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Everything posted by Matuchkin

  1. I am quite a big Quentin Tarantino fan. Actually I'm completely into this whole class of directors - QT, the Coen brothers, Robert Rodriguez, and the like. One film I find to be severely underrated is The Hateful Eight. The general consensus that I see is that the film is bloated and/or has an excessive runtime. I don't feel this way - in fact one of the aspects of the film that stood out to me the most was that it felt more like a play than a motion picture. No other film has made me snap out of the "I'm watching a movie" sentiment more than this one. The camera and aesthetic choices, al
  2. [A comment deletion function does not exist on the forums, so here is placeholder text.]
  3. Hello. I have been searching for the Promethium Weapons Expansion since it left development in 1.2.2, and up until this month I have not realized that the PEW project is now continued in NSI. I am very happy about this - the greatest mods eventually disappear, and it is through developers like you that this community continues thriving. We never give enough credit to those who continue projects on the verge of obsolescence. That being said, I have several qualms/questions about this mod: 1. It appears that textures are missing for multiple weapon components, such as the R60 miss
  4. At times, I do wonder how much new content is directly descended from mods that have been in KSP for years. We had our Infernal Robotics and Tantares DLCs, now we have our KAS/KIS update. Nevertheless I understand that an idea is different from its implementation, and I must acknowledge that there is a large KSP community that plays stock. This update is certainly well worth it.
  5. Hello. This is an amazing mod and I feel that switching up how propeller engines work in KSP in such a fashion is an idea that cannot be more welcome. However, you may wish to consider that, by switching to horsepower, you are effectively breaking the system used by KSP to determine flight time, thrust-to-weight, and other important factors. This greatly reduces the usability of the mod, as the user does not have any information about the engine they are using. Furthermore, as an engine's sole purpose is to accelerate an object, the most useful measurement for an engine is thrust, an
  6. Plane-based SSTOs are difficult. I have been playing this game since I found 0.18.3 Demo on Softonic seven years ago, and I have only managed to create my first SSTOs this week. You may also wish to consider creating rocket-based SSTOs. For instance, combine a single Mammoth engine with an appropriate number of Kerbodyne S3 tanks of any length. You will get SSTOs that could lift fairly large payloads into orbit. A challenge that I have set for myself in stock or stock-sized KSP is to get all payloads into orbit with a single stage.
  7. Small confirmation on the modded engine rule: are the small electric ductfans from KAX permissible for this challenge? I am asking this because, while they do not utilize exotic or unrealistically efficient fuels, they simply have infinite fuel as electricity is a fairly simple issue to take care of, whether with solar panel or RTG spam. EDIT: And also: I understand that this thread is old (and that I have frequented it before), but somehow I never thought of asking about the actual definitions of circumnavigation used, and cannot see valid definitions in the opening post. If I were
  8. You may want to look into physicsless parts in KSP (if such parts still exist in the current version). These are parts without any mass or aerodynamic effects. If I am correct, the small radial monopropellant motor is an example of such a part, which means that you can generate an extremely large thrust while adding no mass to your vehicle. However, though the above will get you to accelerate quickly, you will be doing so within the bounds of the KSP physics engine. The "fling" that you displayed, where an object is ejected at speed away from a celestial body, is a glitch that commonly ha
  9. For me, the only thing Origin has done was give me Battlefield 3 and Dead Space when I was in grade school. They had something called "on the house" or such. Other than that, Origin simply serves as a Battlefield 3/4 installer when necessary, which is a shame since these games have now been put on Steam.
  10. Well there's this game called Kerbal Space Program. It's in a pretty early state, they only have this white pod that seats 3 people, two fuel tanks, two engines, and a decoupler, but I think you can get creative enough with it. The graphics are very unity-like and simplistic, but I like the sort of bright red, futuristic colour scheme they have with their buildings. They modelled a whole planet as well, and a moon. Can you imagine? That's insane.
