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Everything posted by Rivvik
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[Flags] [Any Version] Neon Genesis Kerbalgelion tiny flagset
Rivvik replied to Rivvik's topic in KSP1 Mod Releases
Wow 2000+ Downloads in under 7 hours? I'm honored! :'D BTW, the original NERV logo uses a fig leaf. I used the leaf of a different species for MAXIMUM DISASTER! -
To be honest I'm not sure where this would go. I made a little flagset in Photoshop while watching the Neon Genesis Evangelion Anime, fashioned after the NERV logo. The quote reads "Jeb's in the pilot seat. What could possibly go wrong?" The flags come in three flavors: Transparent BG, White BG, and a Black BG. This is my first public submission. Figured I'd try something simple instead of trying to build the Eagle 5 from Spaceballs right off the bat. Anyway, here's the download link: Curse And a preview: Hope you like it.
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I got it all working. It was stuff to do with the 64bit exe. So I made a preliminary, 2-layer communications relay system...Unfortunately I didn't realize what I did until all of the satellites linked up. :S So...um...you might want to give your Mun bases some extra ordinance...Just in case.
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now that you said it my head is pulling up all kinds of configurations to use LOL. Now I know I mentioned this about IR before, but I have an alternate idea. My first was for macros. Basically a scripted set of instructions that could be activated by action group. This would allow for "effortless" activation of complex transformations. My new idea is to have certain presets available. So lets say I want to set a gantry to have three presets, one at 0, one at 50, and one at 100, and I could tie each preset to an Action group. I remember B9 an Firespitter's VTOL engines used a similar system. This would also allow for transformations but the timing would still be difficult.
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Yeah I was about to ask about surface mounted repulsors. As it is I had to turn on part clipping to prevent that craft from exploding on launch LOL. Wipeout is the reason I wanted repulsors, tbh. I just got a PS Vita (Mostly to play my old psp stuff that I already had on PSN), and Wipeout 2048 is...pretty great. In regards to tweakables: Could we get a repulsor assembly similar to the alpha one, except with a tweakable angle? Thhat ay I could build the Nebacanezer from the Matrix movies LOL.
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"Pusher" engines? sorta like maglev?
Rivvik replied to Rivvik's topic in KSP1 C# Plugin Development Help and Support
Just scoped it. Awesome! When I get back Home I'll see if I can contact him about using his plugin. Thanks for the heads up! -
Is it possible to limit the effective range of engine thrust from a distance to a surface? Basically an engine that would require a surface to function, hover engines, as it were. Our better yet, repulsor engines. I know the effect could be emulated by constructing a wheel type assembly with invisible parts for everything under the mount, but I want to see if it's possible to do this the right way first. Thanks.
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I'm re-installing to sift through, but thats an issue too, it seems almost random. When I made that post, my game worked once I nixed Remotech, then an hour later it crapped out again.
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I was having the crashes too, until I nixed this mod. Kinda stinks I was 4 satellites into a communications network too.
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I love this pack. I can't believe it wasn't made sooner. I had nostalgiagasms when I saw the "Space Police" Logos. Also, I left this in the comments on Curse, but it belongs here too. <3
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My friend challenged me to build a flying couch...
Rivvik replied to Rivvik's topic in KSP1 Challenges & Mission ideas
My bad. :\ -
Could the nodes be tweaked a bit? It seems they line up great with each other but not other "S2" style parts. The connect a little too high.
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So I built this supersonic jet I named "Dumbo" due to its prominent proboscis and the wings are like ears. And here it is hitting around Mach 4.5!
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Rivvik replied to InfiniteDice's topic in KSP1 Mod Releases
Can't wait for space weapons. I need to re-enact this: Also, for the current weapons; could there be a "full auto" tweakable? It seems a tad silly that my fighter jets go put put. As for a requested space weapon: Giant friggin charging main laser (I mean friggin HUEG). Instead of kinetic armor plates maybe powered shield emitters (Like in 1/4, 1/3, and 1/2 ratios...as in how they wrap around the ship...like procedural fairings but with energy envelopes...and the bigger the area to cover, the smaller a ratio you can use. So 1/2 ratio shields are very weak but made for small fighter craft. Whereas broader envelopes are made for bigger ships and are more concentrated.), so maybe introduce some heavyweight generators. You could also do a joint weapon with KSP interstellar and include antimatter explosives. (would solve/explain power generation for space weapons/shields too) And for inspiration for sound effects for the lasers (Or just general inspiration from Stan Bush) -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Rivvik replied to InfiniteDice's topic in KSP1 Mod Releases
Added rockets...Its the Kerbal way! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Rivvik replied to InfiniteDice's topic in KSP1 Mod Releases
Do you use Kerbal INterstellar? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Rivvik replied to InfiniteDice's topic in KSP1 Mod Releases
I'm rebuilding it to add more actually. Your mods seem to bring out the overkill in me hahahaha -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Rivvik replied to InfiniteDice's topic in KSP1 Mod Releases
I was thinking of maybe a bigger variety of simple armor plate shapes? Like triangles, squares, and rectangles. Perhaps in the standard 1x1, 2x2, etc sizes? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Rivvik replied to InfiniteDice's topic in KSP1 Mod Releases