-
Posts
157 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Dirt_Merchant
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Dirt_Merchant replied to ferram4's topic in KSP1 Mod Releases
My solution to this problem has traditionally been to set the deployment values to the negative when the spoilers are to deploy downwards. I maybe have allowed myself some extra negative deflection than is normally available in release versions of FAR....- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Has anybody ever managed Aerial refueling?
Dirt_Merchant replied to Callisto's topic in KSP1 Discussion
I did this flying both craft by hand and just switching back and forth between them as needed. yeah I'm really mod heavy, but the important ones here are FAR, Pwings, Proc Parts, DR, KAS. The system showed both my crafts as being docked, and control inputs to one affected the other, but on that slack line with two wildly different handling aircraft was a bit wild. Also, I couldnt get the fuel to actually transfer for some reason, even though all the parts (I think) in the system were crossfeed enabled... might have missed one but not sure... -
[1.0.5] Reflection Plugin Continued 2.0
Dirt_Merchant replied to Starwaster's topic in KSP1 Mod Releases
Awesome man, and thanks for the reply, I shall continue to enjoy the work you've done for us! Thank you! -
voicing support for this now. keep it up!
-
[1.0.5] Reflection Plugin Continued 2.0
Dirt_Merchant replied to Starwaster's topic in KSP1 Mod Releases
Procedural Parts are definitely the future, and when official release happens, I really doubt stretchy tanks will be relevant. However, as far as I can tell, Proc Parts are based on the same principles behind stretchy tanks, so if reflections work for one, then surely they'll work for the other... Either way I do desire this feature for Proc Parts for sure. I'd love to be able to build some nice vintage aircraft with some polished aluminum skins using pwings & proc parts. I worked with the plugin applied to some various other parts, and forgot to take as many screenshots as I should have.. but I found the effect rather compelling: EDIT: totally forgot to ask, Star, do you plan to, or would you consider adding some other visual effects to the functionality of the plugin? Also, and this might be a feature too far, would in-game toggle-ability be a possibility? Sometimes I find myself going nuts with the reflections only to find that i've killed my framerate, also, it'd be nice to add the plugin to alot of parts without making duplicates (one with one without reflections) in order to preserve performance. Effects like transparency, or translucency as a feature would be cool, something to give a glassy refracted effect. Im sure there are others too, but I was just curious. Great work with this thing, and hope to see it continue, its a really nice asset to have available! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Dirt_Merchant replied to ferram4's topic in KSP1 Mod Releases
This is the most backhanded compliment/statement I've ever agreed with;) @ferram4: Thanks for being awesome. Thanks for being patient. Thanks for giving us the ability to tweak all things in-game. Thanks for considering adding flutter;) Also, very excited to hear more about the FAR replacement, I have heard tell of some of the specifics, but might I trouble you for a couple details regarding new features, aero-modeling techniques, or anything you care to comment on? If you'd rather keep it quiet, I understand. Also, as a complete aside... Any news on those "dumb" control surfaces? No worries if you don't wanna mess with them at this point, was just curious;)- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Mid-Air Refueling Challange
Dirt_Merchant replied to xoknight's topic in KSP1 Challenges & Mission ideas
Admittedly, no fuel was transferred as yet, but the probe/drogue system i've built here is proven to function. The album below shows two attempts, with a successful grapple and docked KAS link established. Even though I had enabled fuel crossfeed in the grapple cfg it still didnt work so oh well. Relevant mods include FAR, DR, KAS, Pwings, Procedural Parts, Coffee Industries, B9, Firespitter, several of InfiniteDice parts and a whole lot more im sure i've forgotten. Craft were hand flown and switched between to maintain, though both were well behaved. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Dirt_Merchant replied to ferram4's topic in KSP1 Mod Releases
This is something that has been discussed in this thread time and time again. It is too easy to add fuel to the wings yourself, and leave yourself responsible for the balance. Educate yourself on Modular Fuel System or Real Fuels, and learn how to add fuel tanks to parts.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
Dirt_Merchant replied to camlost's topic in KSP1 Mod Releases
cam thank you for that hookup man, im tearing into the prop tester asap! -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Dirt_Merchant replied to DYJ's topic in KSP1 Mod Releases
If the tweakable GUI was as good as Procedural Parts then yes, it would be nice, but I tend to agree with MAKC that the tweakable system as a whole is no good for precision work. Those of use playing with Realism Overhaul mods tend to be a bit.. well... lets say discerning because uptight doesnt sound as fun. Though, regarding your challenge of setting a thickness between 0.1 and 0.36, behold: -
Are you flying this mod on regular sized kerbin, with stock aerodynamics and none of the other RO mods? And to futher back up starwaster, are you aware that the SABER is not some ficticious imagining? Are you at all familiar with energy densities of various propellents? Are you aware that you represent the very reason we cannot have nice things? Perhaps in the future, you should do some actual RESEARCH, which today is as easy as TYPING A FEW WORDS. Seriously its crazy how you DONT EVEN HAVE TO STAND UP to find this kind of information. EDIT: You previously represented the reason we could not have nice things. Now it seems you are on the path of nice-things-ness. Continue onwards.
