this next print going and I will see if I can do lil test. -
[Airships in 1.12.3] HooliganLabs Mods
KhaosCorp replied to JewelShisen's topic in KSP1 Mod Releases
Awesome! I just pulled 12m off top of my head with zero math involved. Heh...I dont even recall just how to get part tools into Unity, oh well. I don't need to make parts anyway, bad enough one of my creations is still in circulation lol. Really can't wait for you to be done...have been messing around with the Karibou Rover bits as gondola for a heavy mining dirgable. This kinda modular envelope will make building and flying such a craft a breeze. If you fellow airship lovers have yet to look at that Karibou mod you really should...parts seem made for this application, you get great landerlegs and wheels in perfect package. Also using another mod thats new to me called Kerbal Sports..its adds fishing of all things. Working on a blimp that uses EPLP to deploy fishing cabins across kerbin (and hopefuly Lathye if I can fit it on a rocket). -
[Airships in 1.12.3] HooliganLabs Mods
KhaosCorp replied to JewelShisen's topic in KSP1 Mod Releases
I am a horrible artist...but get past that and I have an idea....an idea I had a bit before you took the mod over. Modular Rigid Airships! Would only be 3 parts to, would be solution to MANY builds. Each part would be an envelope...maybe 12m around, whatever they need to be so each part is equal to an Octo envelope. This would also make it super easy to build gondola style airships. You can build the ship part, find your center of mass, and mount midship envelope bit right over that, then build out in each direction as needed. I would make em myself, but I'm super bad a t texturing, and probably just plain don't have time (not to mention haven't touched Unity in near 2 years). -
Cool to see this mod still alive and well!
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[Airships in 1.12.3] HooliganLabs Mods
KhaosCorp replied to JewelShisen's topic in KSP1 Mod Releases
Just a simple vessel mass vs possible possative bouyancy would go a LONG way, really all I would need for a building UI. Glad to see HL alive and well. This was one of the first few mods I got into in KSP...back when it was just the 2 deployables and one rigid envelope. Was SO happy to see this pop up on front page the otherday updated. -
Been away from KSP for sometime now...taking a look at whats new and find this. Have yet to try it (d/l it now) but this sounds amazing man! How resource intensive is it? I typically run ALOT of mods, and while having stable x64 build helps alot...Im talking ALOT here lol. I will give it a shot on clean install if that's how it needs to be, but would love to get this going in a mod heavy game better. Keep up what appears to be great work bud =) The OP says you still need some parts made... Sorry, haven't read whole thread yet, but you still need parts? I can't code to save my life, but have made many basic(ish) parts for older versions of KSP.
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parts [1.2] Karibou Expedition Rover [0.3.0]
KhaosCorp replied to RoverDude's topic in KSP1 Mod Releases
Now THIS is good stuff!!! Kinda wondered how long it would be before RoverDude made a rover =P Been away from KSP (and all games) for some time now....come back to this wonderful bit of mod. I have been fan of USI catalog since you started modding, but the Karibou is by far the USI mod I find most enjoyable and most useful. Whats this about an Otter sub?.... A little of topic...but just curios about something RoverDude... How much would it cost a fella to get the Karibou and select parts from Kolony mod exported in .stl format...for personal use only?? -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
KhaosCorp replied to RoverDude's topic in KSP1 Mod Releases
Well drat...thanks for letting me know Im not going crazy =) Guess its time to go a huntin -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
KhaosCorp replied to RoverDude's topic in KSP1 Mod Releases
Ok.....my head is about to explode over here... Did the ballon and bits get removed? Told some fella on the Steam forums about em.....have now spent an hour looking for them. Even on fresh install with only USI stuff there are no ballons, or the lil box experiments. Seriously.....kinda starting to feel like a nutter over here..... -
Yea I know...I like the conversion though because it cuts down alot on the number of drills my bases need.....unless Rover made changes I didnt notice....
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When 0.90 first launched alot of people were having issues that a reinstall fixed right up.....try this first! Have been using KW with KSP 0.90 and have had ZERO issues....nodes all in the proper spots, fairings working as they should....even used the petal adapter couple times without issue. Im also using ALOT of mods on a couple of my installs.
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Dont suppose anyone has tested EPLP and the regolith patch with the new versions of Karbonite/MKS???
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[1.12.x] Freight Transport Technologies [v0.6.0]
KhaosCorp replied to RoverDude's topic in KSP1 Mod Releases
Im just curious how many people out there that use FTT but DONT use EPLP??? I use EPLP on the install with FTT, and always launch Starlifter based ships from an orbital construction dock. Well, yesterday I was playing around in sandbox game...testing some new designs and whatnot......decided to try launching my go-to Starlifter Logi ship.....a ship designed to ferry resources between orbital stations...and is by no means one of the larger configurations for SL parts...actually as far as Starlifter ships go its kinda small..(cockpit, big SAS, 2 short cargo struts with kontainers, the 3ball hydro tanks, the reactor and the 3.75 nuc). WOW...sure takes ALOT to get that badboy in orbit!!! Couldnt imagine how much the big MKS hauler RoverDude made in the pics would take to launch lol. -
NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
KhaosCorp replied to Stevie_D's topic in KSP1 Mod Releases
The stock version works fine with 0.90 as long as you have updated version of firespitter plugin...using in career game currently. -
[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
KhaosCorp replied to riocrokite's topic in KSP1 Mod Releases
Downloaded this just after the 0.90...just now messing with the parts...... YES!!! Instantly in love with these....so simple in design, yet so much that can be done with them. The industrial aspects possible in KSP have always been what I have the most fun with. Kethane was the 2nd mod I ever downloaded.....right now Im way into Karbonite and MKS/OKS (really the whole USI catalog) and these frames fit PERFECTLY into all that. This + 1/2 container from FTT + Larger tracks from Kerbal Foundaries =hands down the best (and very affordable) land barges for mass resource tranportation. Dont limit yourselfs to massive rovers either people....couple of the configurations work great for bases....or any structure that once landed ya dont plan to move(can get a kinda foundation look too). This is already a great mod...looking forward to what ya have planed for it =) Id do have a request...and to me its a rather big thing..... The vertical arch part....a part that brings me so much joy, as I hate to make cranes for moving base modules...tbh had all but given up on it lol...but not it seems like such a viable option again. But then its static......have to admit that made me a little sad. Even if it just had the current setting..and another that was twice as tall....that would be such a HUGE improvement...please make it happen...Im not above begging if need really be =P Really awesome work, thank you for sharing. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
KhaosCorp replied to RoverDude's topic in KSP1 Mod Releases
Does the weather balloon have a max altitude? Just got the pre-release and started sandbox for some testing...at 47k meters the craft explodes...just poof of smoke and everything is gone. Exit to space center and the craft can be seen and selected in tracking station. If the craft is flown from tracking center all parts are there save for the balloon envelope. I can repro it and get ya a dumplog if ya want...but did this a couple times and nothing that stood out in debug log.