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Everything posted by sashan
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
sashan replied to ferram4's topic in KSP1 Mod Releases
Would everything be OK if I re-add stiffening to WingProcedural parts? I have slight problems with large b9 pwings being too wobbly.- 2,647 replies
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Another request, stealthy Mk110 57mm gun system, like the one that was supposed to be installed on Zumwalt. Beefed-up Millenium ,actually. Some kind of fictionary Vulcan-based CIWS in similar turret would be good as well. I wat to make Zumwalt but there are no fitting guns at all. Also, main 157mm gun turret from the same ship is needed.
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Found one more bug, if you happen to have a part with flag transform underwater then the flag itself is visible through water, i.e. drawn on top of it. At least under dx11. Very nasty looking bug. I guess you're drawing ocean in the same layer as the craft or with same properties? Also, atmosphere effects start 5 pixels above the horizon. Looks really weird. It may just seem to me, or is the scatterer "fog" not drawn over its ocean? You can see all the bugs here, right bottom for flag and left for horizon.
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Here it is: // Generated by Kerbal Konstructs STATIC { mesh = model.mu module = Part static = true scale = 1 rescaleFactor = 1.25 subcategory = 0 attachRules = 1,1,1,1,0 mass = 1 dragModelType = default maximum_drag = 1 minimum_drag = 1 angularDrag = 1 crashTolerance = 1 maxTemp = 1 breakingForce = 1 breakingTorque = concaveColliders = all author = Nothke title = KC_Eastern category = none cost = 0 manufacturer = Kerbin City Community Project description = Do not expose to sunlight, water, air, or space. DefaultLaunchSiteLength = 0 DefaultLaunchSiteWidth = 0 name = KC_Eastern concaveColliders = all DefaultFacilityType = None DefaultStaffMax = 0 DefaultProductionRateMax = 0 DefaultScienceOMax = 0 DefaultFundsOMax = 0 DefaultLaunchPadTransform = Instances { CelestialBody = Kerbin RadialPosition = 67700.73,-60639.62,-594070.3 Orientation = 0,1,0 RadiusOffset = 10 RotationAngle = 128.2143 RefLatitude = -5.791045 RefLongitude = 276.5014 VisibilityRange = 100000 Group = KerbinCity LaunchSiteName = KC Eastern LaunchPadTransform = KC Eastern_spawn LaunchSiteDescription = No description available. LaunchSiteType = ANY Category = Other LaunchSiteLength = 0 LaunchSiteWidth = 0 OpenCost = 0 CloseValue = 0 OpenCloseState = Open FacilityType = None TrackingShort = 0 TrackingAngle = 0 StaffMax = 25 ProductionRateMax = 0 ScienceOMax = 0 FundsOMax = 0 LaunchRefund = 0 RecoveryFactor = 50 RecoveryRange = 100000 } Instances { RadiusOffset = 12 CelestialBody = Kerbin Group = Kersack RadialPosition = -98787.9,-496397.9,315366.5 RotationAngle = 279 Orientation = 0,1,0 VisibilityRange = 100000 LaunchPadTransform = CustomInstance = True FacilityType = None RefLatitude = -56.3462958641053 RefLongitude = 107.393057835916 LaunchSiteDescription = No description available. Category = Other } Instances { RadiusOffset = 11 CelestialBody = Kerbin Group = Ungrouped RadialPosition = -86967.91,-512947.9,318576.5 RotationAngle = 210 Orientation = 0,1,0 VisibilityRange = 25000 LaunchPadTransform = CustomInstance = True FacilityType = None RefLatitude = -57.2267171889754 RefLongitude = 105.269079218763 LaunchSiteDescription = No description available. Category = Other } }
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Probably make it have separate airlock? Depressurising entire cockpit sounds so unpractical for long term operations.
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Uhm, sorry,completely forgot to add, I've placed some buildings myself. All the buildings with models from ksc++ are perfectly fine, and the ones from kerbin city have colliders that are wrong all over the model. I mean the city itself, not the airport - they are two separate models, and the city has wrong colliders with my tank "floating" a few meters above the surface all around it. It's very similar to what I've experienced before downloading fixed KK. I'll test it with original KerbinCity tho.
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Okay, thanks, got it all working. Colliders for kerbin city are still wrong, just like they were for kerbinside without the KK interim release.
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
sashan replied to AlphaAsh's topic in KSP1 Mod Releases
Okay, interim release does work. What's confusing me is that there are no buildings in space center view at all.- 872 replies
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I will TRY TO DO A 6000m\s JET SPEED RECORD !!!!
sashan replied to prorokbmx's topic in KSP1 Challenges & Mission ideas
You'll also need downward lift, and lots of it, to fly at that speed. -
Oh, thanks you a lot. Can mbm's in Kerbin City be converted to dds? Another question, I can't get Kerbal Konstructs to work, should they be patched in a similar way?
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Which one? I remember getting something like that but that just removed the buildings.
- 2,488 replies
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- launchsites
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
sashan replied to bac9's topic in KSP1 Mod Development
Is it possible to increase maximal sizes for the parts? I use them not only for airplanes but for ships as well, and that requires truly large panels. Decreasing the "step size" it uses when pressing buttons on the sides of a slider would be awesome as well. -
P.E.W (A BDArmory Addon)Reactivated Development
sashan replied to LORDPrometheus's topic in KSP1 Mod Development
You'll need B9 procedural wings, ven's revamp, north kerbin weaponry, FSfuelswitcher and rescaled turrets (provided), KAS and FAR. Stripped down version, just hull and flotation cisterns. https://www.dropbox.com/s/srll7rh6urospl0/KSS%20Kole.craft?dl=0&preview=KSS+Kole.craft Unchanged version. SSNR folder goes into GameData - it makes a bunch of nice changes, I'm too lazy to filter out the ones needed for her. I've just added IR Rework crane manipulator. It also requires KAS. and a bunch of other stuff. https://www.dropbox.com/s/bsj2l37ywsaval9/USS%20Cole.rar?dl=0&preview=USS+Cole.rar -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
If you read a dozen pages back or check Baha's Youtube channel you'll see that he is working on that. -
A canister for science experiments? That also justifies small manipulator there. Just like the one outside of Kibo.
- 535 replies
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P.E.W (A BDArmory Addon)Reactivated Development
sashan replied to LORDPrometheus's topic in KSP1 Mod Development
It's already here: https://www.facebook.com/groups/324560547661780/permalink/881401595311003/ -
Yeah, I also really need it as Zumwalt can be easily done with b9 procedural wings while keeping part count quite low, while ships like this one require 190 parts only for hull.
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
sashan replied to JoePatrick1's topic in KSP1 Mod Development
Depends on amount of gas and payload, sometimes they simply can't reach high enough to burst. -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
sashan replied to FreddyPhantom's topic in KSP1 Mod Development
Extrude them inwards so that they clip inside the fuselage, and add IVA. Basically, make them have imaginary central corridor and "cabin" type IVA. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
@BahamutoD How to define if the cruise rocket going to care about roll? In other words, I want to have rolling airframe missiles (including cruise ones) behave like they should.