-
Posts
3,315 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by inigma
-
Ah, 1.0.5... I've been working developing contracts to fit. Here's a regular grindable contract that perpetually shows up in Mission Control: still alpha, but it works! my first venture into modding. I hope to fly the Island Hopper as seen in my OP, since this OP was really the first mk3 airliner that could prove mk3 airliners could be built, and landed, and even on the KSC Island. I've always wanted to make a contract to fit its purpose. Now here's one. I'll release it when I have it perfected.
-
I want to rebuild, but keep my signature wings as I still hate the mk3 wings and how they clip into the bay no matter how one attempts to slice it. I LIKE CLEAN BAYS . I'll find out more when I get home and put the kids to bed tonight. I will not release a shuttle unless it can lift the STS Fuel Pod to orbit (42 tons) 120km preferred. I'm actually more focused on at the moment on developing these: my first real modding venture: contracts! I was always bummed this game does not have a contract to regularly fly passengers to KSC Island and other destinations for grindable profit. So I see a need, and fill it. Still alpha, but it works. Currently this contract shows up perpetually, as desired, so I can make multiple runs for few credits and modest science, which I consider fair reward for flying the time and sweatin' the landings, especially when landing one of these: http://forum.kerbalspaceprogram.com/threads/104212-90-Inigma-s-I-80-Mk-III-Jet-%2884-Kerbals%29-Now-also-a-Space-Shuttle-Carrier%21-A-KSP-FIRST%21-VIDEO
-
maculator, I forked your github and created a pull request for you to clean up the wording of KAB's contracts. Makes for a more polished reading for English natives. Let me know what you think! https://github.com/maculator/KerbalAircraftBuilders/pull/4
-
1.0.5 is out!!!!! post your fist craft here.
inigma replied to soulreaver1981's topic in KSP1 The Spacecraft Exchange
I wonder who will post the first underwater submarine kill... -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
inigma replied to K.Yeon's topic in KSP1 Mod Releases
My ship uses opt installed from ckan. Version 1.7. -
I really want to figure out a way to spawn kerbals at KSC Island for pickup by aircraft back to KSC via repeatable contract as a chartered or regular air service as a way to rack up some needed funds and a point or two of science. Here is something I clobbered together using your Islands.cfg as a base to work from. I hope to tweak it a lot more. I wouldn't mind working with KAB, but for now I'm just wanting to create a near-perpetual contract that regularly provides income and modest science making runs to KSC Island and back. Let me know if you're interested in working together on these ideas.
-
KAX? Brilliant! I just tried it. Perfect suggestion. - - - Updated - - - Brilliant suggestions. Thanks kcs and nobody. They work great. I might take a look at the KAB pack to see if I can help that project grow as this game desperately needs propeller aircraft missions before jets. Yemo awesome mod by the way. Its the only reason this hard core sandboxer has even bothered to venture into career. I recommend you publish a ckan import file to help quick start newbies or at least a quickstart section detailing possible or recommended seti download lists. I stayed away from seti for a long while simply because your presentation is a little confusing. A simple list or even ckan file might go a long way to help others. Or maybe I was just in a TLDR mindset whenever i visited the thread op.
