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SpaceK531

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Everything posted by SpaceK531

  1. (recycled suggestion for HOC gamers since they didn't do it)
  2. If you're going faster than the speed of light, things behind you should appear to be going backwards in time iirc.
  3. If I made a gantry capable of flipping a spaceplane on its end, could I do a vthl vehicle?
  4. stupid question, what plugin gives the informational panels in the above screenshots?
  5. right now I am busy making models for this mod: http://forum.kerbalspaceprogram.com/showthread.php/43839-0-21-Warp-Drive-Space-Solar-Nuclear-Antimatter-Pack-Version-0-3-2-%28Alpha%29
  6. One time asking is not bad. Asking 22 times is bad. People do not like you because of asking too much.
  7. the parts look very nice, but it reminds me too much of B9 aerospace.
  8. I found this article while browsing today: http://www.popularmechanics.com/science/environment/green-energy/4243793 It's basically solar technology that uses the difference between hot and cold to generate electricity at a large efficiency. The technology sounds plausible in the scope of your mod, perhaps trade oxidizer for extra electricity while the object is facing the sun (similar in function to a solar panel)
  9. I didn't know the french were this flexible
  10. It doesn't need a normal if it's only set to Diffuse. If he set it to DiffuseNormal then he would need one. The models in my Unity scene are very dark, but that's because I have a light in the scene for an animation in one of the parts. Could it be because of the camera? Try exporting it and see what happens.
  11. So far I've been making the models for this mod. If you're looking for a model-less mod, try helping the TAC life support mod.
  12. to be brutally honest, those ships would probably look better untextured.
  13. Sorry for the triple, but I've come up with a new part for the pack: A larger anti-matter container. The anti-matter-to-mass conversion is anti-matter = 60000*mass^2-110000*mass+60000 this is in line with the other containers I published. Useful for that extra few thousand units of anti-matter units on ground crew, collection stations, or transporter shuttles. EDIT: And a "record-breaking" two parts in one day! A new anti-matter collector. For some reason I feel that red is a good color for labeling anti-matter devices. Download also I'm going to update the former-warp core model after I get some shuteye- I need to update the smoothing groups.
  14. Some other things: you may want to change out of scientific notation and move to SI Prefixes. While I cannot say for certain, I do believe that it will be easier to read with prefixes instead of scientific notation. Also, have you come up with equations for balancing the parts? (Obviously it wouldn't be linear, quadratic or logarithmic may be better).
  15. Is there a thing in the KSP API that tells you screen dimensions? If you enabled a hard-coded limit then those with ridiculously large screens might have a bad time.
  16. Now all we need.... is a train mod
  17. the screen is only so big and the active ship is in the middle of the screen. and a pink nametag appears in front of a targeted ship. Plus I'm pretty good at remembering where my ships are.
  18. I never put lights on my ship so the way I combat this is I move the mouse cursor over where the ships are so that I can see where they are.
  19. you could always edit the configs to spawn anti-matter tanks with anti-matter filling them up, or edit the science labs to generate science a lot faster.
  20. Is there a way to reset gauge position? When I switched from a large screen to a smaller screen, most of the gauges got swallowed up.
  21. that's the point of this mod rewards to those who can slug through the ugly resource-gathering.
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