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KSP2 Release Notes
Everything posted by Orionkermin
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Well before the last update I was working on adding a second shroud to that engine so it could also be used in a 2.5m stack. The thrust transform must have gotten messed up. I'll be sure to fix it as soon as I get home. Edit: in the meantime you could try deleting the extra modulejettison in the engine's .cfg, might fix it
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First version of the capsule's IVA is up. Been a long day trying to get this thing done but, I think it came out well. It'll need some tuning and polishing down the line though. I should also mention that I made a few tweaks to the engine's stats, so anybody gets to test them out let me know what you think, I'd like to keep them from being overpowered. I'm definitely going to make an RCS tank and a docking port eventually. Not too sure about whether or not an SAS module will be that necessary but we'll see.
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Also, I noticed in the release version HGR with a Mods MM config Folder, the have @part[Radish] : Final instead of @part[Radish]:Final the spaces do make a difference for a silly KSP reason. just FYI, it is good to see it is added in the test version. Now for actual content! Will a RealChute version of the Soyjuice chute-decoupler be available on full release? Sorry about the troubles, I'm glad a re-install fixed it though. I'm not really knowledgeable enough about code to know what went wrong unfortunately. With the MM files, that would explain why they stopped working... (They used to) Back when I was first starting out, I didn't know that just including things like TAC resourced and heatshields wouldn't break the game for people who played stock. Now I plan to just add all that to all the parts .cfgs so that MM files wont even be necessary. As far as realchutes go, I haven't played with the mod myself, so I'm not sure what would go into making it compatible. I didn't think it was that necessary since realchutes has inline chutes. (Do they have decouplers or docking ports in them?) Sure, heres a shot of it and the newer version of the small in-line chute. (The big one will be getting a redesign as well) It uses two differently angled thrusters to pull it off to one side; seemed like the Kerbal way of doing things.
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[WIP] Aerojet Kerbodyne (Released Service Module Pack)
Orionkermin replied to blackheart612's topic in KSP1 Mod Development
Autoshrouds like multiple fairings on single part? Yea should be fine, can't remember if I've ever added more than two fairings to a single part before though. They'll each have to use a different stack node. -
[WIP] Aerojet Kerbodyne (Released Service Module Pack)
Orionkermin replied to blackheart612's topic in KSP1 Mod Development
I'm using Unity 4.2.2, but I cant seem to find the tutorial/thread I read the information about needing to use an older version. So yea... Sorry>< For setting tags it's in the unity inspector under the transform name. You'll have to create the tag first, but that's pretty easy to figure out. Well you pump out great quality stuff every day or so. And your beginner models look about the same quality if not better than I can do. That's fast in my book. -
[WIP] Aerojet Kerbodyne (Released Service Module Pack)
Orionkermin replied to blackheart612's topic in KSP1 Mod Development
Hope that helps. Also great job! You work so dang fast, I don't know how you do it. -
Is he on top of the pyramid in the center of the image?
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If that's happening make sure the old one's .cfg is deleted. That bug usually happens when two parts have the same name. The old .cfg shouldn't be in the newest download however maybe I goofed. That little bugger has given me a world of trouble exporting into the game though, so it could be something else entirely. I've been using it in my stock install and it seems to be working. What do you guys think of the redesign art wise? I'm going to change the ridges to panels in order to match the radish more I think, but other than that I think it looks a lot better. I want to remake the big one in more of that style as well when I can get around to it. The escape tower I couldn't help myself. It bugs me to no end when there's a large size part without a smaller version. EDIT: OK thank Komodo. It's probably my fault then. I could of sworn I deleted that. Will fix when I get home from work.
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Looks like it's from kerbin orbiter phase II.
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Did you delete the old file before installing? If you just merge in the new one it won't delete the old because its now a unique part in its own file. Also after some testing the wobble issue seems related to the engines.(might be a mesh issue) Hopefully this will be a quick fix. EDIT: OK made some minor tweaks, but nothing major. After a bunch of testing though, it would seem that it's actually decouplers in general that are extra wobbly. All but the new SLS size were the focal points for wobble. The SLS decoupler actually uses a line in it's .cfg "phyisicssignifigance = 1" and that stops it wobbling with anything heavy on top of it. Adding that to other decouplers seemed to have the same effect on them. I have chosen not to add it to mine for the sake of balance. I'm pretty sure that I've gotten any wobbliness down to stock levels, so just be careful when putting big engines behind these tanks, they may be smaller than 2.5m but they do have significant mass compared to 1.25m parts.
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Hmm I was afraid that might happen with the update. They use size 1 nodes so with the new joint system they probably can't handle the stress. I'll try updating the tanks and engines to size 2 nodes and see if that fixes the problem. EDIT: Ok, quick and dirty (unplanned) update is available. Hopefully bigger nodes will reinforce those wobbly tanks/engines. Also added a couple other little things that have been in the works.
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Total Conversion Reboot!! [Pic Heavy] - Final Mission!
Orionkermin replied to Taki117's topic in KSP1 Mission Reports
I chose the middle option. Mostly because it would be much more difficult (not impossible) for you without the klaw. I'm sure modders will make one soon enough though. If you're using novapunch already why not use only the 3.75m parts from another pack like KW or AIES? (Does AIES have that size?) Unless memory wise Squad's NASA parts take up less memory. In any case I'm sure that the paythrough will stay entertaining. -
Sure feel free! I don't use the mod myself and only have time to support the ones I already am. (And only just barely) Just use your best judgement I'm sure you know more about it than I do. Also with the ARM patch out and the new joint reinforcement, if anyone notices bad or unusual wobbling on parts that have smaller than usual nodes, could you let me know please.
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Oh ok I see what you're saying. The blue stripe was actually never released, it clashed with the OM really bad and I decided red accents would be a sort of HGR "thing." If you have the engines, then you have the newest version. Like I said, later I could throw up some alt stripe color textures if you want but idk when I'll get to it:)