- 2,515 replies
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Thanks nightingale I just got my first contract to show up. Now on to configure it. I'll look at the anomaly and tourism plus contracts for reference and see if I can't make this work out on my own. Thanks again! Update: Looking great. Kerbal Aircraft Builders by maculator was a great starting point, as well as Tourism Plus and the examples on the wiki. I hope to explore further parameters so this is crafted to what I have in mind. I'll need to add the passengers param next. Thanks for inspiring me to get started modding, even if its only dealing with contracts at the moment. I've not settled on a new name for the agency, so I rehashed my old SSI craft building company as a reference point. I'll post when I have questions I can't find an answer to. Hopefully this contract will be fleshed out in time for 1.0.5 and that cool mk1 passenger module.- 5,225 replies
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Has anyone compiled a video showing off some basics on how to create a contract in KSP? I'm looking for a tutorial. Totally new to modding. Thought I'd start with creating a Contract Pack for regular charter flights to KSC Island for funds. Is there an absolute bare-minimum basic Contract Pack example I can look at? The wiki has lots of good info, but the info is all over the place.- 5,225 replies
-
Is this the place to suggest that Community Tech Tree should consider moving basic Firespitter propeller engines from tech level 4 to 0, along with Command Seat, and later propeller engines and parts at Tech level 1 Early Aviation rather than tech level 4 Aviation where they all currently sit; so that propellers are available before jet engines which come at tech level 2 Stability? Also, if there were a set of contracts in SETI to take advantage of propeller engines... such as regular air ferries to KSC Island and back - is this the thread to introduce the idea? Commuter fares to various destinations should be a regularly stable way to make income from propeller and then later jet flight.
- 2,515 replies
-
Feature request within your add-in: add capability to browse for KerbalX crafts, pulling their primary picture, and brief description, and then mark them for download.
-
U gonna timewarp the boring parts? Would reduce your participation requirements and increase your pool of participants. Seems to me that a real time mission would be best suited for a physical camp where local space themed activities could be planned before getting everyone back to a real physical mission control room.
-
This will always be remembered as the KSP Spacecraft Exchange's Spruce Goose or Buran... for it shared the same fate due to changing times. It deserves a museum. always will be a record keeper in my book. Well played Zekes. Well played. She lasted, she blasted, she rested. RIP Life Sized Shuttle.
-
[Broken] STS Space Shuttle "Khallenger"
inigma replied to Jon144's topic in KSP1 The Spacecraft Exchange
Old thread popped up. Will try Kerlantis next. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
inigma replied to K.Yeon's topic in KSP1 Mod Releases
Clip a mk1 command pod at the top to act as an "airlock." Worked like a charm. Craft now capable of 80km orbit and return. -
totm june 2018 Work-in-Progress [WIP] Design Thread
inigma replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Excursion shuttlecraft docking with the Innovation interplanteary explorer mother ship. So cool I just had to try it in IVA. Worked beautifully. -
[Broken] STS Space Shuttle "Khallenger"
inigma replied to Jon144's topic in KSP1 The Spacecraft Exchange
Just saw this. Very nice shuttle! I like the 5x cargo bay and your OMS pods. I never thought of either of those ideas - I might have to borrow them sometime . You guys definitely deserve rep and an STS Architect badge. A very exclusive club. I will be testing its cargo lift rating soon (I use the well-known STS Fuel Pod to test cargo ratings). If it can lift 40+ tons to orbit, I'll add it to my own in-game fleet! Let me know if you guys have links to any kerbalx references for those amazing cargoes so I can include them in the STS Hangar. If you want me to include Khallenger in the hangar, just give the word and I will. Here is your badge! I never got around to a 51L mission. This will make it so. Well done! edit: tested flight. operational tonnage is about 20 tons it seems. very interesting to control on launch. u'd think i was a first year academy pilot. not used to nearly sasless launches. heh. I had trouble decoupling the External Tank at 100km periapsis. Somehow my STS Fuel Pod got stuck to it, and I had to warp out the shuttle from the entangled mess that was headed for 52k alt reentry with no fuel in the orbiter. Thankfully I saved the orbiter but had to land it at an emergency desert airfield in Kerbabwe. Anyways, I found her to fly like I'd expect a flying brickyard to fly. -
totm june 2018 Work-in-Progress [WIP] Design Thread
inigma replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
OPT Spaceplane parts. Just amazing. Can't wait until it gets fully developed. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
inigma replied to K.Yeon's topic in KSP1 Mod Releases
Well my first impression: AWESOME MOD! My second impression: AWESOME MOD! My third impression: AWESOME MOD! OPT Jumpstar Download: http://www./download/lj32s0p88i8s7vx/Jumpstar.craft Not sure how to use it. It really goes.