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Everything posted by JewelShisen
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Now-defunct-thread-that-should-not-appear-in-google-search.
JewelShisen replied to Cilph's topic in KSP1 Mod Releases
Are there any plans to bring back the AeroProbe or MicroSat from RT1? -
Can you have it store the video onto a portable HDD? Because if so then I have a 640GB drive I can use
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[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
A most excellent idea. I will add that to the list of things that I want to accomplish. Now to learn C# and making animated parts in Unity! -
This may have been asked here before what what is a good program to use for the video capture?
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[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
What you need to do is set your CoM just below the CoL. That will keep it the right way up to start. Next to adjust the trim you will need the CoM in line with the CoL, not directly on it but just in line above it. I am going to take the next day or so and work on making a tutorial on how to build a basic airship as well as an example craft. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Well now that the Poll is closed I would appear that More Airship Parts is the winner~ So in the next week or so I will be getting to work on a few new parts including a new lift envelope and the beginnings of a radial control pod so that you can make a more traditional looking Goodyear Blimp -
Mine doesn't show a debug mode option in the cfg file. My mods: Toolbar B9 EL FireSpitter HexCan HL IonHyb KAS ProcFairings HyperEdit Kethane LLL MSI MJ2 Spherical Fuel Tanks TacFuelBalancer KerbalAlarmClock EDIT: Ok so I wiped out some mods I wasn't using (Romfarer, kOS) and now it is showing the grid. So EITHER there is a clash with those mods or I was running out of memory.
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[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Adding a built in decoupler to the base shouldn't be too hard but putting a node on top of it that only exists when it is not inflated would be very tricky to do. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Yes. They do. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Sounds like a very well planned mission and we at Jewel Shisen Rockets Inc will be happy to provide all of you lighter than air lifting needs. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I do agree that the textures could do with a bit of an overhaul. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Well currently I do have the 'Death Star' envelopes that are capped. But I would like to make some caps for the other envelopes as well at some point. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Thanks a ton for the positive feedback! *feeds it all to his ego* Now then. As for the ideas: 1. I am already planning some expandable inline parts. These will expand on both sides of the part and, once I learn C#, will even auto balance the ship to be level. 2. I think it would be a good idea to make this mod resource dependent, at least partly. I may see about making the parts able to consume either a custom resource or Kethane to inflate the parts but again would need to learn C# to do it. 3. An airbag idea would be interesting but hard to do as the center of mass would have to be moved below the center of lift for the part. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I can confirm that it at least won't crash the game! Still need to actually test the functions though. -
Problems Exporting to Unity from Blender
JewelShisen replied to Crozius's topic in KSP1 Mod Development
You don't send over the blend file. Export it as a COLLADA dae file and then import that into Unity. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
That would work but would force the part count up. I am wanting to make it a single part that will have multiple lift points. Right now the code doesn't support it. But I am looking to start learning C# so I can alter the code. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Perhaps though that would be a mod in and of itself. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
The model isn't the issue. It's the fact that if it is one part then the plugin only assigns one lift point to it. It doesn't matter how you shape it or place it right now.