-
Posts
456 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by illectro
-
Someone should made an airport diagram with the necessary taxiways and hotspots.
- 1 reply
-
- 2
-
Kerbal Space Program 2 - Pre-Release Notes
illectro replied to Intercept Games's topic in KSP2 Dev Updates
Great summary on what to expect. But, I'd like to point out that Chase mode camera was in KSP 1, I know because I convinced the devs to add it. Also, I hope the Mohole still exists since I couldn't find it during my brief testing.- 146 replies
-
- 18
-
FYI - this is expired
- 151 replies
-
- telemachus
- webui
-
(and 3 more)
Tagged with:
-
I did a livestream where I was able to make kerbin spin so fast that things fell up, so I used kerbal konstructs to place an inverted runway and land on it. So, make a tiny planet with almost no mass, but spinning at the correct speed. then surround it with some constructs to be the walls. Shame you can't walk on them because up is down etc.
-
Hullo! Both myself and Shadowzone had the idea to recreate bits of 2001 in playable form, so for the last few weeks I've tried to make precision landing and docking missions based around Space Station V, The Orion Shuttle, The Aries 1B, The Munbus, Klavius Base and TMA-1. While Shadowzone put together a stunning kerbalized version of Discovery One and the maintenance pods. All of these have fully scripted missions with dialogue that references the movie, while letting you actually try landing a nuclear powered shuttle on a small landing pad on the Mun. Because the vessels are stock there's a lot of compromises made. The Orion is tiny because it needs to fit inside the space station, which makes it smaller than the Mun Bus where the priority was to make it look like the original model. But the ships never share a scene so the scaling isn't noticeable. Also the space station doesn't spin, maybe a future version of Making History will let us do that. Download the zipfile here::: https://drive.google.com/open?id=1GBB4pl1rUCV4pjqTwwR7prp1rYWirCMV
- 19 replies
-
- 29
-
A simple mission I demonstrated on my video preview - test an aircraft under the direction of Gene Kerman https://drive.google.com/file/d/1S4fGIGe1hhgi2UKS4EnsQ_IoTA8jNcVE/view?usp=sharing
- 3 replies
-
- 12
-
So, what would it take to scale this up so we can fit larger vehicles through the middle? Could it be made to work with Tweakscale?
- 218 replies
-
- 1
-
- magnetic propulsion
- mass driver
-
(and 2 more)
Tagged with:
-
Really... I must be sicker than I thought.
- 218 replies
-
- 2
-
- magnetic propulsion
- mass driver
-
(and 2 more)
Tagged with:
-
The next question is then how stacking the rings is supposed to work, and why there's no delayed activation behaviour (so control can be switched)
- 218 replies
-
- magnetic propulsion
- mass driver
-
(and 2 more)
Tagged with:
-
Nah I tried it on 1.1.3 at the start of the stream because my pre-stream testing on 1.2.2 looked broken, but you'll see I switched to 1.2.2 when I showed that the mod behaviour was the same. Not on the livestream but if the projectile is below the ring it smashes into the ring when fired.
- 218 replies
-
- 1
-
- magnetic propulsion
- mass driver
-
(and 2 more)
Tagged with:
-
This is how it behaves for me - no objects want to enter the core, even when I have no other mods installed.
- 218 replies
-
- 1
-
- magnetic propulsion
- mass driver
-
(and 2 more)
Tagged with:
-
Playing with this build now, and it no longer seems to work as advertised - for a start the colliders are not donut shaped so nothing can pass through the middle.
- 218 replies
-
- magnetic propulsion
- mass driver
-
(and 2 more)
Tagged with:
-
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
illectro replied to JPLRepo's topic in KSP1 Mod Releases
I was sure I had this working a few weeks ago, but now it's not detecting anything, and there's nothing in the logs. Anyone know if it's sensitive to versions of other mods which might have been updated in the last couple of weeks. Using the v1.9 Develop DLL with Galileo mod. -
Just a heads up, I've been unable to activate my spacedock registration for the last 2 days, no e-mail was sent to me and sending the 'activate!' e-mail manually hasn't changed my status.
acct name is 'szyzyg'
-
I'd forget about custom code to start with and just make it a command seat with integrated engines, intake, wings and enough torque that control surfaces aren't needed, get something released and then iterate.
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
illectro replied to AlphaAsh's topic in KSP1 Mod Releases
It's the higher peak in the mountain range to the west of KSC, it's a spire of landscape with incredibly steep slopes on all sides and a somewhat flat area on top, perfect for dropping gliders off (for example )There was a reddit challenge to land on it some time back:- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
Oh wow, this mod is back to life? Looking forward to having a proper scaled wingsuit to do this:
-
There used to be a mod with these kind of small personalized flyers, would like to see it resurrected if possible. I want to remake this with something more correctly to scale
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
illectro replied to AlphaAsh's topic in KSP1 Mod Releases
A request to a budding model builder - I'm looking for a diving board on the top of K2 hanging out over the edge so I can easily spawn and launch gliders from the top.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
[1.1]Hullcam VDS - mod adopted by linuxgamer
illectro replied to Albert VDS's topic in KSP1 Mod Releases
Yeah I was more asking for the benefit of the dozens of people that keep telling me this is the solution to my mod needs. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
illectro replied to Albert VDS's topic in KSP1 Mod Releases
Since I keep getting people sending me here: Will we ever see the ability to render the camera output to a sub window and have multiple cameras generating multiple windows simultaneously? -
Is there a workaround to force tanks to be pressurized? I have the correct fuel type but it shows up as highly pressurized = false and with no option I can find to change this. edit: turns out I'd hit some I bug that was resetting my tank type, I edited the .craft file by hand to make this work
-
Discussion thread - BD Armory AI tournaments
illectro replied to colmo's topic in KSP1 Challenges & Mission ideas
I think I want to start with guns only, and biplanes. (that way if you lose a wing you have spares!)