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Orionkermin

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Everything posted by Orionkermin

  1. Yea I like the idea of having the generator as its own part, so I'm sorry for the extra VAB clutter, but that's how it's going to be. I guess early on the "abort" action group could be used to toggle it on or off from inside the service module. It's kinda dumb that they lock all the custom ones until the final VAB level. Also just going to throw a WIP album up. Not a ton of new stuff, but it's easier for me if I just use the same album and continually update it as I make progress. I've remade the chute and remapped the pod's textures. Now lot's of texturing ahead for me...
  2. Neat, I like seeing the lineup Beale. You've come a long way! It won't let me give you rep again yet. 3:
  3. Sorry, I checked into this and it's not something that's happening for me in "stock" conditions. Are there any other mods you have installed that could be interacting with the parts to cause this? Have you tried deleting HGR and reinstalling yet? In other news, while I'm here. I'm planning to re-purpose the current decoupler as a stack separator and use a new one I am working on. The reason being that I am also working on a new generic heatsheild for HGR and I don't like the way stock uses an auto-shroud to cover heatshields. I'd rather that they were simply fitted to a standard decoupler. See the one on the Corvus.
  4. I'd enjoy it. And somewhat related, you should take a look at another early access game called subnautica. It doesn't allow you to build submarines like KSP or anything, but it is all set underwater and exploration is a key theme.
  5. No RMP is not required, the issue above is only related to it though. I'll take a look at the onion, but it should be working just fine in a "stock" install.
  6. Nope I didn't know. I'll take a look when I'm home again. You have RPM installed, yes?
  7. Ok I have a fix for the RPM users that are trying to use the green SoyJuice pod. Basically for whatever reason the RPM internal space got saved as a .txt instead of .cfg. Changing that will fix the issue. Since this is an easy fix I'm going to wait until I get more done and just make sure it's fixed for the next update rather than providing a download.
  8. Yup, I think Ceverus also mentioned this. Deleting it will solve the issue. It will of course be removed for the next update.
  9. Orionkermin

    X Com 2

    I prefered the MEC's power fist TBH. Not that I'm against the sword. For a normal trooper I'd like to have seen a combat knife instead. But hey, mod support so...
  10. I'm glad she served you well. Godspeed! You're welcome! Thanks for checking it out. Yup it sure does. I'll make a note to make the description more clear. The tank is meant to be used as 1.25m It does allow for tweakscale though. The adapter is more or less to allow you to use this with HGR or any other 1.875m parts.
  11. Yes I'm pretty sure it's loading the wrong internal space for that pod with RPM installed. I'm going to try to get a patch out this weekend. Sorry for the trouble!
  12. Orionkermin

