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Everything posted by Orionkermin
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So minor status update: unfortunately there was some setbacks and I wasn't able to get everything done I had hoped for. This means we're looking at more of a Sat. Night/Sun. morning time for the next update. The good news is that all the new parts are in game and functioning properly. I just didn't get to texture anything. I'm also wondering if people would prefer if I add a back and front to the solar panels as well at some point. The only downside is to make them look good they would need a left and right version. (Because of asymetricality) I'm pretty sure it can be done without actually adding extra textures or assets,(by mirroring) it would just take up one more spot in the VAB.
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Well that's the idea at least. They feel less wasteful most of the time, I'm curious to see if they will actually be cheaper than using rockets with fewer 2.5m parts. We will see how squad balances costs and how well I can fit these between the smaller and larger stuff. http://forum.kerbalspaceprogram.com/threads/76136-FASA-Launch-tower-tutorial Nah, I'd never do a thing like that.
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Any mods known for wiping every single ship on a save?
Orionkermin replied to Javster's topic in KSP1 Mods Discussions
Is it a career save? I think I've seen that sort of thing happen during testing when two parts have the same name in their cfg. It causes an error where everything after that part wont load. -
LLL - Lack Luster Labs - Development Thread
Orionkermin replied to Lack's topic in KSP1 Mod Development
I like the critter crawler driven school bus -
FASA Novapunch http://forum.kerbalspaceprogram.com/threads/82045-K-P0110-Apollo-like-crew-module http://forum.kerbalspaceprogram.com/threads/81537-Tantares-Space-Technologies-Stock-Like-Soyuz-and-LK-Lander-2-Crew-1-25m-Capsule http://forum.kerbalspaceprogram.com/threads/75074-Taurus-HCV-3-75-m-Stock-ish-Crew-Pod-now-with-internals%21-v1-1-June-9th-2014 Edit: Forgot to mention that many of the historical packs do as well, bobcat's, laztek, etc And how could I forget SXT doh!
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Yup pretty much this. They in fact do gimbal, but the engine's small gimbal range makes it hard to tell. When I tried to set them up with their own effects the main engine effects were not showing up. For some reason the game seems to not like displaying multiple engine effects. Maybe in 0.24 when we get actual verniers it will be possible for it to function more realistically. If I made the engine have four verniers he would just request that I make another with two on one side for the boosters... Pockrtplanesairways why do you make requests for specific accuracy stuff all the time, when you know this isn't even a historical mod... Not to mention there's no reason to Point fingers at Deathsoul when I've seen others scold you in different threads. @S4qFBxkFFg: Hey, haven't seen you around in while. Good to hear from you. That's a lot like my early career landings when I force myself to only do "Apollo style" landings. I usually have a way smaller return stage and use a "crasher" injection stage though. (No docking ports unlocked that early) The coliders were a bit of a compromise between the way small radial parts and other tanks looked when attached radially. Mostly due to the fact the tanks taper so much at the ends, there was a lot of bad clipping. Luckily the floaty parts are only noticeable up close, except maybe landing legs.
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Don't worry, I'm not planning to make anything a dependency. Working properly in a stock environment is an important part of the mod for me and that won't change. Realchute support will be through an optional MM cfg bundled in the Dl. The landertron module I'm adding to the pod has no effect without the Plug-in, so it will still function just fine if the plug-in no longer does. @Komodo: thanks for the feedback, the chutes are working for me using the MMcfg I posted, including decoupling. Perhaps there is something else causing a conflict. Or on an off chance, when you copied it into a text editor did you make sure to change .txt to .cfg? I dropped it strait into HGR also if i makes any difference. Edit: @Gristle That's an interesting use of the radish. It's awesome how many ways I've seen people use that pod. In many ways it remains my favorite single part.
