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Everything posted by Space Scumbag
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Space Scumbag replied to BahamutoD's topic in KSP1 Mod Development
Here is some stuff I made with your mod: P.S. Is it ok to use your picture for my video thumbnail? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Space Scumbag replied to BahamutoD's topic in KSP1 Mod Development
Just awesome, downloading now. Any chance you will make some scifi weapons like blasters, ion cannons, etc.? And adding a crosshair would be helpful, with an option to toggle it. -
[WIP] Mass Relay - Warping all over the place
Space Scumbag replied to Molybdene's topic in KSP1 Mod Development
flywlyx is also working on a Mass Relay mod for some time. Now he finally made a thread, look here. Maybe you guys could exchange your work and/or work together. -
[WIP] Mass Relay - a fancy stargate
Space Scumbag replied to flywlyx's topic in KSP1 Mod Development
Yes, you finally made a forum thread. Show the rest of your work, the Normandy etc.. And if you need me to test something again, I'm glad to help. Now we have three different warp mods: Mass Relay by flywlyx The Mass Relay by Molybdene And the Jump Drive by parameciumkid Now, who wants to make the hyperdrive from Star Wars? It works without any relay or beacon. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Space Scumbag replied to BahamutoD's topic in KSP1 Mod Development
Is there a simple way to change the color of the bullets/trace of the Gatling gun, I would like to change it to red. Or even better make it look more like a laser/blaster shot. -
[WIP] Mass Relay - Warping all over the place
Space Scumbag replied to Molybdene's topic in KSP1 Mod Development
I'm really excited. There are now multiple modders working on warping mods. But yours is most like the Mass Relays form ME. -
[WIP] ActiveStruts Dev Thread [updated 10.10.2014]
Space Scumbag replied to marce's topic in KSP1 Mod Development
Interesting mod, I'm using Quantum Struts for some of my Crafts with IR, using the toggle on/off. This is a nice addition to the QS. And I have a suggestion. Is it possible to make struts that allow movement, a type of dynamic struts? So that they change their length/angle while the IR parts move, but also maintain a strong connection. This could reduce the wobble with larger builds while moving. -
Reddit team Shock Diamond had not enough time to do this. We all had stuff to do in real life, like exams etc.. But I managed it yesterday to assemble and lauch it into orbit. Sadly, one day too late. Anyways, I will upload a video of it, just for fun. No cheats used, only one KAS mod part(a winch), and gigantic cranes were used. Looks really silly. The design from Team 1 is really intelligent and much simpler than mine. Why couldn't I think of something like this? Probably just not enough time and concentration for this challenge. They got my vote.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Space Scumbag replied to sirkut's topic in KSP1 Mod Releases
Any thoughts on this? It would help me so much. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Space Scumbag replied to sirkut's topic in KSP1 Mod Releases
Hi again, the new update is really good. Of course I had to replace the old version's parts with the new ones on my crafts. And it turned out the new version is better for huge crafts, like my Jaeger. The hinges and rotratrons seem to have stornger joints, so the attached part is much stiffer. Is it possible to make it even stonger, so that the connection is 100% fixed. In the gif you can see the hinges are not entirely stable, they wobble alot after the movement stops (hyperextending knees) and the joints are not fully stable. Also if the parts would have more power to move, lift, rotate things it would be awesome. I hope you understand what I try to describe and maybe you can help me with this. Here the gif. -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Space Scumbag replied to UbioZur's topic in KSP1 Mod Releases
No ideas on this? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Space Scumbag replied to sirkut's topic in KSP1 Mod Releases
Is there a possible way to make the hinges and other parts stronger? Giving them more force for moving parts and making them stiffer, I'm not sure how to describe it. I would need it for my Jaeger. You can see it in the video, the arms/legs are too wobbly. -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Space Scumbag replied to UbioZur's topic in KSP1 Mod Releases
That's not so good, have you tried to delete all unnecessary nodes in the craft file? That improved my performace in the vab. And are you sure you have the latest version of the mod? My Robot had over 2300 parts (2-3 fps), welded it into 14 big ones, like the arms, legs, head, body and put it together, then added Infernal Robotics and lights. Now it's about 250 parts and the performane is "ok" (10-20 fps). So this mod was really helpfull for me. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Space Scumbag replied to sirkut's topic in KSP1 Mod Releases
Thanks for this mod again. Without it this wouldn't be possible, here is my newest creation: -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Space Scumbag replied to UbioZur's topic in KSP1 Mod Releases
Here is what I did thanks to your mod: -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Space Scumbag replied to UbioZur's topic in KSP1 Mod Releases
I have a new suggestion/question. Could it be possible to correctly rescale a welded part? For example a cube made out of 6 panels, just scale it 2x its origninal size. My problem is when I change the rescale factor in the part.cfg file, only the panels get bigger and the model position doesn't change. I have to change every position coordinate manually, but doing it for a several hundred parts weld is too much work. Can such a feature be added in this mod or can someone make a new mod for this purpose? I would really like to create much larger crafts with this method.