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Everything posted by sashan
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-Basic I-beam Technology Systems- B.I.T.S. [WIP]
sashan replied to Recognize-Me-'s topic in KSP1 Mod Development
Maybe add some welding joints or bolts/rivets? -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
sashan replied to Nils277's topic in KSP1 Mod Development
My fat little van-alike Krover wants to say thanks for the mod. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
It isn't just naming, they still have a model of Rockeye, but Rockeyes are always white. CBU-87 is green, but it has different tail shape. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
sashan replied to Nils277's topic in KSP1 Mod Development
0. First of all, great mod. Just 18mb's of memory used are also simply amazing. The first thing I ded was a cute little rover, similar to the one in Mars Direct concept video. 1. About lighthouse... Maybe you could keep windows transparent but light up the interior instead? At least that how it happens IRL. 2. Would benefit greatly from RPM support. I guess all the props from cupola dashboard can be removed with RPM and replaced with one screen and a few indicators. Some props can also be added to each other IVA, just for informational purpose. Look at how it is done in NearFuture habitats. 3. Would also be good to have something like airlock in standard semicircle profile, with hole for kerbal. Like this, but with your profile and no stairs: http://forum.kerbalspaceprogram.com/threads/92064-0-25-0-Part-Fuselage-with-Deployable-Airstairs-v0-7-2014-11-01 4. Part in standard profile with sideways-pointing 1.25m attach node or nodes would be good as well. Mainly for integrating airlocks and dock ports. It can have IVA similar to ISS nodes, with cargo bags and similar stuff, and 1-kerbal capacity. 5. Need to think of a smart way to move and assemble them. Will play around in the next few days. -
WIP - Environmental Visual Enhancements Development
sashan replied to rbray89's topic in KSP1 Mod Development
Would it be possible to add at least bimpmap to the terrain? Looks awfully flat in stock, the main thing that sets back my interest in base construction. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
FOrgot to say that I absolutely love your particle emitters. Would be awesome being able to add them to engines and other emitting stuff. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
sashan replied to K.Yeon's topic in KSP1 Mod Releases
No, no, please keep current K! They look so similar to Valkyre from Avatar... Ans they have very nice functionality. And having Mk2 nodes are great, for different intakes, engines and other crazy designs. If only the shake apart bugs were fixed... Well, the deployed ramp heigth is too big for me, as I tend to have realistic landing gear heigth on my planes. I mount procedural gears on wings usually. -
Whispers of the Kraken (Epilogue: Revelations of the Kraken)
sashan replied to CatastrophicFailure's topic in KSP Fan Works
Pity, it's nice otherwise, just difficult for me to read, as I see familiar letters and my brain starts searching for sense in them. Maybe if we include a translation? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Great news, thanks. Any ETA on the release? Awesome mod btw, I'm sitting at the dormitory without a joystick and finally I have a nice military airplane simulator. Specialised ones are unflyable from keyboard for me. Anyone learned to evade skells from Oerlikon? For me this is the most deadly AA weapon. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
By the way, real bombs sometimes have safety timer, in form of small windmill on the nose. It takes some time to spin it off and arm the bomb, and until that the bomb won't explode even if it hits something. Maybe you can do similar thing, just a timer? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Wow Tuke, thanks. Btw, now I understand why my bombs sometimes won't drop. Cdodders, is that a new function? Don't remember having it last time I've used IR, that was around half a year ago. -
Whispers of the Kraken (Epilogue: Revelations of the Kraken)
sashan replied to CatastrophicFailure's topic in KSP Fan Works
I want to fix that "russian". Just write it in English what you want to place there, I'll translate. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Well, not hard but tedious to watch if the correct rocket is in the bottom position. And impossible to drop bombs, as rotation and detachments would need to be quick and synchronized. You won't be able to drop them manually at 3 bombs per second or so. Additional plugin could be made to adress that tho. Thanks, I neede dsomething dditional that can handle FAR. Mechjeb is no friend of FAR. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
sashan replied to ferram4's topic in KSP1 Mod Releases
Well, here am I again with revoxelization problems. I don't have a very powerful processor, so the procedure is quite noticeable in form of small stuttering. It isn't an issue with one craft, but when I have a full scene with BDarmory... Like 10 missiles, two planes, 5 ground vehicles and such, it becomes a pain. So, small suggestion: Decrease frequency of update significantly for one-part ships, it would increase performance for those missiles, and debris. Also, maybe it would be easier to check for part positions change being in certain marigin and animation states not changed and then abort revoxelization? Should save some cycles.- 14,073 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
sashan replied to Ven's topic in KSP1 Mod Development
I've made some TweakScale configs vor revamp. @PART[wingShuttleStrake] // Delta Wing { %MODULE[TweakScale] { type = free_square } } @PART[CryoX*] // CryoX { %MODULE[TweakScale] { type = stack defaultScale = 2.5 } } @PART[fuelTank1-5] // 3-segment { %MODULE[TweakScale] { type = stack defaultScale = 2.5 } } @PART[OscarDtank] { %MODULE[TweakScale] { type = stack defaultScale = 0.625 } } @PART[OscarEtank] { %MODULE[TweakScale] { type = stack defaultScale = 0.625 } } @PART[MK1Cargobay] // CryoX { %MODULE[TweakScale] { type = stack defaultScale = 1.25 } } I think more of them should be made. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Hm, I don't have the problem with bottom ones. Your cargo bay is shallow, but my one is deep, it's 2.5 meters in diameter (tweakscaled Ven's revamp). So the bottom ones fall out normally, but the ones hear the top always result in the plane falling down in pieces and crew bailing out. I'll try it with Mk82 bombs now. We need a revolving mount... I know it can be made with IR, but it would be a pain to operate. Btw, what is pilot assistant? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
THe problem is that 80% of them are mounted sideways. No other way to put that many of them inside. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
sashan replied to Ven's topic in KSP1 Mod Development
Is there a FAR config for that small rectangular stabilizer with control surface, don't remember the name? It is much smaller than in stock, so crafts behave weird. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Thanks tetryds, it helped. By the way, anyone managed to make a whole bomb bay of bombs empty without bombs colliding with plane, using FAR? I blew my Crackofortress up so many times while trying to do this. Real planes have advantage of aerodynamic shadow being "calculated", while here bomb starts slowing down immidiately upon release. Also, Rockeyes (even tho they have a texture of cbu-87) are unstable with FAR, and fly at 60 degrees angle of attack. Maybe all the projectiles should be forced back to stock aerodynamics while in flight? -
[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
sashan replied to ferram4's topic in KSP1 Mod Releases
I'm having a nasty issue, all my female Kerbals would sink when landing into water at speed. Male ones would sing a few meters while in ragdoll mode, then resurface, start swimming. Females just sink all the way into bottom, then I press space, theu push up the seabed, start swimming, slowly resurface. IMO it has something to do with Kerbal's density, so I guess it is fixable. EDIT: Apparently females have their special part, called kerbalEVAfemale. Just checked my persistent file. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Sotty if it was asked, but is there any MER or TER model around? Ot ar least some parts it can be made of without looking too different? Also, the missile rails provided for the mod are rotated to the side for around 3 dergees. Extremely irritating to position weapons.0 -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
sashan replied to bac9's topic in KSP1 Mod Development
Sorry for posting here, but anyone knows where to get b9 aerospace that is working with latest KSP? I know there's a patch, but can't find it as well after half an hour googling and such.