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JewelShisen

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Everything posted by JewelShisen

  1. So does KSP use liters for volume then? Because if so then I will need a liquid far more dense than water...
  2. Ah got it! I have been thinking about adding some surface mount 'ballast' tanks. Would simply fill them in the hanger to adjust balance of the ship. Might even have them able to decouple in flight. Would need to look into it.
  3. Actually we are working on an auto trim and I am going to be working on some SUPER powered RCS type thrusters, pitch only, to help out too.
  4. Ok so here is a sneak peak at the 15m airship envelope part I am working on making.
  5. I could have been mean and hidden the link but I didn't. Source link is there.
  6. License is, as stated in the OP, ARR until further notice.
  7. Yea the whole 'Guilt the modder into doing what I want' thing? Yea that doesn't work. My preference is to keep it off of ckan. Honestly I am rather appalled that there have been more posts about me not putting it on CKAN than there have been about people being glad the mod is even back!
  8. 1. My issue with ckan is this: What is there to stop it from SENDING files or information? Since it is not a game mod, it doesn't have to show source code. Call me paranoid but I don't like it. There was the same argument about the 'add-on' that Majir tried to make and it eventually got removed fully due to the risks. 2. dunclaw, spanner, and I have been talking about adding AirPark's functionality, or something very much like it, directly into Hooligan Labs. However that is still in discussion.
  9. currently those are still not functioning
  10. Regardless. I don't plan to add it.
  11. Ok so here is an idea I have been having. A set of parts, either mk2 or surface attaching, that would have a variable mass. They would be perfect for letting you adjust where your CoM is on an airship.
  12. I am planning to update the textures on the parts that I make, both with unique AND stock alike ones, but the original part set will be keeping their old textures out of respect to Hooligan for his work originally making the mod.
  13. Ok let me go on and put an end to this. I will not be adding any form of lifting gases, heating, etc.
  14. I hate trying to figure out node placement...
  15. Ok I missed part of the import it seems... Oops...
  16. As Colmo stated, you can't have a resource with negative mass. The best I could do would be to find out if we could make the envelopes use some EC when they are filling or deflating to simulate them having to be pressurized or deflated.
  17. I just need to figure out how to get Unity 5 to make the mu file and I will be good to start testing!
  18. That is actually what I am working on now! Going for a 15m scale though! Just need to figure out how to get Unity 5 to export the .mu files...
  19. Alright so I just added an image album to the front post and I want YOUR help to fill it out! Just send your best airship screenshots to me and I will add them to the album so everybody can see the crazy stuff this mod can make!
  20. Alright so here is what I am working on at the moment. A MASSIVE 15m diameter modular airship that will come complete with an attaching part under it sized for Mk 2 parts to serve as the viewing decks.
  21. @Immashift Ok yea... That is funky... I think KSP might be trying to force it to function as a parachute...
  22. 1) As far as I know there isn't a way to fake the landing. There MIGHT be a way but I haven't seen it. 2) Currently I am looking into it. I may or may not add it to CKAN.
  23. If that is the case you may want to try it again with a heavy mass and let me know if it does it again. If so then the animation may be to blame.
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