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Everything posted by Thobewill10
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That\'s phenomenal. I must set something similar up.
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Nice little editor
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Lemme know if you figure out the glowy bits
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The point he\'s making is that the seas of Kerbin do NOT have names, and chastizing others for not the RP names is foolish.
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[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Thobewill10 replied to Thobewill10's topic in KSP1 Mod Development
Ah, I didn\'t know about the plugin data. Thanks! In other news, I didn\'t get a lot of time yesterday so I didn\'t model up the VASIMR engine or the nuclear reactor. It\'s unlikely I\'ll get to it today, as I\'m otherwise occupied. Should definitely have it sometime tomorrow though. Sorry! -
[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Thobewill10 replied to Thobewill10's topic in KSP1 Mod Development
I have noticed explosion issues on vessel resume (ruining my interplanetary mission), but nothing about no folding. Right click on the panels themselves to open a context menu.\' -
[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Thobewill10 replied to Thobewill10's topic in KSP1 Mod Development
Is you plugin compatible with already-in-place MuMech variable engines? It\'s really not that huge of an issue, and I don\'t want to add more plugins than I have to. -
[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Thobewill10 replied to Thobewill10's topic in KSP1 Mod Development
Currently doing interplanetary testing with this ship After that\'s complete, I\'ll get to work on the higher-thrust, yet more energy-intensive VASIMR engine and a nuclear reactor to provide it with that energy. It\'ll burn energy 10x faster than the other ion engine, but also have 5x more thrust. It\'ll still run off of xenon fuel, which it will burn faster as well. -
[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Thobewill10 replied to Thobewill10's topic in KSP1 Mod Development
Awesome, man. Glad to see you like it! In other news: -
[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Thobewill10 replied to Thobewill10's topic in KSP1 Mod Development
Yeah. I\'ll maybe eventually make my own panels, but as Alchemist said, the DynaVolt (by Maraz) panels are what you see there. I have to learn animation before I do that. Should have mentioned that earlier. OKAY then. sal_vager, thanks for those numbers. That\'s around what I have now. I have it currently set up so Xenon burns at a rate 1/4 that of energy. Even with the panels facing the sun, you still can\'t run it on full for more than 20 minutes. The whole assembly will last for 80 minutes of continuous full thrust, which I think is more than enough to go places, but I\'m not sure about that. I\'ll also look into different fuel types in the new part module system. It\'d be nice to have as few plugins as possible. On today\'s (possible) agenda: the 1*0.5 m Xenon tank (capable of 40 minutes of sustained burn time), a nuclear reactor (heavy, but provides continuous energy and doesn\'t require a battery), a VASIMR engine (higher thrust, needs more energy) and maybe external xenon tanks. I have to study for SAT-II\'s at some point, but that shouldn\'t take long. Other ideas and suggestions (especially with regard to balance) welcome, as always. And finally, here\'s the sum total of yesterday\'s work. I\'m bundling the DynaVolt panels with this for now, for ease of use. They look amazing and do the job. Also included: Battery, Xenon Tank, and Ion Engine, and the three .dll\'s i\'m currently using (Powertech, MuMechLib, and Powertech_mumech)... That\'s all, folks. Thanks for the support thus far, especially sal_vager and and RC1062. To install, as always, extract this folder and put 'Parts' and 'Plugins' in your KSP 0.15 directory, merging with the default files. The plugins are the latest available versions of each. -
Is it possible at all to change the size of particle effects? I\'ve been trying to get a subtle ion engine-type effect, and frankly, i\'m stumped.
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That is stunningly beautiful
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[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Thobewill10 replied to Thobewill10's topic in KSP1 Mod Development
Fuel types all set up Screenshot time! The Launch: Aboard the Gamma IV Heavy: Boosters jettisoned Circularized @100K Solar Explorer III decoupled Panels deploying Life force Side shot, showing all the components This is still in heavy need of balancing, though. The battery can only take a 5 minute burn, and if you run it down all the way, it ceases to function (a limitation of the MuMech chaps). -
Dude, that\'s awesome, still. Congrats!
