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Everything posted by CaptainKipard
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Space Shuttle Pack for ksp 1.0.4 dev thread
CaptainKipard replied to Mike-NZ's topic in KSP1 Mod Development
I haven't seen Dragon01 on here in a long time. -
What is your primary 3D modelling app?
CaptainKipard replied to CaptainKipard's topic in KSP1 Mod Development
Only pertinent plugins please. This is a nice addition. You can actually do something similar to that script with Blender's compositing interface. -
What is your primary 3D modelling app?
CaptainKipard replied to CaptainKipard's topic in KSP1 Mod Development
Thanks I'm not really sure what to do with this. I'll consider adding it. What do free alternatives lack in general or in particular? -
Learn to deflect acerbic remarks with dispassion and logic. You'll avoid the wrath of the moderators and feel like a badS while doing it.
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Hi maceemiller. I'm the angriest member of the forum
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Emissive troubles
CaptainKipard replied to Randazzo's topic in KSP1 Modelling and Texturing Discussion
Since this is a common problem, is there anything that can be done to avoid it altogether? -
What is your primary 3D modelling app?
CaptainKipard replied to CaptainKipard's topic in KSP1 Mod Development
I was thinking more along the lines of punitive action. 1-staring a thread that's not even a mod is obviously not meant to be feedback. It's just a troll move. I'm aware of both, and left them out for this reason. -
What is your primary 3D modelling app?
CaptainKipard replied to CaptainKipard's topic in KSP1 Mod Development
K. Well. I'm not going to go through them, so just say what you use and for what. -
What is your primary 3D modelling app?
CaptainKipard replied to CaptainKipard's topic in KSP1 Mod Development
Can mods find out? -
What is your primary 3D modelling app?
CaptainKipard replied to CaptainKipard's topic in KSP1 Mod Development
If you use any plugins for your particular programs please let me know. I only use Blender so I've only added those so far. It looks like 3DS Max, Maya, Sketchup, and Wings 3D are used by a significant minority of you. Free plugins for these in particular would be nice. -
Squad for sure, but there's nothing you can do about that. WRT the part, it really depends how you look at it. In terms of the mechanism the Klaw is no different than a set of landing legs. They just open and close. From this perspective you'd be equally justified in placing the Klaw in any branch that has opening and closing components. "But" - I hear you say - "The Klaw attaches itself to things". Sure, but IRL asteroid missions look nothing like this. To keep the experience immersive and avoid breaking the fourth wall from this perspective the Klaw could reasonably be placed in its own branch, still in a later tier as it is now. So really the only reason to keep it with there is because Squad got lazy and made it out of a docking port, and as reasons go, that's really silly one.
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A more intuitive tech tree
CaptainKipard replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
This is not the forum for modding questions. Ask here. -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
CaptainKipard replied to SuicidalInsanity's topic in KSP1 Mod Development
Can you fit a Kerbal between those windows? Try this for ergonomics.- 860 replies
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I see you put the Klaw behind the docking ports. The mere idea of this makes me rage. Squad made the most pitiful move when they tried to sugar-coat the fact that the Klaw is just a slightly modified docking port with magic fuel transfer capabilities. Is that still the case? Can I attach two ships to either side of a girder and pump fuel through it?
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Try to rebuild the hierarchy from scratch.
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Maximum size for tech tree?
CaptainKipard replied to Mulbin's topic in KSP1 C# Plugin Development Help and Support
Do you need exact numbers? According to Sherkaner who made a tree mod it's around 4000 (horizontal) * 2400 (vertical) units/pixels/whatever. -
What is your primary 3D modelling app?
CaptainKipard replied to CaptainKipard's topic in KSP1 Mod Development
I didn't know about parametric modelling but I've had a quick look and Sverchok looks pretty cool. It uses the blender compositing interface for designing the object and its parameters and tool shelf sliders for changing the parameters that you implement. -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
CaptainKipard replied to JoePatrick1's topic in KSP1 Mod Development
I request a "neunundneunzig kerbaloons" joke somewhere. -
What is your primary 3D modelling app?
CaptainKipard replied to CaptainKipard's topic in KSP1 Mod Development
This morning the thread is already at the very bottom of page 1. What's the likelyhood of sticking this? Alternatively I'll have to bump it from time to time. -
Some thoughts on the state of Career Mode.
CaptainKipard replied to regex's topic in KSP1 Discussion
- It's still quite a bit grindy to me. - The tech tree and the part progression are still incoherent. I'm finding myself not unlocking half the parts that are available so far. - Many contracts still don't fit into the context of the progression. - Some contracts seem completely out of place, like tour missions when you don't even have a 2-Kerbal pod. - No Action groups make no sense. It's as if Kerbals haven't mastered the high technology of buttons. -
What is your primary 3D modelling app?
CaptainKipard replied to CaptainKipard's topic in KSP1 Mod Development
You're the right person to ask this. Are you aware of any free or open source programs for solid modelling and physics simulations of mechanisms? -
[INFO] KSP floatCurves and you - the magic of tangents.
CaptainKipard replied to Taverius's topic in KSP1 Mod Development
Taverius if you're still lurking the threads, could you log in some time and update the OP for 1.0, just to warn people against using deprecated features, like velocityCurve. -
[HOWTO] Airbreathing Engines in KSP 1.0
CaptainKipard replied to NathanKell's topic in KSP1 Mod Development
Taverius, who wrote the guide, hasn't been on since January. - - - Updated - - - Actually this particular instance might not be too problematic. So far I can't actually find anyone actively advising people to use the deprecated bits. Ignore me.