Walker
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Everything posted by Walker
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@Sigma88 Thank you for detailed information. I agree that this problem is caused by using parts that are not balanced for resized system; I think that physics themselves work correctly. The same problem applies to other parts, like engines and fuel tanks, but is easier to solve. For example I use Real Fuels with sotck alike configs. With "useRealisticMass = true" parameter, I get similar mass to orbit ratio in 6.4 as I would in vanilla game. There is also SMURFF. I'll try to buff the ablator capacity in Deadly Reentry - although I will be doing it with with "trial and error" method.
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I'm currently testing sigma dimensions (6.4 resize and rescale with 1.285 atmosphere). Reentry seems to be the only problem. I've Deadly Reentry installed. While returning from Mun, entering atmosphere with periapsis greater than 38 km, I run out of ablator (2.5 heat shield, 800 ablator units). If I go with lower periapsis (32-35 km), there will be some ablator left, but there are very high g-forces.
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[1.0.x] Trans-Keptunian - Outer dwarf planet pack (v0.4 - 06/07/15)
Walker replied to Gravitasi's topic in KSP1 Mod Releases
It works fine for me with 1.0.5. Did you try to install it on unmoded game? -
[1.0.x] Trans-Keptunian - Outer dwarf planet pack (v0.4 - 06/07/15)
Walker replied to Gravitasi's topic in KSP1 Mod Releases
That would be wonderful... I love this mod, it makes - with opm - the Kerbol system feel complete and creates great end- game challange, -
[quote name='stevehead']If anyone uses my Outer Planets Mod compatibility config, as a heads up with the latest version of Kopernicus, the rings are not scaling properly.[/QUOTE] Wow, I've been looking for something like this config. I'm in love with OPM and TransKeptunian mods and been thinking about more difficult game with rescaled planets. Hope you will solve the rings scaling issue.
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Yes this would be amazing with addition of some new scientific instruments. E.g. you could send probe to Jool and use it to look for its moons
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That seems to be very interesting mod, I'll give it a try. What happens when e.g. I discover Duna and send a probe there? Will Ike become visible too?
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[1.0.x] Trans-Keptunian - Outer dwarf planet pack (v0.4 - 06/07/15)
Walker replied to Gravitasi's topic in KSP1 Mod Releases
Thanks !!!! -
Is it compatibile with planet packs? I play with Outer Planets Mod. I don't expect contracts for additional planets - I'm afraid that installing both mods would brake the game.
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[1.0.x] Trans-Keptunian - Outer dwarf planet pack (v0.4 - 06/07/15)
Walker replied to Gravitasi's topic in KSP1 Mod Releases
Thanks for answer. I hope that you will keep maintaining Trans-Keptunian - together with OPM it's imo best planet pack for KSP -
[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
Walker replied to ensou04's topic in KSP1 Mod Releases
+1 I hope that this mod will be updated any time soon -
dear squad, about the duna signal....
Walker replied to joethebeast22's topic in KSP1 Suggestions & Development Discussion
Yes, please. We need reasons to visit planets and moons other than funds science/ grinding -
[1.0.x] Trans-Keptunian - Outer dwarf planet pack (v0.4 - 06/07/15)
Walker replied to Gravitasi's topic in KSP1 Mod Releases
I love this mod for OPM compatibility - do you know how its working with new version of OPM (1.7)? -
I sense the hype is strong with you... Powerful thread it will become.
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Now I know what I was missing!
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Really suprised that the servers are still working
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Ore drilling/fuel refining in 1.0 : a built-in cheat, or not a cheat?
Walker replied to tjsnh's topic in KSP1 Discussion
Wait, do new scanners let you do biome scans? What does that mean? -
Yeah, it doesn't feel like there is upcoming release of 1.0 though. With previous patches we had squadcasts and many cool preview videos even a week before a release, now we only have those short (very short) feature videos and countdown riddles. It's like two day before the release and we know very little about the update. I'm suprised that embargo still hasn't been lifted, we need more hype fuel!
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[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
Walker replied to ensou04's topic in KSP1 Mod Releases
This looks great! And that's how Master Alarm and Caution and Warnings System worked on Apollo - you would press Master Alarm button to mute the alarm, but light remained lit on the C&W System board, pointing out what's wrong with the spacecraft. I think that we don't need separate Master Alarm button and your system will work well enough.