DevL
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Everything posted by DevL
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Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
DevL replied to Brotoro's topic in KSP1 Mission Reports
Great read, as always! -
Are those hinges on the extended Mk3 body? Almost looks like a cargo bay from this angle.
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TT's Mod Releases - Development suspended till further notice
DevL replied to TouhouTorpedo's topic in KSP1 Mod Releases
Oh, just saw that said mod enables opening a shielded docking port in SPH/VAB - something I've been wanting to do for a long time. Thanks again TT for the tip! -
TT's Mod Releases - Development suspended till further notice
DevL replied to TouhouTorpedo's topic in KSP1 Mod Releases
Interesting, thanks. Are you considering making use of the almost omnipresent Firespitter DLL instead so that this extra mod is not needed? -
Informational displays, punching in and tweaking manoeuvre values (delta V, shifting the node a given amount of time).
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TT's Mod Releases - Development suspended till further notice
DevL replied to TouhouTorpedo's topic in KSP1 Mod Releases
Looking forward to being able to open/close the cargo/bomb bays in SPH/VAB. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
DevL replied to Porkjet's topic in KSP1 Mod Development
In case someone else ran into this, the latest pre-release changes the name of the of standard cockpit from mk2Cockpit to mk2Cockpit_Standard (thus breaking saves). Editing the save file, globally replacing mk2Cockpit with mk2Cockpit.Standard (notice the dot instead of an underscore) fixes this. Also, I believe that the included Firespitter DLL is an older version. -
[Part] Unnamed 4 Kerbal Capsule, Work in Progress
DevL replied to S3416130's topic in KSP1 Mod Development
Still hoping to see this pod finished and released. Really like the concept. -
The 0.4 download includes an old version of the Firespitter plugin.
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TT's Mod Releases - Development suspended till further notice
DevL replied to TouhouTorpedo's topic in KSP1 Mod Releases
Being able to open/close the cargo bay doors in SPH/VAB would be fantastic! -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
DevL replied to Porkjet's topic in KSP1 Mod Development
I was actually thinking about the redesigned hab rather then the renamed directory. Did I misunderstand that you had a new version of the large hab which replaced the 1.25m node with a flater, 2.5m node? If so, my bad. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
DevL replied to Porkjet's topic in KSP1 Mod Development
In that case I respectfully request that you turn the new version into a "new" part (i.e. change the internal name). That way those of us who have long-running saves (mine is from 0.20) can use both parts by copying the old version from an older release. Kethane did this with the radial drils for example which I much appreciated as it meant I didn't have to scrap my mining complex on Minmus. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
DevL replied to Porkjet's topic in KSP1 Mod Development
Sounds great! But will it break existing saves using the existing version? -
Please do.
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The Mk3 <-> 2.5M adapter has a small connection node, meaning that the joint will be weaker than it should in 0.23.5 and later.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
DevL replied to Porkjet's topic in KSP1 Mod Development
Just wanted to surface again and thank you Porkjet for these excellent models. I tend to remove the lift, but other than that I'm only really missing an inline docking port (and maybe a Mk2 style SAS unit). For now, I use the small cargo bay combined with acstock inline docking port to get the desired effect. The upside of that method is that I can also hide RTGs, batteries, extra RCS, additional fuel, and solar panels. The downside is that there's not quite as much clearence when deploying the cargo bay and the stock inline port. It works well enough though. So, once again, cheers and many thanks! -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
DevL replied to Porkjet's topic in KSP1 Mod Development
3 seats. You need to leave the space equivalent of one for the airlock. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
DevL replied to Porkjet's topic in KSP1 Mod Development
Whatever you do, don't burn out! Do what you think is fun, when you think it's fun. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
DevL replied to Porkjet's topic in KSP1 Mod Development
Nice cargo bays! But they show up under the propulsion tab in the editor. Personally, I think the Utility tab is a better fit. -
The tandem cockpit certainly got potential. Idofind myself somewhat disturbed by the complete transparency. To me it looks like there's truely nothing between the pilots and the atmosphere/space. Given that the canopy is blue(as in VERY blue), perhaps a slight blueish tint could be used with say 10-20% opacity.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
DevL replied to Porkjet's topic in KSP1 Mod Development
I'm using EditorExtensions to get around the current SPH/VAB limitations. -
Assuming that a Kerbal is roughly half the size of a human, albeit with a disproportionally large head and helmet, a re-entry capsule should be fine if it got a few cubic meters of internal space. Present day Soyuz re-entry modules got a volum of 3.5m^3. The orbital module is another 5.0m^3. Not sure about the Shenzou. http://en.wikipedia.org/wiki/Soyuz_(spacecraft)#Technical_data
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
DevL replied to Porkjet's topic in KSP1 Mod Development
Assuming that you've got ModuleManager installed, put it into a .cfg file (e.g. Spaceplaneplus.cfg) somewhere under Gamedata (I keep mine under a DevL directory). If you at anytime want to get rid of the modification, just delete the file and restart KSP. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
DevL replied to Porkjet's topic in KSP1 Mod Development
For anyone that wants to remove the lift on the parts, you can use Module Manager with something like this: @PART[mk2Cockpit]:Final { @module = Part !dragCoeff !deflectionLiftCoeff } @PART[mk2CrewCabin]:Final { @module = Part !dragCoeff !deflectionLiftCoeff } -
As of late, yes. The designs I'm currently using are VTHLs rather than SSTOs, and they look more like Hermes than the Space Shuttle