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Everything posted by JewelShisen
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Alright. I just wanted to bring it up as it bugs me when something consumes dual resources and then one runs out before the other. I know the battery has the right balance of O2/H2 and wasn't sure if you had just missed a bit of math for the spare canisters. I may go on and do the math myself to balance out the levels so that folks like me, using it just for the battery, won't have it run out of either one early.
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[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Yea that is a really weird thing having to do with the game really disliking the changes to the float code that HLSubs makes. Needless to say but the Kracken really likes to mess with ships if you f5/f9 them. -
Just a note but you may want to go back and check your math for the container volumes. I set up a craft with the battery and a spare oxygen and hydrogen tank and the OX ran out while the Hydrogen still had several hundred units left in it. Other than that my only issue is how small the gap is in the nodes for the decouplers.
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[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Yea the 600m limit is from the HLSubs plugin. If I get the chance I am going to look at tweaking it some and see how deep it can be moved without the physics bugging out TOO much. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
This is true as well. So my thought was to make it a feature that you can set when you start the save file. That way you can either play it safe and stick to the 600m depth limit or risk the physics going insane and remove the limit. EDIT: Also just as a note, if you tried to go down to the lowest points of Laythe's oceans you would be under nearly 28MPa or around 4000psi of pressure. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
That is one of the items I plan to try and take down once I learn some C# and can really mess with the plugin. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I can make some animated models in Blender. Even working on one that will be an aerodynamic nosecone shape for use with FAR but I am having issues with the animation looping -
[23.5]Better RoveMates v1.7 - Community Addition Edition
JewelShisen replied to Codey737's topic in KSP1 Mod Releases
Perhaps one with the four core science parts built into it? -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Yea it can be pretty cool -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Not sure what is going on there. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
JewelShisen replied to sirkut's topic in KSP1 Mod Releases
Can we have the dev parts installed at the same time as your own? -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Thank you so much for letting me know that you enjoy the mod! I will be working on a demo craft release in the coming days.