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You\'re 17, right Nova?
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Folding Fighter Drop Vehicle
Thobewill10 replied to SasquatchM's topic in KSP1 The Spacecraft Exchange
That\'s epic. -
[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Thobewill10 replied to Thobewill10's topic in KSP1 Mod Development
Done texturing the battery. -
[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Thobewill10 replied to Thobewill10's topic in KSP1 Mod Development
Well, I tried the batteries and jumper cables, but i ended up scrapping that. It didn\'t seem very much like the simpler designs of the other stock parts. That said, car batteries in a rack was definitely my inspiration for this battery UV mapping time! -
[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Thobewill10 replied to Thobewill10's topic in KSP1 Mod Development
I\'m thinking just a small disc, nothing more than a cylinder, like the old C7 OP fuel tank. Probably 1m x 0.5 m, though. It\'d have to store charge for when the ion engine is behind a planet, so it needs a somewhat sizable capacity. It should probably be quite dense as well. -
[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Thobewill10 replied to Thobewill10's topic in KSP1 Mod Development
I don\'t have normal maps, so that should work out. I just don\'t know how to do the emissive animations in the first place. As for my working speed, I have no life, and it\'s summer break. I\'m a pretty fast learner, so while the first UV mapping and texturing might take forever, I\'ve already got the hang of it. Modelling takes less than an hour per part--that\'s the easy part. Then I have to UV unwrap and texture, which is ~3 hours. Then I have to set up the part in unity and export, taking another 20 minutes. Then I just test. Currently getting the xenon fuel type set up, then I\'ll use the powertech solar panels which turn toward the sun and calculate efficiency based on distance. I wonder if I should make the Xe tanks double as batteries, or whether i should just model a different, simple battery part. -
[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Thobewill10 replied to Thobewill10's topic in KSP1 Mod Development
I\'m aware of that, and I\'m disregarding realism with respect to that in exchange for playability. Now you only need to thrust for 30 min-5 hours, depending where\' you\'re going. -
[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Thobewill10 replied to Thobewill10's topic in KSP1 Mod Development
Okay, progress report. The ion engine packaged above is officially way OP. Multiply the burn rate by like 10. Currently its stats are Thrust = 3 (way too much by irl standards, but for playability purposes) Burn rate (adjusted) = 0.1 (up from 0.01) Mass = 0.5 I\'m actually going to just go right into the plugin part as early as possible, mostly using what others have done. I\'ll have a prototype ion engine thing going in the next two hours, hopefully. -
[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Thobewill10 replied to Thobewill10's topic in KSP1 Mod Development
Well thanks for the compliments, and I am aware that the stock parts are placeholders, but I don\'t think that the visual style will be changing anytime soon, even if the balance does. I\'ll rebalance them when I need to, if I need to. Again, though, thanks. It really means a lot to me. -
[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Thobewill10 replied to Thobewill10's topic in KSP1 Mod Development
I\'ll attach the two 'done' ones Balancing help greatly appreciated. I\'m currently testing interplanetary missions (transferring into a lower orbit and then transferring back up) In other news: I really like the look of that I\'m also looking in to using the glowy particles that mechjeb emits as an exhaust, since, frankly, none of the available particle effects work. And I STILL need to figure out emissive effects. Tomorrow i\'ll texture up the 1mx0.5 m tank, and maybe model up something else, like a VASIMR ion engine which would have more thrust but a higher burn rate. I\'ll see about using the Variable Engines and the electrical power together, now that we have the ability to define multiple part modules. Then maybe i\'ll make some power-generating things, like a nuclear reactor, which would be heavy, but provide far more power than solar panels, which I can hopefully make foldable. Damn this is ambitious for a first time modder -
Well, i can\'t speak for OP, but I managed to land two ships on the pads, so it\'s certainly possible