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About PickledTripod

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    Not Really Elon Musk
  1. I've made one for myself, but it's only the SSMEs. // Converts Squad's SSME to hydrolox fuel and make it more similar to the real-life RS-25 @PART[SSME]:NEEDS[CryoEngines] { @description = Kerbodyne's flagship engine, the KS-25 is a sustainer with exceptional efficiency from sea level to space. Kerbodyne engineers achieved this by using hydrogen fuel, using an innovative bell design and running the engine in a high pressure staged combustion cycle. Special new alloys had to be invented to suppress the engine's tendency to become a bomb. It is designed with very durable components for reusability, as well as a high gimbal range, but because of that is more expensive than comparable hydrolox engines. @MODULE[ModuleEnginesFX] { maxThrust = 900 !PROPELLANT{} !PROPELLANT{} PROPELLANT { name = LqdHydrogen ratio = 1.5 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 0.1 } !atmosphereCurve {} atmosphereCurve { key = 0 452 key = 1 366 key = 20 5 } } @MODULE[ModuleGimbal] { @gimbalRange = 7 } } Save as CFG, drop somewhere in GameData.
  2. I just had an idea, not sure if you'll like it but it is a reusability-related part: The DeployableWings plugin should work nicely for that Gemini parawing idea. Or if you prefer a more modern look there's this one from the Eyes Turned Skywards alternate histoy:
  3. That is something I didn't even think was possible. I was already using AB Launchers tanks to make a nice-looking Falcon 9, but now we can make the reusable Zenit boosters... Also tell me if I'm pestering you with my requests, but there are two things I'd really like to have: Dragon 1 solar panels with a jettisonable cover, to go with your trunk; and a Dragon 2 trunk that's completely round, with maybe integrated solar panels.
  4. Do you have any plans for bigger satellite buses, like something based on geostationary communication birds? I wanted to build an interplanetary communication platform with lots of big dishes pointed at the OPM planets, but probe cores are too small so I end up needing 2.5m tanks or Nertea's Octo-Trusses... And it's not pretty to say the least, or as functional as it could be,
  5. @Z3R0_0NL1N3 You have to put the patch in GameData\Cormorant Aeronology\Patches, otherwise it's not going to work.
  6. Feature request, if you don't mind: Allow engineers to retract a non-retractable solar panel. There could be a mass limit to this ability so that you can't retract Nertea's huge blanket panels for exemple... Or maybe you could if you have enough engineers, just like how you can move heavy parts with more kerbals.
  7. Probably because it's balanced against the stock aerospike, which also has lower Isp ASL. Which is pretty weird because in 0.90 and before its Isp range was something like 350 ASL to 360 vac. I guess Squad decided that it was too OP when they made the atmosphere more realistic in 1.0 and nerfed it, but since then pretty much every mod aerospike has been balanced the same way. Pretty annoying.
  8. Currently the altimeter can use either meters or kilometers for detection, and the upper cap for meters is at 1000. Could you change that to 5000 or 10000?
  9. So many things have been achieved by the modding community this year, this is not just a list of my favorites but also a big thank you for all those hours invested into making the impossible possible. 1. Bluedog Design Bureau: saw its 1.0 release with Saturn parts, the biggest stockalike part pack got even bigger. 2. Cormorant Aeronolgy: 1.0 release as well, Pak really made some amazing STS parts. 3. Scatterer and EVE: so much progress with both landmark graphics mods this year! Procedural cloud detail perturbation in EVE thanks to Waz, ring shaders and scetter effects applied to EVE clouds in Scatterer. Not all of it is complete and implemented, but the future is looking bright. 4. Kerbal Reusability Expansion: everything you need to land your Falcon 9, New Glenn or ITS in a super high-quality Porkalike style. 5. Flight Manager for Reusable Stages: Falcon 9 landings are doable in stock, but this enables stuff Falcon Heavy. It's not yet updated for 1.2.X but SIT89 will probably come back when he has time for it, and if not linuxgurugamer has been poking around the thread... 6. Near Future, Cryo Engines and Kerbal Atomics: Nertea has little time for KSP modding, but damn did he use it well this year. Electrical RCS, improved reactors and engine models and a lot of balance work. 7. OPT Spaceplane: K.Yeon came back from the dead! An amazing Porkalike spiritual successor to B9 aerospace that just keeps getting better. 8. USI Konstruction: once again RoverDude took something great (Infernal Robotics) and made it even better. Also welding ports! 9. Sigma Dimensions: playing in a rescaled system has never been easier thanks to Sigma88. 10. Kopernicus: Sigma's mods wouldn't be possible without this. This planetary body editing framework saw a lot of attention this year with stuff like Galileo's planet pack. Also I want to say thank you to linuxgurugamer and everyone else who continued development of so many mods after their original authors had to leave. I don't think I would have continued playing KSP as much as I do without Navball Docking Alignment Indicator, Smart Parts and Tweakable Everything. You guys are the true heroes of the KSP modding scene!
  10. I'm pretty sure that Pak said that Cryo Tanks compatibility is coming. Balance is for stock system, both the ET and boosters are very underfueled. I haven't tried but don't think a Cormorant shuttle could go much higher than LKO. The models and textures look awesome, but I hope there will be "fully-fueled" configs available for us rescale players.
  11. You can't with normal tanks. Nertea's Cryo Tanks can use EC to stay cool.
  12. It makes Wolfy go "REEEEEEEEEEEEEE" Also launches 6 tons to orbit on a 3X rescaled system. Because the rocket is so light thanks to hydrogen fuel increasing payload weight dramatically reduces delta-v.
  13. Yep that's what I mean. Old cache files can cause weird issues sometimes. Hey Wolf do you still want screenshots? I made a thing with the 3.125m tank...
  14. Did you forget ModuleManager? If not, try deleting PartDatabase.cfg and MM cache files.