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Everything posted by SpeedyB
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[WIP] Nert's Dev Thread - Current: various updates
SpeedyB replied to Nertea's topic in KSP1 Mod Development
I can't wait to get these parts into my game once the IVAs are done. -
I'm back working on this. Just made a wider hollow truss. Not sure how to make the pipes toggle-able. The end cap is not really meant to have a node. Its for surface mounting things on the end of a truss. I will be doing the Octo Truss set after I've finished the main stuff.
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[WIP] Freight Transportation Technologies (Mine/Haul/Fly)
SpeedyB replied to RoverDude's topic in KSP1 Mod Development
What are you thinking in terms of parts you want? I'm thinking it would be cool to make a modular cargo system, similar to Universal Storage but bigger. Not sure how attaching containers to a frame would work, docking ports can be a little wobbly. It would also be cool to have visible crystals placed on the surface where deposits are located. -
The Modded Craft Repository [v0.23]
SpeedyB replied to stupid_chris's topic in KSP1 The Spacecraft Exchange
Built and launched a Jool (and beyond) mission ship: Most parts are from Near Future, some are KW, and my parts are in there a bit. -
[24.2] Karbonite Ongoing Dev and Discussion
SpeedyB replied to RoverDude's topic in KSP1 Mod Development
Are there plans for a nicer looking resource locating system? I think at the very least we should replace the orange spheres with something more attractive, something like a Google maps marker. -
If I understand this thread correctly the plan is to convince modders to use a standard resource library but not to control what they do with them in their mod. This whole thing reminds me a bit of the Minecraft modding community's ore standardization. Almost all Minecraft mods integrate with an ore dictionary mod. This ensures compatibility between dozens of mods. It would be great if the community can come together and get things standardized in a similar fashion.
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[24.2] Karbonite Ongoing Dev and Discussion
SpeedyB replied to RoverDude's topic in KSP1 Mod Development
Nice! Can't wait to see that in my game. EDIT: You should make a Karbonite based engine similar to the Rapier. It would be great for Jool divers. -
[24.2] Karbonite Ongoing Dev and Discussion
SpeedyB replied to RoverDude's topic in KSP1 Mod Development
I would do narrower strips of warning stripes along the edge of the doors where they open instead of on the legs themselves. The warning stripes are a bit too large and intense I think. Other than that it looks fantastic! It will look nice when the textures are finished and the paint is weathered. -
[24.2] Karbonite Ongoing Dev and Discussion
SpeedyB replied to RoverDude's topic in KSP1 Mod Development
I'll try to get the Particle collector done in the next few days. -
I'll make a 5 point. It would be nice for triangular stations and would match the trusses well. I'll think about the docking trusses, I had a hard enough time getting the one docking port to work properly. A lot of this will have to wait a bit though, I'm currently working on some parts for Karbonite. The angle problems are pretty much entirely caused by the game, it wasn't really designed with asymmetrical triangular parts in mind.
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[24.2] Karbonite Ongoing Dev and Discussion
SpeedyB replied to RoverDude's topic in KSP1 Mod Development
I updated the Karbonite intake. It matches the other parts much better now. -
The problem comes from the hubs not being able to attach to things with their side nodes. So if you want to connect a hub on the end of a horizontal truss you have to turn it sideways, which is why the sideways hub is included. You just turn it back right side up and rotate it so that the top or bottom node is lined up with the truss you want to connect to.
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The problem with the Hub parts is a problem with the game. The stock station hub has the same problem. I included a sideways hub that you can rotate to get around the problem. Crew tunnels and engines are all planned. I might make a smaller size truss set as well if there is demand for it once the main set is more finished.
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[24.2] Karbonite Ongoing Dev and Discussion
SpeedyB replied to RoverDude's topic in KSP1 Mod Development
Nice! I can't wait to see those counter-rotating props working. -
[24.2] Karbonite Ongoing Dev and Discussion
SpeedyB replied to RoverDude's topic in KSP1 Mod Development
Pretty much finished the deep atmosphere Karbonite Intake. I'm still not quite happy with the outside base of the scoops, was thinking of adding more detail. I'll try to make them match up better with Nertea's parts. -
I see. Not sure if there is a fix for that but I'll look into it.
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[24.2] Karbonite Ongoing Dev and Discussion
SpeedyB replied to RoverDude's topic in KSP1 Mod Development
Working on a deep atmosphere scoop (the first one is mostly intended for use just outside the atmosphere it would be slow but you can time accelerate) -
[24.2] Karbonite Ongoing Dev and Discussion
SpeedyB replied to RoverDude's topic in KSP1 Mod Development
Sent you a PM with the files. -
[24.2] Karbonite Ongoing Dev and Discussion
SpeedyB replied to RoverDude's topic in KSP1 Mod Development
I would love some faint streaks of ionizing particles flying into it when active. No idea how to do that though. I'll send RoverDude the model once I fix the scale and add a little more detail to the outside (a couple access covers near the bottom) I might make a radial mount scoop to match next. -
[24.2] Karbonite Ongoing Dev and Discussion
SpeedyB replied to RoverDude's topic in KSP1 Mod Development
Pretty much finished the ram scoop! Still need to mess around with the scale, something odd happened and it grew on the way from Max to KSP. -
[24.2] Karbonite Ongoing Dev and Discussion
SpeedyB replied to RoverDude's topic in KSP1 Mod Development
Been working on an above-atmosphere ram scoop. Uses electromagnetic fields to attract stray Karbonite atoms in very low orbit. Slow but able to time accelerate. -
[24.2] Karbonite Ongoing Dev and Discussion
SpeedyB replied to RoverDude's topic in KSP1 Mod Development
Someone mentioned collecting Karbonite just outside of an atmosphere. How about something like this: A big particle ram scoop. -
Updated! 0.3 includes: Docking Port, can now build proper hex truss space stations! SAS module A hollow long truss, more of these to come (including widened ones for 2.5m parts) Not sure what I'll be making next yet, anyone have any preference?
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[24.2] Karbonite Ongoing Dev and Discussion
SpeedyB replied to RoverDude's topic in KSP1 Mod Development
This is getting cooler by the second. I'll be making some Hex-Truss parts for this very soon. -
[24.2] Karbonite Ongoing Dev and Discussion
SpeedyB replied to RoverDude's topic in KSP1 Mod Development
This plus Near Future would be perfect (and maybe some new models for and integration with Extra Planetary launchpads) Models by Nertea would be fantastic.