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Everything posted by theonegalen
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What it requires is an IVA without built in seats so that they can be replaced with adjustable prop seats that can be moved by RPM animations. The upcoming cockpits all have the adjustable seats. I'm not sure about putting it in the Bonny because it's supposed to be a very simple seat there. I'm thinking maybe an adjustable wheel and a ratcheting sound of some kind to make it old style. Probably do the same with the retro Mk1 Inline and Vintage Kerbonov.
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[1.3.1] Rescale! Comprehensive SD Configs [1.0.2.8] [03 Dec 2017]
theonegalen replied to Galileo's topic in KSP1 Mod Releases
Fantastic, thank you.- 310 replies
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Sounds great. I hope you'll share your props with your fellow IVA developers. I'd hate to duplicate effort. I'll have more free time when I graduate in two weeks, and will be converting my Warbird Cockpits mod to MAS soon after. At that time, I should be able to help out with configuring props we'll both be using.
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@neistridlar The cockpit and 2-1 seat arrangement looks good! Make sure to give the Kerbs a way out, whether it's a separate airstairs or airlock part, like this: An integrated door would be good too. We should probably move this discussion to a new thread in Add-On Developments, we're starting to crowd @blackheart612's thread.
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[1.3.1] Rescale! Comprehensive SD Configs [1.0.2.8] [03 Dec 2017]
theonegalen replied to Galileo's topic in KSP1 Mod Releases
That's awesome! How does it react if I'm using different values to resize the planets vs the orbits? For example, in my next career, I'm going to use 2.5x stock planet size, but 5x stock orbit size / distance.- 310 replies
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Kopernicus has this as a feature, depending on your planet config files.
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I would recommend the seats themselves be part of the IVA model, unless you intend them to be interactive and animate in some way. My SR-71 style IVA for Warbird Cockpits has 804 manually placed props and that took me basically all my free time for about three or four weeks, including missing quite a bit of sleep. You don't have to go that far. KSP uses the .mu format for models, and the inestimable @taniwha has created a plugin for Blender to allow us to import and export the format. It's quite good. I'm not a modeler myself so I am of limited help there. Once you have your model ready, make an internal config (krjCabinInternal.cfg or something). Base it off of one of the configs in GameData/SQUAD/Spaces. Just make sure you put it in the same folder as your model somewhere in GameData and give the internal an unique name. Then KSP PartTools should be able to load it, and you can start placing props. The best way to place props in a pattern is by using the parent-child functionality in Unity. If you have four seats in a row, for example, you can set the leftmost one as a parent to the rest, then use ctrl+d to duplicate all of them together, including the parent-child relationships. Then by moving the parent, you move all the children together with it. Rinse and repeat. Have you tried a 2+1 seat arrangement for the CRJ? Might look cool. Here's a couple of more recent videos on placing props.
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@neistridlar I believe in you! Once you make the interiors, I can help you with filling them with props if you like!
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
theonegalen replied to Ger_space's topic in KSP1 Mod Releases
I think the minor patches aren't going to change much and the 1.4.x code will still be good once it works. -
What do you use now? I am interested.
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Hullo, @eberkain. Any idea whether or not these configs are working in 1.4.x? I figure it should work ok, but I haven't tried it out yet.
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@Tyko @JeffreyCor There was actually a mod made to solve this problem. Heck, Tyko, I see you've actually responded in that thread in the past.
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You know what, I just remembered that there's a setting in the difficulty options to enable or disable the stock upgrade system on a per-save basis. I think I'll just leave it as is, and let the end user decide which version they would like to go with depending on their savefile settings. I think an important principle for simplicity in modding is to allow the stock game to handle everything it can, and not complicate mod configs with additional methods to handle those things.
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ASET Props Pack. v1.5 (for the modders who create IVA)
theonegalen replied to alexustas's topic in KSP1 Mod Development
Chute deploy depends on using RealChute mod. Engine Enable depends on the engine already being staged, I think. Make sure you have RasterPropMonitor installed, or none of these switches will do anything at all. -
If you're talking about the Mk1-2 ASET IVA, I assure you it is entirely useful.
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That's a good point. My next career is probably going to be a 2.5x diameter, 5x orbital distance system. Maybe with non-equatorial KSC and simulated axial tilt as well. KR&D could be quite useful as an alternative to installing gobs of OP part mods. I can use MM configs to remove the stock upgrades if KR&D is installed, leaving the upgrades to KR&D completely. Do you think that would work?
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Contract Pack: Sounding Rockets 1.4 - 3/17/18
theonegalen replied to inigma's topic in KSP1 Mod Releases
Yeah, it's a good pack.- 62 replies
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I make UBM Extended. I don't use KR&D, what seems to be the issue? V.2.0 of UBM-E had a typo that caused some wonky behavior, but 2.1 should have fixed it.
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I apologize for the misinformation.