-
Posts
4,002 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by CaptainKipard
-
[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. -
As the current steward of the Mod Dev Links Compilation I'd like to know what the most and least popular programs are in order to better cater to modders in what content I add to the thread. If you use more then one then leave a post saying what they are and what you use the others for? If you use any specialised 3D apps for purposes other than mesh creation (like mesh re-topology or UV unwrapping) please also mention it. Also If you use any plugins for your particular programs please let me know. Thanks
-
How to make a heatshield/decoupler
CaptainKipard replied to JewelShisen's topic in KSP1 Modelling and Texturing Discussion
I think you're right. None of the Skylon documents mention any ablation either. That's a relief. -
How to make a heatshield/decoupler
CaptainKipard replied to JewelShisen's topic in KSP1 Modelling and Texturing Discussion
So I guess if someone was making a certain space plane mod that person would need to pretty much make the whole plane ablative or simply super resistant. -
[HOWTO] Airbreathing Engines in KSP 1.0
CaptainKipard replied to NathanKell's topic in KSP1 Mod Development
Yeah, no problem, except one. As you know this is something that becomes an issue with major changes, and that is what to do with the remaining now-false information. Some of the other engine snippets and threads contain it (not to mention everything else). I routinely come across new modders (I sometimes even get PMd) following outdated stuff because I still need to keep it linked, because no other thread contains the other relevant info. What do? - - - Updated - - - Actually it's the floatCurve thread that still mentions velocityCurve -
Sooo, why exactly rockets are flipping?
CaptainKipard replied to 0x7be's topic in KSP1 Gameplay Questions and Tutorials
No. You're probably forcing it to to turn too far from your prograde vector. -
How to make a heatshield/decoupler
CaptainKipard replied to JewelShisen's topic in KSP1 Modelling and Texturing Discussion
Is the orientation important with stock heat shields? -
[WIP][1.0.2] Mk2 SR-71 - FantomWorks
CaptainKipard replied to FreddyPhantom's topic in KSP1 Mod Development
That's ok. I was going to say to give credit to Porkjet, but those parts aren't mod parts anymore so they aren't covered by any attribution license afaik. -
Engineer's Handbook for Modders
CaptainKipard replied to CaptainKipard's topic in KSP1 Mod Development
Could someone please find some information about control surfaces; any or all of the following: cutaways/blueprints of individual components and how they're connected, animations/videos showing the motion. Thanks -
[WIP][1.0.2] Mk2 SR-71 - FantomWorks
CaptainKipard replied to FreddyPhantom's topic in KSP1 Mod Development
Did you recycle Mk2 textures for this or did you paint it yourself? -
Yes, some dumb movies do well. Some mediocre headphones do well. Like Beats by Dre. It's marketing. It's not quality.
-
Any good 2-kerbal size1 pods?
CaptainKipard replied to CaptainKipard's topic in KSP1 Mods Discussions
Is it in any of the screenshots? Is it the ball-shaped one? But that's not 1.25m. -
OK... Answer questions directly. I asked why is there a space in "ramJe t.mu" in the log snippet you posted, and you responded with "there's no space your local copy". Do you mean in your log, or in the part files? Was that a typo? How would that space get there in the first place? It's on BOTH LINES. That leads me to believe that the game is looking for a file with a space in the name for some reason.
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
CaptainKipard replied to Ven's topic in KSP1 Mod Development
Whoa! That's seriously clever! *You cannot give Reputation to the same post twice.* - - - Updated - - - These gaps are still present and really irksome to me.