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Posts posted by MAFman
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I've noticed that the "Kodiak" engines (the Soyuz lookalikes) are far too powerful to get a reasonable TWR when I make a kind-of-realistic-looking Sputnik, Molniya, or Soyuz vehicle. Is this intended?
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I noticed that the resource scanning included with this mod doesn't integrate with the default KerbNet. Is there a workaround for this?
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On 5/22/2023 at 7:11 PM, JonnyOThan said:
Sure could be, but you'd need to post your logs.
Never mind, I just had to reinstall the mod. Something must've broken when I unzipped it the first time.
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10 hours ago, Stone Blue said:
RPM has two external camera parts included, so you dont *need* other mods specifically for camera parts.
Theyre located here, and they re-use a stock RCS model & Ant/Spider engine, respectively (so you now what they look lie in the Editor):
GameData\JSI\RasterPropMonitor\Library\Parts\ExternalCameraPart\No matter how I filter the parts menu, I can't find the camera. Is there something wrong with my installation?
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Where are the attachable camera parts that the external camera menu alludes to?
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22 hours ago, kspbutitscursed said:
in my experience yes
It doesn't seem to show up on the RPM external camera display...instead it moves the viewpoint camera to the location of the camera part.
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Is this mod compatible with RasterPropMonitor?
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I can't find the camera part in my parts list after installing the mod. Help?
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I think it'd be cool if the magnetometer part actually "measured" the magnetic field of whatever body you're orbiting and displayed it in the appropriate units, like Gauss or something, similar to how the thermometer part displays the ship's current temperature. How would I start that kind of project?
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This idea could be for a mod... what if data rate was inversely proportional to how far away you are from the Kerbal Space Center like in real life, where the data rate they can get from spacecraft gets slower the farther away they are? For this purpose, what should the bandwidth of the KSC's DSN be, like, what frequencies does it operate on?
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I've noticed that in real-world launches, the engine ignites a few seconds before the launch clamps release, apparently to allow the engines to spool up to full thrust. Why do engines do this?
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20 hours ago, Nuke said:
fluffy planets.
That's a hilariously good way to describe the atmosphere
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I know that the atmosphere "ends" at exactly 70 km on Kerbin, but I'm wondering where the Karman line is, where a hypothetical plane would have to fly at orbital speed for the lift its wings could generate to equal its weight equals the centrifugal force it feels from moving so fast horizontally.
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Gameplay-wise, I'm most excited for the procedural wings and realistic-ish fuel types.
Visuals-wise, I'm excited for the general quantum leap in quality as well as the realistic rocket exhaust plumes.
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Is it possible to make a balloon that stays near its maximum altitude without exceeding it and bursting?
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Thanks! So if I want to strut two modules of a space station together I should place some Mobility Enhancers right next to the ports I want to strut?
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When I last tried adding struts to a space station using an EVA, I couldn't control the astronaut and place the strut at the same time, making it hard to do the latter without drifting away from the station. Is there a way to get around this? Not sure whether this is actually Breaking Ground related.
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I actually realized that downloading a map that's high enough resolution would take a ridiculous amount of data. How do I navigate a rover using kOS without needing every terrain height value on Kerbin?
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How do I export a height map from ScanSat that's high enough resolution to do pathfinding for a rover? Hopefully something like 10 to 100 meters per pixel.
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I created a quick ModuleManager configuration that copies the stock LES and scales it down by 50%, so I can have LES's on all my rockets, even Mk. 1 ones.
+PART[LaunchEscapeSystem] { @name = Mk1LES @title = Mark 1 Launch Escape System @rescaleFactor = 0.5 @cost /= 2 @mass /= 2 @bulkheadProfiles = size0 @MODULE[ModuleEnginesFX] { // Tone down the thrust to deal with the decreased size @maxThrust /= 2 } @RESOURCE[SolidFuel] { @amount /= 2 @maxAmount /= 2 } }
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How would I configure robotics to make a mining truck that could interface with any airplane waiting to be refueled? I'm having trouble wrapping my head around how to make a robotic arm.
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I'm actually working on recreating the DART mission myself, but instead of just hitting the asteroid I'm planning to dock with it and push it into a highly elliptical Kerbin orbit for study.
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27 minutes ago, king of nowhere said:
without mods, it's quite hard to make stuff sink. the best way is to put ore tanks inside a cargo bay. many ore tanks clipping into each other. this way the game does not model what's inside the bay as far as buoiancy is concerned, but it still does register the mass, which causes the rover to sink
I'm guessing the tanks in the cargo bay should be full, right? Just to make them denser.
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I'm trying to make a submersible mining rover, but it's just too buoyant with the empty ore tanks. How do I make it sink?
[v1.0.4] Leek
in KSP2 Mod Releases
Posted
*starts playing Ievan Polkka on full volume