-
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
Dirt_Merchant replied to camlost's topic in KSP1 Mod Releases
@camlost: if its not too big of a pain, could you lay out descriptions for the AJEpropellor module quick and dirty style? It would make it way easier to get propellor engines dialed in for my various funzies projects, namely Reno race planes, and various other rowdy design types. -
Excellent catch on the RCS FX plugin fix. Thanks for that! Link for the rest of you! http://forum.kerbalspaceprogram.com/threads/77398-0-23-5-ModuleRCSFX-RCS-with-PROPELLANT-based-fuels-and-EFFECTS-based-FX!
-
Well gentlemen, you make wise arguments. I hereby concede;) and look forward to the next epic open parts mod contest!
-
Everyone always assumes that people would vote for themselves, but its always a fallacy of personal judgement. You assume that everyone is out for themselves, but people actually only rarely vote for themselves(excluding sociopaths). We could go on about this for awhile if you like... Back to my argument... I propose that those who don't participate do not understand what it takes to make a mod, and therefor should be restricted from judging the actual winner. By having participants vote only, you have a group of judges, yes judges, that are able to appreciate what it is that went into each part, plugin, or package. Thus you avoid some idiots coming through, thinking "oh thats just a bad picture, i like shiny things, ima vote randomly hehe, ima idiot hehe" you know, cut out the riff-raff so to speak.
-
Requesting Mod Aid! SuitSat coming soon!
Dirt_Merchant replied to ZooNamedGames's topic in KSP1 Mod Development
It looks easy because you have no idea what is going on. Additionally, you don't seem to have much understanding of what it is you're asking. The simple fact that you asked that particular question disqualifies you from having the capability at this point. Not a bad thing, just a true thing. Best to educate yourself then come back later. -
In light of how this poll worked out, I hereby propose that unless one submits a mod entry, one should not be allowed to vote for the winner. That is to say, only the participants should be allowed to vote for the winner. A public poll strikes me as inappropriate for this contest. Sure maybe allow a people's winner, but the official vote should be held only among participants.
-
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Dirt_Merchant replied to DYJ's topic in KSP1 Mod Releases
This is true, but so far I've not much to report, its something that i'm working on more long-term as with most of the parts i normally use (b9, pwings.. not much else;) seems like they're at least somewhat close to expected values. Except (imo) cockpits, which i think may be on the order of 3-5x heavier than they should be, though the maths that would prove me reasonable is still in the works. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Dirt_Merchant replied to DYJ's topic in KSP1 Mod Releases
I'll do some investigation today on my livestream this afternoon. Additionally i'd like to second the request for more tweakable features of the wings, the more you can throw at me the happier i'll be lol. leading/trailing edge tweakables would be super, super rad. Also regarding the textures, I'll be doing a tutorial on my stream at some point today as well. hopefully i'll motivate myself to make a quick edit of a recording to toss up on youtube. we'll just have to see lol. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Dirt_Merchant replied to DYJ's topic in KSP1 Mod Releases
Yep i like where that's going dude! maybe holla atcha boy here about which parts of the code you're changing up to get that kinda effect? Also, if you'd like to get some help with the whole texturing thing lemme know, here is my pwing texture resume`: Edit: @nathankell: still workin on yours hehe, been busy building dirt jumps lately. But ill have something nice before too long. -
They're all great, to be sure, but have you guys even watched Snjo's video? I mean really? The innovation alone is a winning quality here. I implore you to go back and look at it if you just glossed over it. Let me be clear though, these tanks are all beautiful, and are great, nay, incredible examples of what this mod community can do. Great job all of you, we are lucky to have this kinda talent donated to our experience with this game.
-
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
Dirt_Merchant replied to camlost's topic in KSP1 Mod Releases
Oh yeah, "what if" is one of my favorite reads on the internet. Anyone ignorant to it is really missing out.