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Everything posted by JewelShisen
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[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
If it was checking against relative distance then that issue gets negated. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Actually i have a bypass for that one. Just checking if the CoL is above or level (with a margin) with the CoM. If it is more that a certain distance from the CoM then it would switch modes automatically. Of course that is ideal. It may not work out. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
JewelShisen replied to sirkut's topic in KSP1 Mod Releases
Hey Sirkut! Hate to say it but I have found *dramatic pause* A BUG! When using the newest plugin to move parts around in the VAB, both yours and the rework ones, there is a glitch that forms if you go to max rotation with the hinges (Maybe others but I didn't test them) Here it is with your hinges: And again with the rework: As you can see, both of them end up going FAR past the 90 degree max rotation they are supposed to have. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Already planned for one that will keep the ship at level pitch and possible roll. -
Procedural Airships development thread
JewelShisen replied to RadarManFromTheMoon's topic in KSP1 Mod Development
Hmm... I may work on adding those to my airships... -
Procedural Airships development thread
JewelShisen replied to RadarManFromTheMoon's topic in KSP1 Mod Development
Well once the plugin redo is finished I'll find out if making a few procedural parts are able to be added. -
Procedural Airships development thread
JewelShisen replied to RadarManFromTheMoon's topic in KSP1 Mod Development
I'm actually working with somebody to redo the whole code for HL to add both toolbar support as well as adding in possible resource use. -
Procedural Airships development thread
JewelShisen replied to RadarManFromTheMoon's topic in KSP1 Mod Development
This is looking interesting actually. I may give this a spin though I wonder if the HLAirship plugin and this would clash. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I will see if i can make you something simple to learn from. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Indeed. And just a note to let everybody know what is going on with this mod now: Toolbar support~! Right now it is still in testing and REQUIRES Toolbar to work but it's not ready yet. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Well once Tweakscale is added in then the possible cores and parts will get much bigger. @firegeek83 Right now i have heard nothing from Squad about adding this to stock but I am very glad that you enjoy it so much! I will be adding some actual probe sized parts soon so keep an eye out here! -
I agree with this!
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Is there any plan to make a nose for this? It seems to be lacking one.
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[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
JewelShisen replied to ferram4's topic in KSP1 Mod Releases
Do you have to have FAR installed as well to make this work or is it a stand alone plugin? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
JewelShisen replied to BahamutoD's topic in KSP1 Mod Development
EDIT: Got it to work. Hadn't done all lowercase letters with spaces. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
JewelShisen replied to BahamutoD's topic in KSP1 Mod Development
How do you set up the fire key to be a Joystick Trigger? I want it to be the main trigger on my joystick but nothing I try has worked. -
Procedural Airships development thread
JewelShisen replied to RadarManFromTheMoon's topic in KSP1 Mod Development
Oh I agree on that. I meant that going to ProceduralParts means no deployable ones and that has been the big part that my users call for. You can tweakscale those, as proved by IR, but they can't be made procedural as far as I know. -
Is anybody else able to download this? I got told it had exceeded some rate limit.
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Procedural Airships development thread
JewelShisen replied to RadarManFromTheMoon's topic in KSP1 Mod Development
And that is the issue. Parts like the Hub and Cap get a more complicated and deployable ones are right out because of the animations. -
Procedural Airships development thread
JewelShisen replied to RadarManFromTheMoon's topic in KSP1 Mod Development
That's cool and I totally understand. It's part of why I am working on a remake of the HL parts to something more trimmed down and nicer to look at. I had considered making them procedural, and may still make them TweakScale using, but couldn't think of a good way to correctly scale the volume and lifting force. -
Procedural Airships development thread
JewelShisen replied to RadarManFromTheMoon's topic in KSP1 Mod Development
Interesting idea. May I ask what got you to start this mod? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
JewelShisen replied to BahamutoD's topic in KSP1 Mod Development
To get the images to work you have to use [ Imgur][ /Imgur] without the spaces of course.