longhornchris Posted December 27, 2013 Share Posted December 27, 2013 Everybody knows on a ship that size you have 2 centrifuges to counteract the stored angular momentum... Duhh.Very nice work. While I don't play with a life support mod I do try to keep kerbal comfort in mind, and these are perfect for that. Link to comment Share on other sites More sharing options...
microbe999 Posted December 27, 2013 Share Posted December 27, 2013 Awesome! However, I think the orbital Orb is a bit unbalanced, as it can only fit 2 kerbals, while the hitchhiker can fit 4. (they are the same size) Otherwise, good job! Link to comment Share on other sites More sharing options...
Starwaster Posted December 27, 2013 Share Posted December 27, 2013 Everybody knows on a ship that size you have 2 centrifuges to counteract the stored angular momentum... Duhh.Very nice work. While I don't play with a life support mod I do try to keep kerbal comfort in mind, and these are perfect for that.Not necessarily. You can do one but the attachment point would have a flywheel counter-rotating. That's the plan for the Bigelow module they want to attach to the ISS in a year or so... Link to comment Share on other sites More sharing options...
longhornchris Posted December 27, 2013 Share Posted December 27, 2013 true enough, but it doesn't look as cool Link to comment Share on other sites More sharing options...
Krevsin Posted December 27, 2013 Share Posted December 27, 2013 I would just like to say that this is the most amazing christmas present I've ever gotten and that you are an awesome person for making it. Thank you. Link to comment Share on other sites More sharing options...
sirkut Posted December 27, 2013 Share Posted December 27, 2013 I sent Porkjet a plugin that should compliment this release. Hopefully he's happy with the work. Link to comment Share on other sites More sharing options...
Fraz86 Posted December 27, 2013 Share Posted December 27, 2013 I sent Porkjet a plugin that should compliment this release. Hopefully he's happy with the work.What does it do? Link to comment Share on other sites More sharing options...
DasBananenbrot Posted December 27, 2013 Share Posted December 27, 2013 I sent Porkjet a plugin that should compliment this release. Hopefully he's happy with the work.Don't tease us XD what is the plugin doing Link to comment Share on other sites More sharing options...
sirkut Posted December 27, 2013 Share Posted December 27, 2013 I'll let Porkjet explain it. It was his vision, I just made it happen. Link to comment Share on other sites More sharing options...
Porkjet Posted December 27, 2013 Author Share Posted December 27, 2013 It restricts the use of the habitat when it is deflated. Crew can now only access it after you have deployed it. This has been bugging me for a long time. The plugin is a major breakthrough! Link to comment Share on other sites More sharing options...
DasBananenbrot Posted December 27, 2013 Share Posted December 27, 2013 This is awesome Link to comment Share on other sites More sharing options...
sirkut Posted December 27, 2013 Share Posted December 27, 2013 Good news is this will work with any other part too provided you give the right values in the cfg. It's dead simple really. Link to comment Share on other sites More sharing options...
Fraz86 Posted December 27, 2013 Share Posted December 27, 2013 It restricts the use of the habitat when it is deflated. Crew can now only access it after you have deployed it. This has been bugging me for a long time. The plugin is a major breakthrough!That's excellent! Can't wait for your next release!Also, I imagine the plugin would be of use for Lunaran's wetworks plugin as well. Link to comment Share on other sites More sharing options...
sirkut Posted December 27, 2013 Share Posted December 27, 2013 That's excellent! Can't wait for your next release!Also, I imagine the plugin would be of use for Lunaran's wetworks plugin as well.Haven't look at that plugin but this one looks at the animation state to ensure a kerbal can't enter or be deflated while occupied. Link to comment Share on other sites More sharing options...
DasBananenbrot Posted December 27, 2013 Share Posted December 27, 2013 (edited) Good news is this will work with any other part too provided you give the right values in the cfg. It's dead simple really.Got something for you sirkut http://www.imgion.com/images/01/you-are-awesome....jpg Edited December 28, 2013 by stupid_chris No... no... reaction image no here Link to comment Share on other sites More sharing options...
Fraz86 Posted December 27, 2013 Share Posted December 27, 2013 Haven't look at that plugin but this one looks at the animation state to ensure a kerbal can't enter or be deflated while occupied.That will probably work for the wetworks mod, I think. Will the config allow us to define different animation states to monitor for different modules (e.g., inflated/deflated for porkjet's modules versus ejected/nonejected coverings for Lunaran's wetworks)? Link to comment Share on other sites More sharing options...
sirkut Posted December 27, 2013 Share Posted December 27, 2013 Current parameters for the cfg is the animation name(must be moduleanimategeneric since I'm not looking for snjo's firespitter animations), it's startguiname and endguiname. As long as those are specified all is well. Link to comment Share on other sites More sharing options...
sirkut Posted December 27, 2013 Share Posted December 27, 2013 Got something for you sirkut http://www.imgion.com/images/01/you-are-awesome....jpgBFM! Thanks. Link to comment Share on other sites More sharing options...
DasBananenbrot Posted December 27, 2013 Share Posted December 27, 2013 BFM! Thanks.Actually had to think a second about what BFM means but then I realised : Bill ****ing Murray, of course Link to comment Share on other sites More sharing options...
Starwaster Posted December 28, 2013 Share Posted December 28, 2013 Actually had to think a second about what BFM means but then I realised : Bill ****ing Murray, of course FYBM!(oops insert filler characters here) Link to comment Share on other sites More sharing options...
TimMartland Posted December 28, 2013 Share Posted December 28, 2013 Any chance that you could get this mod to use .zip folders instead of .rar ones? .rar folders are difficult to work with on many windows PCs and KSP mods use .zip almost as standard. Link to comment Share on other sites More sharing options...
Dooz Posted December 28, 2013 Share Posted December 28, 2013 Wow very nice it keeps the games theme on textures and models very nice Link to comment Share on other sites More sharing options...
Desrtfox Posted December 28, 2013 Share Posted December 28, 2013 Any chance that you could get this mod to use .zip folders instead of .rar ones? .rar folders are difficult to work with on many windows PCs and KSP mods use .zip almost as standard..rar is basically a standard too. Please go download either WinRAR or 7zip. 7zip is probably better. There's nothing about either of these formats that is difficult.Incidentally, both .rar and .7z compress much better than zip.here's a link to 7zip: http://www.7-zip.org/ Link to comment Share on other sites More sharing options...
Kerbart Posted December 28, 2013 Share Posted December 28, 2013 .rar is basically a standard too. Please go download either WinRAR or 7zip. 7zip is probably better. There's nothing about either of these formats that is difficult.Incidentally, both .rar and .7z compress much better than zip.here's a link to 7zip: http://www.7-zip.org/Of course RAR is a standard. But it is not the standard for KSP Mods. Better isn't always "better." Link to comment Share on other sites More sharing options...
Starwaster Posted December 28, 2013 Share Posted December 28, 2013 Of course RAR is a standard. But it is not the standard for KSP Mods. Better isn't always "better."Only because kerbalspaceprogram.com can only handle zip files. That's the website's limitation and has no other bearing on the matter aside from that. Link to comment Share on other sites More sharing options...
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