  11. @lucho No need in worrying about reviving this, it's a repository and it probably wouldn't die based on how long it has been active. When you install a mod, I suggest you look at the version listed or the latest available version, but you probably already know this. KSP is not the type of game for which one would risk botching together mods that may or may not work. In the end of the day, chasing mods themselves isn't important. What is important is knowing that the latest version of KSP should not be considered the "default" version by any means. I too have had a period where I sim
  12. That's great. And how much will this update cost?
  13. I have recently decided to make a jump from RemoteTech to RealAntennas, being attracted by the seeming realism of the latter. I have read through the majority of the documentation listed on its Github wiki page. However, though said documentation has indeed increased my understanding of how antennae work within the realms of this mod, I nevertheless find myself in need of a number of gameplay related clarifications and general advice. As such, what follows is a list of inquiries alongside their respective explanations: 1. How can I determine a threshold for when an antenna ceases to commu
  14. Hello. I am currently using KSP 1.7.3. The mods that concern this issue are as follows: - Realism Overhaul (not likely) - ROTanks - Procedural Fairings - Procedural Fairings, For Everything Though I will be referring specifically to the process of MECO and first stage detachment, this issue occurs in every instance at which an interstage is used in such a fashion. Consider the usual launch vehicle, with an ROTanks first and second stage. Upon the first stage rests a procedural ribbed interstage. To the detachment node of this interstage is attached a procedur
  15. I guess I'm just going to post what I have here. First off: the names that I have given to my vehicles are Russian, even though I use an English keyboard. For this reason, the following is a list of the abbreviations I have created, along with my attempt to spell them phonetically: RN: Raketa Nosityel - Carrier Rocket RB: Razgonniy Blok - I'm going to create a nonexistent word here because an adjective to "acceleration" doesn't exist in English: "Acceleratory Block". A third stage/tug T[number]: Typ - Type T[no number]: Tezhëliy - Heavy FS: Ftoraya Stadia - Second
  16. Credit where it is due for for looking at the two final images and deciding to write "both her arms are broken".
  17. Wow, I... somehow didn't think of that... Not sure how it will work with Earth, but I will certainly try this first and foremost.
  18. Hello, Recently, I have decided to expand on my realism overhaul experience, having installed two mods: Principia and RemoteTech. My main question - and the reason why this thread was placed here - pertains to the methods used in order to set up satellite networks. Currently, I have a single communications satellite orbiting at a distance of roughly ten million meters, with an Ap-Pe difference of approximately fifty thousand meters. I plan to get four (or more) satellites into the same orbit, but said satellites must be positioned at certain angular intervals throughout said orbit. I
  19. I would like to confirm that the 1.6.1 version of this mod functions with Realism Overhaul in its current state. My apologies for asking. I understand that modding can be extremely daunting and that this question is asked on almost every parts mod related thread, multiple times every month. I acknowledge that, as one who is being provided with a free service, I must not expect even an answer to the above question. Thank you for your consideration.
  20. I believe that, by far, the most important addition to KSP 2 would be a dedicated preparatory mod creation team. As it stands, a large portion of the appeal of the original KSP stems from the way in which it manages to integrate a stock game experience with one of the largest mod communities in the world (that I have seen). Though KSP 2 is a heavily altered game with multiple new features, it will still exhibit the same mod syndrome that the original KSP always had, a syndrome that is admittedly crucial for the continued relevance of the game series. My proposition is as follows: assemble a te
  21. Thank you for the heads up, with the coming KSP-2 I decided to take a look back. Perhaps I will return to this forum and join this fight.
  22. Understood. I initially thought that it would work when I read the [1.4.5] tag in the thread title.
  23. I recently installed Realism Overhaul on my device, using KSP version 1.4.5. Everything seems to work out well, but my problem lies in the material. Not only does this version of KSP no longer support the large stock crew module, but all other goto mods (tantares, SSTU, et al) also completely lack support for crew cabins. This leaves me unable to perform manned missions in Realism Overhaul, and as a result I would like to question whether it is possible at all to obtain a multi-crew capsule fit for RO. Thank you for your help.
  24. As much as we have progressed, we should all remember the version that would forever be in our hearts. 0.90, we shall never forget thee.
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