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Posts posted by LordMacragge
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Excited for the new game mechanics, and new solar systems.
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11 hours ago, Lisias said:
Nope, sorry.
I think that the best way to check it is to build a 1.7.3 (or even 1.4.5, these two are the KSP versions I used the most), install the Welding tool and then weld things and see how the new config files were generated.
Some attributes are pretty intuitive (mass, resources, etc). But others, not that much - as calculating the new CoM.
Never thought of doing it that way, ill give it a try thanks.
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10 hours ago, Lisias said:
This is one way. Another is having to scale them.
I have a personal mantra: do not automate what you don't master doing by hand. UbioWeld is, essentially, an automator: there's nothing on it that you can't feasibly do by hand (it's a part generator, in essence).
Create a part merging two wing panels. Then merge two fuel tanks. Then merge a fuel tank and two wing panels in symmetry, and so goes on. NotePad++ to the rescue.
Essentially what you need to type to make thins work is what the tool will need to write too.
Do you know of any idiot proof tutorials on that subject?
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This could help you out: Delta V map.
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On 3/30/2020 at 8:01 PM, Tonka Crash said:
Pretty much anything this mod does can be done by hand if you understand .cfg files.
Is there a guide out there about this, have not been able to find to much on the subject.
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Ruben has you covered https://spacedock.info/mod/1961/Legacy Variants.
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32 minutes ago, linuxgurugamer said:
I'm open to suggestions (and I will look at NFE this evening).
Essentially, I want the engines to be powerful for short periods of time, but not usable for long durations. Not sure if this is possible at all, the other ideas I was thinking of were either a timer (autoshutdown after x seconds), or heat buildup to the point of explosions. But the heat buildup doesn't make sense as described above, and an arbitrary timer needs to have some reason for it to require a shutdown.
Make it so that it needs cooling.
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