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Everything posted by komodo

  1. I too have built stations around that format, it's a nice fit. I do like that bottom one, i'll have to remember it. I was kind at least and put an airlock adjacent to the docking port.
  2. Tacking this on... A scan of the files shows that this is true for the titans, but not any of the other liquid engines excepting the F1. It's in use across the board on solids to great effect, though. The plume crew needs another round of applause.
  3. I'll be "that guy"... A good whack of the titan revamp parts don't have sane tags, many are only "?sm68". This would make them easy to search for at least... The new toys look really neat, and timely... I have a mission to build a low tech station in LKO! Oh, and, good to be back... I'm glad everyone is doing well.
  4. So I had to buy more ram for my new laptop. Bad news I had to buy ram, good news is I can run KSP again. I may be around more often this fall. I really like how the titan revamp went. The acceleration curves are amazing. Perfect score for falling off the clamps on launch, would topple again.
  5. What is the part at the right/"front" of the station? I don't recognize it.
  6. No, that sounds about right. With historical hindsight, it's easy to make a plane from scratch. It's just hard to make an good one from scratch If you ever get transported to the past, planes are easy: use a flat bottom Clark-Y airfoil (google it) and set the balance at 1/3 from the front of the wing chord (the front to back measure.) adjust the length of the tail until it looks right is and get a hill. Boom, flight!
  7. I think you might have better luck over at the RF thread. The problem isn't what the RF patch is doing, it's not doing anything to the cited lines in the part configuration. It's setting up new modules and removing resources. It may be that an additional field is needed, but there is not any MM magic that can be tweaked from what I can see. It may be that the modulercsfx is being removed in another patch, and the new moduleEngineConfigs takes an optional thrust transform value, but there isn't anyway to know the syntax without delving into the RF docs/code. If so, you'd probably want a patch that has a pair of the new module nodes, one for each transform.
  8. There is a decent possibility in the next couple months that I will be in Dayton and thus (for me at least) the Air Force museum. Does anyone know if they have any interesting articles/picture requests of their exhibits? separately, if you want an example of giant fins, try strapping a buran to the top of a SIC+SII stack. That was ... an experience.
  9. Very neat screenshots! Was the transstage retained for OMS, or is there an additional stage? Are those Universal storage modules in the Open service module? That might be the first I've seen that functionality visually demonstrated! If so, I'm glad it's useful.
  10. RL is always critical. Best of luck to you in whatever capacity you may need it.
  11. This is looking very sharp! Don’t worry about the huddled masses, take your time and do it til you’re happy! two questions: how are you thinking of handling RCS? Shifting payloads always can be tricky. Q2: any chance of a mesh switch on the aft engine plate for a flat version? Being KSP, i’m always thinking of ways to bash parts together in unconventional ways. A Buran-ish type can be done if so, with alternate launch stacks. (I guess this goes as a extra one: integrated OMS pods?)
  12. Option 4 is interesting, as the people who are likely to want to mix and match mods probably have a good overlap with the people who have B9PS installed. separately, the parts are looking very nice!
  13. Isn't that what this does? Disclaimer, I haven't given it a go before. It's also a single player game. What is cheating in this context? (I digress before I get started!..)
  14. Ah. When you require fins for stability but only have boosters. I wonder if it could be launched from the runway with that much body lift.
  15. Sounds like you’re most of the way there already. Something to be aware of is that value isn’t exactly “constant” constant, it will return values for 24 hour days if such is set in the game preferences. Mods that change the datetime (via khronometer) do so “transparently “, by adjusting the values of dateTimeFormatter properties behind the scene.
  16. I could have sworn that in addition to angle restrictions, that a torque parameter also was available. Let me check... https://kerbalspaceprogram.com/api/class_module_docking_node.html i think acquireTorqueRoll allows for some measure of snapping. I would have to test it, but my free KSP time lately is restricted to the forums maybe snapRotation and snapOffset?
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