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KSP2 Release Notes
Everything posted by Neutrinovore
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Hey, Porkjet, you say "All of the parts are in 0.25..." Does that include the parts you were working on but never released, such as the pointy nose and the various tail pieces? I hope so.
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I tried this out a bit last night. I must say, it LOOKS fantastic, even though the textures aren't quite done. But I also have a frame rate problem with the transparent windows module, so that can go easily enough from my configs. The main thing, though, is that I've become spoiled by Lo-Fi's Kerbal Foundries wheels. Compared to those, these are... well, awful, actually. Sorry, I mean no offense, but I call it like I see it. The main problem I have is the (almost) complete lack of suspension. And how fiddly they are to get placed and oriented correctly. And the fact that they don't automatically steer properly, the rear steering has to be manually reversed... eh, anyway, I could go on, but there's no reason. The problem, in my opinion, is that it's Firespitter wheel code, which basically means that it's landing gear oriented, instead of rover oriented code. I like Firespitter for a lot of things, but not for wheels. So, like I said, this is just one guy's opinion. But unless I can figure out if I can apply Lo-Fi's wheel module to these wheels, I shan't be using this rover pack, sorry. It's too bad, I was really looking forward to this, too. Later.
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Very nice, very nice! Good to see and hear that progress is being made. I'm still looking forward to the 'First Light', and I like the idea of having modular, uh... modules, to swap out for different mission profiles, as well as the ability to carry some cargo, especially a rover. I'm having the darnedest time coming up with a decent rover carrying ship that doesn't end up being something like 300 parts, and therefore slaughtering my frame rate. Anyway, keep on keepin' on, sir. Oh, and I'm of course quite curious now about whatever '-REDACTED-' is, lol. Later!
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LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
Huh, why didn't I think of this?!? I should have asked for something like this MONTHS ago! -
I'm not sure why one would even want this, honestly. The nature of many parts in the game is that they're SUPPOSED to clip into other parts, such as the B9 landing gear mentioned by TT above. Not that I'm trying to discourage the development or use of such a mod, but I truly do not understand the need for it. I have enough trouble with part-clipping in the game as it is (B9 shielded docking port, I'm looking at you! Yes, you!!) without trying to make it almost impossible, lol. Anyway, my $0.02.
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I second this. In what way is this craft file a "mod"?
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[1.02] Triple-Z Radio Astronomy Telescope [May-5-2015]
Neutrinovore replied to munseeker's topic in KSP1 Mod Releases
Awesome! I tried several times to strip out all of the Interstellar modules from this part in that pack, but still leave the opening and closing animations in place, but I was never able to figure it out. Downloading now, good sir! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Neutrinovore replied to BahamutoD's topic in KSP1 Mod Development
I would think that one would be able to build something exactly like that using Infernal Robotics. -
Ah, okay, sorry to imply that I didn't like the white color or anything, I was just still thinking that it was unfinished, that's all. Also, I guess I was expecting more of a generic 'spaceship gray' as seen in so many sci-fi movies and shows. I mean, Serenity is gray, the human ships in 'Stargate' are mostly gray, plus so are the Puddle Jumpers in 'Atlantis'. I could go on... Anyway, white is better at reflecting heat, so that makes sense. Thanks for giving us your 'road map' for the rest of the project. Everything sounds well thought out, so I have no major comments, save one: about the HAB unit and waiting until Squad implements native crew transfer functionality - well, cool, that's your decision, but I feel that folks who want to have that ability probably won't mind using one of the three mods (that I know of, anyway: Crew Manifest; Ship Manifest; and Crew Transfer, I believe) available for that purpose. I myself use Crew Manifest all the time. And those who don't mind the EVA requirement or don't worry about transferring crew will likely continue to not mind or not care. But, I'm biased on that issue anyway, because I'd rather not wait longer to get the finished 'First Light' pack if I can avoid it, lol. So of course I'll encourage you to keep working and therefore release sooner rather than later. For myself, I don't really see a huge need for bespoke external lights, unless you really want or need them to be very large, and/or placed in a specific location on the vessel, and would therefore want them to blend in and match the look of the rest of the ship. Now, solar panels... hmmm. I kind of like what BobCat did on his last iteration of the HOME parts, where he made a panel that matches the contour and paint job of the rest of the system, but they're still kind of clunky, and don't really look right when put on anything other than a HOME module, so they're still not perfect. But I do think that it would be nice to have some sci-fi looking solar panels that: are fairly sturdy when deployed; generate a decent amount of ec/s; fit the look of the ship and look like they BELONG on the ship, and not just tacked-on as an afterthought; and finally and most importantly are covered and protected against atmospheric entry when closed, once again being properly faired-in and made to look like they belong in that exact location on the ship. But this is all merely a suggestion. Totally up to you if you want to go to this much trouble. Finally, a request for further Dune Raider development. Could we get a version that looks like a proper space exploration rover, and not a track-day special sports car? And in another color besides 'Green Lantern Green', maybe? I'm partial to blue, myself. Or the aforementioned gray, it literally goes with everything. Just sayin'. Keep on keepin' on, Absolution, I look forward to future developments. Later everyone!
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Congratulations on the release, and bravo sir! As soon as the non-interstellar version is available, I'm on board, and you can look forward to getting my rep whenever I next get on my PC (I'm posting this from my iPhone). Again, kudos! Btw, I'd just like to point out that Stevie_D first started the development thread for this mod on August 6th. And here it is, September 4th, and it's basically FINISHED, aside from perhaps a few minor tweaks or bug fixes. But still, less than ONE MONTH from nothing to finished product. And by his own admission, this is the first time he has EVER attempted to do any kind of game modding whatsoever. Unbelievable! Incredible! Worthy of ALL rep he receives, IMO. Talk about starting strong! What the h - e - double - toothpicks are you gonna do for your NEXT project, Stevie?!? Probably invent cold fusion or cure cancer AND the common cold or something like that. I mean in real life, lol!
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Once again, liking what I'm seeing! I'm curious, what do you plan to be the complete parts list for this ship? I'm seeing cockpit, cargo bay/'main body', fuel tanks (I guess) and engines. Plus the PAM that you mentioned above. Will there be any other components to add to the modularity and usefulness of this neat ship? Sorry if you've already posted this information, a quick redirect is all I need if so. Looking forward to continued progress. It looks good now, I'm sure it'll look even better with some color and texture added. Later!
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I see. I hadn't realized it was quite that complicated. But if you say you're working on implementing a similar feature into all, or at least most, modules, then that's good enough for me. Good luck, and thanks again for what you do, Sarbian. You enhance this game so much with your various plugins, I don't think - scratch that, I KNOW that I couldn't and wouldn't want to play KSP without MechJeb and Crew Manifest, to name just a few items of your work. Keep up the fantastic efforts, sir! And hopefully have a great day/ week/ month/ year/ other time unit of your choice while doing so.
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Might I suggest adding the 'Force Roll' option selector to the ascent and landing autopilots, as well as any other window where I might wish to have control over that parameter? Or at least give us the option to add or remove it to any or all windows we choose via the custom window editor? Or do we already have that option? I haven't been able to actually PLAY the game very much in the last few weeks, most of my free time has been taken up by installing and/or tweaking mods and mod updates, so I haven't yet been able to explore recent updates to MJ.