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Working on some Realchute support, so far I have a basic module manager cfg that seems to be working.(Limited testing/experience with Realchutes) If anybody wants to try it I'll post it here and you can just copy it. @PART[InLineChute]:FOR[RealChute] { maximum_drag = 0.32 !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule material = Nylon caseMass = 0.3 preDeployedDiameter = 2 deployedDiameter = 50 minIsPressure = true minPressure = 0.01 deploymentAlt = 700 cutAlt = -1 timer = 0 mustGoDown = false preDeploymentSpeed = 2 deploymentSpeed = 6 cutSpeed = 0.5 preDeploymentAnimation = semiDeployLarge deploymentAnimation = fullyDeployLarge parachuteName = canopy capName = Cap spareChutes = 5 } MODULE { name = ProceduralChute textureLibrary = StockReplacement type = Cone currentCanopy = Main chute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } } @PART[InLineChuteSmall]:FOR[RealChute] { maximum_drag = 0.32 !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule material = Nylon caseMass = 0.1 preDeployedDiameter = 1 deployedDiameter = 25 minIsPressure = true minPressure = 0.01 deploymentAlt = 700 cutAlt = -1 timer = 0 mustGoDown = false preDeploymentSpeed = 2 deploymentSpeed = 6 cutSpeed = 0.5 preDeploymentAnimation = semiDeploySmall deploymentAnimation = fullyDeploySmall parachuteName = Canopy capName = cap spareChutes = 5 } MODULE { name = ProceduralChute textureLibrary = StockReplacement currentCanopy = Main chute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } }
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Minmus base night and day. With the better atmospheres mod, the crew needed some nightlights for when the sun goes down.
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@Sandworm I updated the link in the OP to your new one. It's good seeing the spud getting used in the new launcher. I've been thinking about making a vostok myself, but always end up using it as an LK type lander. http://i1276.photobucket.com/albums/y477/morrowindorion/screenshot70_zpsc4a49b55.png' alt='screenshot70_zpsc4a49b55.png'>
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Is there a landing tutorial?
Orionkermin replied to fommil's topic in KSP1 Gameplay Questions and Tutorials
I would also like to add; choose you're landing spot before de-orbit. For the Mun that usually means trying to land in the middle of a crater as they are typically flatter. The difference between landing somewhere relatively flat and a 30 degree slope is huge, especially when you're first starting out. Building your lander with a wide base can help as well. Tipping seems to be a common issue with newer players. Have you done any practice on Kerbin using powered landings? Its gravity is high but at least you can just put a simple lander on the pad and try going up, coming back down, add some horizontal velocity and try to land from that, etc. -
It's not in game yet, I've been more focused on trying to get all the parts that are necessary to make this a complete package into the game. The IVA is more of a vanity/ polish element, so I haven't given it a ton of attention. The plan is to get all the remaining parts that I feel are needed to release the soyuz version out in the next update. (Fairings,LES tower, Decoupler, etc) Then I'll be working on a polishing pass for all those parts to get them ready for a release, that's when you'll likely see the IVA. I'll try to include more of the in-game company names for parts, however expect the pods and 1.875m parts to remain HGR since those have always been the primary focus of the mod and I see the manufacturer as a kind of artist's signature. I've got the Escape tower in game and I think I've found a color scheme for the boosters that I'm happy with. They both still lack polish. (i.e. scatches, dirt, chips etc) I'd also like to add some russian word and such to a few of the parts. Namely the OM and boosters, so if anyone has ideas I'd like to hear em/ get help with characters and such. Anyway that's the current state of things and plans going forward, thanks everybody.
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I think it was on topic actually. Thanks for the mission report, I'm glad the soy-juice is seeing service. I'm not working on any parts right now, Im at Korean BBQ But I have been working on fairings and the onion's IVA. I already got the LAS tower made, just needs to be refined. I'm planning for the top base for the fairings also be a docking port to keep part count down. Out of curiosity is there actually any interest in tiny stabilizer fins?
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I don't mind at all. Flattered really. Keep up the good work. You also might want to advertise that your capsule seats 2 and fits well on 1.25m parts, people are often looking for a pod like that.
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Nice Good to see you're continuing this.
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When I say shenzhou version I'm mostly talking about the OM and possibly some accessories, nose cones, etc. The tallest tank is already long march inspired as you demonstrated, and the smaller two are generic enough to work with anything. Sorry if that's disappointing but texturing is a lot of work for me and by the time all of this is done I'm going to need to take a break from regular rocket parts.