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Everything posted by theonegalen
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
theonegalen replied to Angelo Kerman's topic in KSP1 Mod Releases
Good Kerbol Above! -
Hey, that's starting to look pretty good. The panel lines don't quite make sense to me, and my initial reaction is that they might be a tad dark, but the panel color and the shading is looking very good indeed! The IVA looks like it is going to be delicious.
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Rack Mount Spcecraft Parts [Dev thread]
theonegalen replied to cineboxandrew's topic in KSP1 Mod Development
These are fabulous. -
[1.12.x] Probe Control Room Recontrolled
theonegalen replied to linuxgurugamer's topic in KSP1 Mod Releases
It seems to be a side effect of the update to Unity 2017. -
I'd love to, but I don't know jack about coding. :-/
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RPM doesn't work with Kramax, so the autopilot in the cockpit wont work as I designed without PA. I have a feature request in MAS for Kramax integration, but it hasn't happened yet. We should probably stop taking over LGG's thread with the off topic discussion though.
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ASET Avionics Pack v 2.1 (for the modders who create IVA)
theonegalen replied to alexustas's topic in KSP1 Mod Development
The push to talk switch works. I don't remember getting the transmit and receive level gauges to work. Currently, the radio switches and chatterer ptt don't depend on one another. I guess I should make that a part of my mod too. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
theonegalen replied to Ger_space's topic in KSP1 Mod Releases
KKtoSD - it's another Sigma88 mod. -
I remember BTSM. I liked it. You're welcome! The Clyde isn't quite polished yet, but it is functional! Make sure you get the aerocharts from the ASET Avionics thread if you mean to use the radio navigation functions. Also make sure you have Pilot Assistant if you intend to use the autopilot. It is unfortunately not updated for 1.4.x, but I think it works anyway.
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Unfortunately not. I set it up to remove all resources from life support mods, but causing harm to the kerbal at too high altitudes would require something like a reverse pressure limit and a custom plugin. Haha, no problem.
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If you're referring to the one with the ASET props IVA I made, that's not SXT. It comes from Unmanned Before Manned if you have that, but is included with Warbird Cockpits as well. The intention was indeed to give a starting cockpit for mk1 planes that wouldn't work at re-entry speeds.
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[1.9.x] Kessler Syndrome 1.4 (19/02/2020)
theonegalen replied to severedsolo's topic in KSP1 Mod Releases
Hey @severedsolo, did you ever consider tying this into Oh Scrap so that the simulated micrometeoriod causes part failures instead of part destruction? It would be nice if this was optional. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
theonegalen replied to Ger_space's topic in KSP1 Mod Releases
Did anything ever come of this idea? Being able to actually store craft in the decorative KK hangars would be fantastic. -
[1.12.2] BARIS - Building A Rocket Isn't Simple
theonegalen replied to Angelo Kerman's topic in KSP1 Mod Releases
I've had tanks explode on me.- 571 replies
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- baris
- part failures
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I feel like Kerbonov has the AN-2 covered already. I'd prefer DC-3 parts myself.
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[1.12] Community Parts Titles (2024-07-04)
theonegalen replied to flart's topic in KSP1 Mod Releases
Huh. Consider me interested. -
It's a great start! I like the overhead compartments. I'm not a huge fan of the textures, but I figure they'll improve over time. From a model standpoint, I think it would look better to extend the cockpit back another .5m and put the door there, rather than having it right below the pilot's seat. I'm sorry I didn't mention this before, but I didn't really see it clearly until the new screenshots. If you're going for an airliner vibe, I think that would feel more like an airliner to me.
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[WIP][1.4 /1.4.1] Kerbalow Aerospace Inflatables / Expandables
theonegalen replied to bcink's topic in KSP1 Mod Development
Hi! With the update of 1.4.x, KSP now has an ability to dynamically modify the crew capacity of a part through ModuleAnimateGeneric, which I see you are using on the KA330 and KEAM. Adding this to Kerbalow going forward will keep players from launching Kerbals in uninflated modules. Here's the example, from the InflatableAirlock part from Making History expansion. The CrewCapacity in the .cfg is set to 0, but it accomplishes dynamic crew capacity through ModuleAnimateGeneric.CrewCapacity MODULE { name = ModuleAnimateGeneric CrewCapacity = 1 animationName = AirlockDeploy actionGUIName = Toggle Airlock startEventGUIName = Open Airlock endEventGUIName = Close Airlock allowAnimationWhileShielded = False }- 19 replies
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[WIP] Nert's Dev Thread - Current: various updates
theonegalen replied to Nertea's topic in KSP1 Mod Development
Near Future Launchers, IIRC. -
There's a persistent error with the seat props included in the game, which is one reason it is so much easier to bake them into the model using Blender. They show up properly in game if you edit the internal .cfg to add them manually, but I've never gotten them to work properly in Unity post KSP v.1.1. Forgot to tell you that, sorry. Blender will allow you to import your internal.mu, SeatPilot.mu, and SeatPassenger.mu. You can place the seats into your internal model that way, and export it with them included as long as the export includes the seat as a child of the interior.
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I am in my last few weeks of classes at university while working nearly full time right now and won't be able to place any props until I graduate in three weeks.If anything changes about my availability before then, I will let you know. Lots of papers and finals right now. I can help you with any questions about Unity setup, however. For the cockpit, don't integrate your seats with the model; this will allow us to put in moving seats. This is necessary because male and female Kerbals have different eye levels, and if the view is good for Jeb, Val will have trouble seeing over the dashboard. I don't know anything about the overlay masks. Try @blackheart612, his are pretty good IIRC.
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@Burning Kan, ah, I see. You mean @alexustas, who built all the props and placed them in these cockpits. IgorZ doesn't have anything to do with MAS or ASET, as far as I know.
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Wow, some of those larger mock-ups are insane. Anything with that many kerbals existing in an IVA at the same time will absolutely tank the frame rate, though. So I would keep to the 2-story 5m fuselage when it comes around, and make the lower half a cargo bay. A half-cargo variant of the 3.75 m fuselage would be awesome too. Even better if the cargo floor lines up with the SXT Osaul parts, but that's for the future.