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sirklick

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Everything posted by sirklick

  1. Wow, these are lovely! Minor bug within the VAB: control surfaces that are placed but not attached to anything (say floating in the air while you adjust some other part) become non-select-able. I am going to guess that attachment generates the collider, because this only happens if not first attached to something (dropped directly from inventory out into the VAB/SPH).
  2. Uhg, these tanks are so pretty. And the tank extrusion functionality is nothing short of amazing. I say uhg because my memory budget doesnt allow me to use them and I really want too. Fantastic work. I like the colors, they remind me of some Soyuz color schemes, so it works well for up to 1-6.4x scale that do not care about stock feels. That being said, it would be nice to have a stock alike texture replacement for installs that try to maintain stock feel -I know I have one.
  3. Fantastic start! From what I can tell the layer may not be getting cleared on scene exit, so if you exit the scene with the overlay toggled on and then come back it will draw a new layer over-top and lose control over the first. I have been able to repeat this a couple of times with the planet becoming more and more red each time . I suppose another possibility is that you might need to check to see if there is already a layer rendered on scene change.
  4. Very neat implementation - great work! Before release I definitely recommend making a texture and unwrap pass, as the install folder for this is 110mb -most of which is extremely large textures made necessary by the uniformly scaled UV maps. Those who use ATM or built in half-size texture quality settings will experience much sadness when they look at your otherwise very nice textures.
  5. Probably the best comment/review I have seen on this forum. Nice!
  6. Wow -very nice looking examples Nertea! How are you mapping the resources onto a sphere like that without severe polar pinching?
  7. I really enjoy the idea of a center aligned mounted drill "drop rig" (somewhat like your Hollow Asteroid claws), but I also think that it would be neat to have an equal mass radial part (radial converter, hydraulics unit, power supply, radiator, etc..) that could be used to equalize the CoM. Mongrel/Quasimodo style "builds" are just more interesting then perfect symmetry at all times. It would be nice to have both of course but I am also thinking -perhaps incorrectly- that a drill could be modeled in such a way so that the drill model could be reused with different mounts (radial and stack) and possibly different animations.
  8. With a newer version of ModuleManager a simple config should allow you to do this. @PART[*]:FINAL { @cost *= 1.5 } This would increase the cost of all parts with a cost value by %50. Edit: Was curious if it would work and can confirm that it works.
  9. Thank you dtobi for posting these great parts so that we may play with them. I have been using these for a couple of days and love the little ease of use details like being able to hide shrouds in the editor etc. One bug/omission that I am currently experiencing is FAR related -the KM Generic shrouds do not appear to provide aerodynamic shielding despite showing (right click menu) that the internals are shielded in the VAB (still end up with drag values for the supposedly shielded parts).
  10. The MFT compatibility link on the first page is broken. Is this hosted elsewhere? Is this it? https://github.com/Swamp-Ig/ProceduralParts/blob/master/ModuleManager/ModularFuelTanks.cfg
  11. Corrected link http://www.kingtiger.co.uk/kingtiger/wordpress/eclss-rebalancer/
  12. I started playing around with creating similar stock-alike fuels a while back that almost mirrors what you have outlined here -I lost momentum when creating engine configs (was using your "old" RealEngines as a starting point). From a labeling perspective I suggest using "CryoOxidizer" instead of "LiquidOxygen" -the logic being that "Oxygen" is outside of the chosen labeling schemes specificity.
  13. Many of the KSPI parts where created by zzz, his parts and licence are available http://forum.kerbalspaceprogram.com/threads/43840-Hab-Hub-%28and-other-strange-things%29?p=561059#post561059
  14. I just created created a bunch of bug reports on gitHub - the idea being that it is better to get these ironed out now rather then later. Let me know if you need screenshots, files, etc.
  15. Multiple thread posts and op confirm that being the next thing to be added. This makes it feature complete with StretchySRB.
  16. This is true it is nice to not have to redesign the launch vehicle every time you want to launch something. Ill even add to that, the reduced part count is great for launching custom complex objects as the launcher part overhead can be reduced a bit. I stick by my initial thought however as "welds" (part reduction), the new part formatting that makes shared assets a thing (options with less memory overhead), and subassemblies (create your own standardized launch systems) address your points "against" this being a bit more modular.
  17. Not to speak for zzz, but he has said on a couple of occasions that he is mostly done modeling stuff for now. This seems to be kind of an off and on again hobby for him. Kind of a bummer for many of us as his creations are pretty amazing for those who like the future science theme he rocks at. That being said is RPM functionality really needed? Last time I checked the part was not a command part.
  18. I enjoy the look and feel of everything you have done here, thank you for sharing your talents with us. After a couple of launches I feel that these parts remove a critical and fun part of KSP -the Lego like glee of customization and building. The top stage of the Zenit for instance could be split into a couple different parts that allow for look alike builds and customization. That toroid tank and engine look amazing but I can't really combine this with other parts which I love like procedural fairings or KW etc. This makes the parts and therefor memory they occupy single purpose and unfortunately for me, not worth keeping in my GameData folder (only because of other outstanding mods that compete for memory space). This is not a complaint, more of something to maybe consider when breaking out the parts for your next model. Looking forward to your next update.
  19. Indeed, I have been using this with FAR without issue since v1.1 of this plugin.
  20. 1000x. At this level of time acceleration I can watch the oscillation of the orbit quite easily and it definitely jumps when the Muns position is at 9 and 3 if the sun is at 12 (on a clock face). I may try this again tomorrow with at lower warp to see if the behavior repeats.
  21. I am loving playing around with this. I see what you mean about the n-body portion -though it is a lot of fun playing with Munar orbits. I think my record for an equatorial Mun orbit thus far is < 5 days with a com satellite. Playing with highly eccentric > 39.6 degree orbits now. 9 Days of a 300km 100km polar ~90 degree polar orbit of the Mun ended in surface impact. Watching the orbit change as the Mun revolved Kerbin I did notice some peculiarities. At the two locations where the Mun crosses Kerbins velocity vector around Kerbal my Munar satellite's perihelion (normally at the Northern Pole) would instantly jump +-90 towards the Equator. Over the course of several orbits this jump cut the normal extension of the periapsis by 1/4 leading to an elongating Aphelion and eventual "landing". Perihelion normal range for this orbit would bounce between 60-100km with the Aphelion gaining and losing the difference (conservation of momentum). I guess what I am trying to say is, your n-body seems accurate enough to be fun and a teaser of what is possible. Great work. Seems to me like a few edge case exceptions could make this at least usable.
  22. Very cool! The parts used to demo the functionality are beyond awesome as well. Great works, I look forward to seeing what comes from this.
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