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Eskandare

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Everything posted by Eskandare

  1. I've been having trouble with the warp engines. I built an ssto with one bu no matter what combination of reactor and generator or combination of reactors, when I try to charge it it says not enough MW.
  2. The far right warning stripe on the doors to the hanger. I'll be changing that soon to a more obvious button. The underground hanger lift, just moves very slowly. The physics can't allow it to go any faster or things explode.
  3. I'm not the OP but I plan on adding some more things to this mod to make it compatible with my up coming reimaging of Oceania. Oceania was originally a Kerbal Konstructs mod but by design I wanted the vessels be usable crafts. The Buoy and Ocean Odyssey are being incorporated into Top Secret and the carrier and cruiser hulls will be Oceania. This hallow hull design is something I had pondered doing, and I may make something for a research vessel to allow for this. The IVA I'm making for the ships in Oceania will have a similar design but won't be hollow, just a striking visual. Mostly this is by artistic license since most vessel internal maps are classified, however following a somewhat realistic pattern. Sorry to be long winded.
  4. The colider issue happens only once when placing a static. Once that is is over meshes behave as normal.
  5. No, it's how Kerbal Konstructs manages coliders, it basically blew up the ship and spat Jeb into spaghetti orbit.
  6. The 'Backdraft' is the K.U.N.A.I, just an name change and a newer model.
  7. In orbit GSO. Currently a proof of concept, working on making it feasible.
  8. Glad to hear you're still working on this. I very much miss this mod.
  9. @jfjohnny5, I've always loved this command pod. Thank you for updating.
  10. I'll just reinstall then. The wheels wouldn't turn and just kept bouncing.
  11. @Nils277 I noticed the wheels don't work. Did you get them working in 1.1.2?
  12. I'm still buiding assets for Cities of Kerbin. Please be patient. Along with my current mods, I am also aiding with mod updates. Also understand I have limited time and KSP modding is a hobby not my job. I am not paid to do this. My post-it note list as follows: - Thermonuclear Turbines - The Block (now known as Top Secret!) - Oceania (remade into two separate mods) - Cities of Kerbin - Under water bases (parts to make bases under water on Laythe and Eve)
  13. Would you mind if I add afew things? Yeah, I have been making a lot lately. I just can't stop modeling.
  14. @Laythe2 I've been planning to make a MM config for yoir hull parts when I release the screws for my carrier mod. The hull will have an "engine" generator that converts liquid fuel into electric power, thus turning the screws and propelling the vessel.
  15. I may look at that as a possibility. It would make the engines feel less cheatery when accelerating to orbit. Also more of a hybrid between having a Whiplash and a RAPIER. Have the advantage of using less fuel uppon acceleration but less power in orbit then a RAPIER with the advantages of a more efficient Whiplash. I'm also working on a VTOL hybrid engine. Useful for no atmosphere moons and planets, great for Laythe with its limited land mass for horrizontal landings.
  16. I ran into this... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) RCSBlock added to ship - part count: 83 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Clearing undo states from #24 forward (1 entries) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Cannot find fx group of that name for decoupler (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) deleting part KW3mFairingPFE (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Cannot find fx group of that name for decoupler (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Cannot find fx group of that name for decoupler (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) deleting part KW2mFairingPFE (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Crash!!!
  17. There is already an Area 110011 in Kerbin Side, it is 51 in binary. If I make an area 42, it would need a Hitchhiker's guide to the galaxy reference somewhere. 48 would certainly have some x64 reference.
  18. I didn't have a problem at all with the wheel nodes or blocked wheels.
  19. Basically that is what the MASAMUNE and Fire Storm engines are. Except multi engine is set for 'wet' in space
  20. Firespitter should be up to date, the engine sounds are something I'm working on resolving.
  21. Oceania will, for the most part, be integrated into Top Secret! The carrier is going through the process of being rebuilt into a usable craft. This is talking a little time to do as the model requires a bit of editing. A whole new, complex, IVA is being made for it as well as screws and rudder. The carrier will be a single part to keep it low on resource usage thus allowing it to be used for landing and carrying aircraft. Also there will be BDA integration as well.
  22. I wish KSP could allow random ai aircraft to spawn and use the air space, but I am imagining that would be a difficult feat as well as a heavy load on the game.
  23. Ok, one more album... @TiktaalikDreaming I know these aren't the typical Land Rover Colours, but a few patterns had been used by the British Army. If you'd like, I'll put them in my drop box if you want to use them.
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