    X Com 2

    I think out of the "main" characters, Vahlen would be the most likely to return, in a much older body of course. I played the original and apocalypse a lot growing up. I still really liked the reboot. I think each has it's strong points and the new one looks like it's going to be a lot of fun. Maybe a little off topic, but does anyone else feel like the engine for the new xcoms would work well for a squad based WH40k game?
  13. The fuel cell is one only in name. It still functions like the generator, burning monopropellant for electric charge. I guess you could head cannon it as hydrazine reacting with some kind of oxidizer that's inside the cell. Either way it's intended as an early game alternative to solar panels. The idea is to remove it from the service module, although I am worried about people not being able to click on it and action groups are stupidly not available in the early career. (The new service module has no doors just a hollow back end) I may put it to a vote to see if I should make it a stand alone part or not. If not this asset can still be used, I'll just add it to the inside of the service module. The foil not being stock-alike doesn't bother me too much. Mostly because it's such a common space craft element that it probably should be represented in some stock parts. It's on the engine mostly just to evoke a connection to the Gemini equipment module. Although, I'm aware that Gemini had no engine propper.
  14. Thanks for the heads up! I'll refer anyone that comes with similar issues to your post. Thanks, the plan is to eventually remake the radish with a 1.875m base, so the decoupler should go away at that time. Out of curiosity are you having problems with it working or just don't like the art? Sounds like an installation thing. Double check that HGR and HGR_redux are both in your GameData folder. Did you download from from curse/kerbal stuff or CKAN?
  15. Well then you'll be happy with the next update I think, since the fuel cell will become its own part in the same node you get the first battery. Here's some WIP shots for the new "Utilities" all are sharing the same texture sheet, so memory shouldn't go up much, but I'm separating out the parts a bit to get away from the all-in-one style of parts. So the rear RCS and fuel cell are now their own parts. I'm not too happy with the Kapton, so it could change a lot from what is shown. The trunk is modeled and on the same texture sheet as well, but I haven't started texturing it yet. I'm all for giving the pod a bump in weight, but lets wait a couple weeks to see what changes 1.0.3 brings before we make a final decision on how to proceed.
  16. What about Chimera? It is an amalgamation of different programs after all.
  17. Sorry, I didn't get time to test after work. I'll try for tonight. It's a tough call. When I was balancing the engines I used KER to test and try to find happy mediums between the capabilities of the 1.25 and 2.5 equivalents. These engines should be more efficient for the average craft built with this size of tanks and Under/over built for the bigger and smaller tanks, ideally. I think waiting for 1.0.3 and doing a big balance pass is the best call, a lot will likely change at that point anyway. All that being said, as you showed above, the 120s need to be tweaked down a bit if you're building an R-7 replica. It would be similar to building a 2.5m craft and using five mainsails in your first stage and then another in the upper stage with a relatively light payload. I think that generally speaking in the stock environment this type of craft is overbuilt for the payload it's lifting. I'm ok with that however because fuel and thrust can be tweaked down for replicas without turning this into a kit craft. The old Soy-Juice is a good example of something in this pack that looks good, but really needs a remake to get rid of that kit craft feel. It's also over-sized; (the capsule) a relic of before the mod had a focus on 1.875m parts.
  18. Hmm odd. Were you using the shroud from the escape tower? Maybe they aren't shielding properly, I'll have a look and see. Are you having trouble with other builds or just with a soyuz style craft?
  19. OK cool, that helps more than it might seem. I've probably set something up wrong in the RPM patch. For a temporary fix, deleting the green pod's entry in the RPM patch might fix the problem. I will look at it more closely as soon as I can. thanks for letting me know.
  20. Thanks! It's too big of a jump for me too. Yea, that sounds like what happens when IVAs bug out. I'll try to reproduce it when I'm home again. Are you using RPM by chance? (Just so I know what conditions to test under) The Progress type pod used to have room for KAS storage, but since that has changed to KIS I need to look into updating it for that. Eventually I'd like to remake it so that it's functionally a combination probe core and service bay.
  21. I like to set put it inside, mostly so the back end of the shroud doesn't taper in too steeply. Thanks for trying out the mod and welcome to the forums. Yea, I've been saying I'm going to make it, I'd better actually get on that this time. I also have an SRB in the works.
  22. No worries, I just hate when I let little bugs like this through. Thanks Mr. Peabody! But seriously, thanks for the help. I'll get it fixed for the next update. It burns up, how does the chute survive? I've been using KER since 1.0 came out so my TWR has been kept down on most launches.
  23. I'd like to see any kind of new pods as long as they are for rockets rather than planes. Aircraft are getting all the love lately.
  24. Looking over the costs, actually all my tanks are way overpriced at the moment. Looks like they dropped the stock costs in 1.0 and I missed it. Command pods and engines look to be slightly undercosted, but nothing is jumping out at me as being especially or game breakingly off from a cost standpoint. Any specific examples I should look at that I'm overlooking? Or did you mean development cost? All my tanks are equal weight to stock tanks of the same capacity and that's how they handle overlap in the cases where stock tank volumes overlap. See FL-T800 vs Rockomax X200-8. Command pods are typically lighter per Kerbal but are a smaller profile and have less resources/ reaction wheel power available. I think it would make even less sense to have say the Soy-Juice pod have equivalent values to the MK1-2. I'll have to do a cost pass for sure though, so thanks for bringing that to my attention. I don't really think weight is off too much, at least not on very many parts.
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