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PickledTripod

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Everything posted by PickledTripod

  1. Mmmm. If that exists I wonder if they'd invite someone who's only done small contributions to a few mods, I want to be in the cool guys club.
  2. Been a while since I posted anything here... Anyway little gift for @CobaltWolf and everyone: Standalone Delta fairing ring! You can hang any 0.9375m tankage under it and even 1.25m parts will fit in the interstage. As pictured above the Ablestar tankage and a LM Descent Engine makes for a good approximation of the Delta-P stage used on Delta 1000, 2000 and 3000 series, with 75% the fuel load of Delta-K. Should be available on the dev github.
  3. I've made one for myself, but it's only the SSMEs. // Converts Squad's SSME to hydrolox fuel and make it more similar to the real-life RS-25 @PART[SSME]:NEEDS[CryoEngines] { @description = Kerbodyne's flagship engine, the KS-25 is a sustainer with exceptional efficiency from sea level to space. Kerbodyne engineers achieved this by using hydrogen fuel, using an innovative bell design and running the engine in a high pressure staged combustion cycle. Special new alloys had to be invented to suppress the engine's tendency to become a bomb. It is designed with very durable components for reusability, as well as a high gimbal range, but because of that is more expensive than comparable hydrolox engines. @MODULE[ModuleEnginesFX] { maxThrust = 900 !PROPELLANT{} !PROPELLANT{} PROPELLANT { name = LqdHydrogen ratio = 1.5 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 0.1 } !atmosphereCurve {} atmosphereCurve { key = 0 452 key = 1 366 key = 20 5 } } @MODULE[ModuleGimbal] { @gimbalRange = 7 } } Save as CFG, drop somewhere in GameData.
  4. I just had an idea, not sure if you'll like it but it is a reusability-related part: The DeployableWings plugin should work nicely for that Gemini parawing idea. Or if you prefer a more modern look there's this one from the Eyes Turned Skywards alternate histoy:
  5. That is something I didn't even think was possible. I was already using AB Launchers tanks to make a nice-looking Falcon 9, but now we can make the reusable Zenit boosters... Also tell me if I'm pestering you with my requests, but there are two things I'd really like to have: Dragon 1 solar panels with a jettisonable cover, to go with your trunk; and a Dragon 2 trunk that's completely round, with maybe integrated solar panels.
  6. Do you have any plans for bigger satellite buses, like something based on geostationary communication birds? I wanted to build an interplanetary communication platform with lots of big dishes pointed at the OPM planets, but probe cores are too small so I end up needing 2.5m tanks or Nertea's Octo-Trusses... And it's not pretty to say the least, or as functional as it could be,
  7. @Z3R0_0NL1N3 You have to put the patch in GameData\Cormorant Aeronology\Patches, otherwise it's not going to work.
  8. Feature request, if you don't mind: Allow engineers to retract a non-retractable solar panel. There could be a mass limit to this ability so that you can't retract Nertea's huge blanket panels for exemple... Or maybe you could if you have enough engineers, just like how you can move heavy parts with more kerbals.
  9. Probably because it's balanced against the stock aerospike, which also has lower Isp ASL. Which is pretty weird because in 0.90 and before its Isp range was something like 350 ASL to 360 vac. I guess Squad decided that it was too OP when they made the atmosphere more realistic in 1.0 and nerfed it, but since then pretty much every mod aerospike has been balanced the same way. Pretty annoying.
  10. Currently the altimeter can use either meters or kilometers for detection, and the upper cap for meters is at 1000. Could you change that to 5000 or 10000?
  11. So many things have been achieved by the modding community this year, this is not just a list of my favorites but also a big thank you for all those hours invested into making the impossible possible. 1. Bluedog Design Bureau: saw its 1.0 release with Saturn parts, the biggest stockalike part pack got even bigger. 2. Cormorant Aeronolgy: 1.0 release as well, Pak really made some amazing STS parts. 3. Scatterer and EVE: so much progress with both landmark graphics mods this year! Procedural cloud detail perturbation in EVE thanks to Waz, ring shaders and scetter effects applied to EVE clouds in Scatterer. Not all of it is complete and implemented, but the future is looking bright. 4. Kerbal Reusability Expansion: everything you need to land your Falcon 9, New Glenn or ITS in a super high-quality Porkalike style. 5. Flight Manager for Reusable Stages: Falcon 9 landings are doable in stock, but this enables stuff Falcon Heavy. It's not yet updated for 1.2.X but SIT89 will probably come back when he has time for it, and if not linuxgurugamer has been poking around the thread... 6. Near Future, Cryo Engines and Kerbal Atomics: Nertea has little time for KSP modding, but damn did he use it well this year. Electrical RCS, improved reactors and engine models and a lot of balance work. 7. OPT Spaceplane: K.Yeon came back from the dead! An amazing Porkalike spiritual successor to B9 aerospace that just keeps getting better. 8. USI Konstruction: once again RoverDude took something great (Infernal Robotics) and made it even better. Also welding ports! 9. Sigma Dimensions: playing in a rescaled system has never been easier thanks to Sigma88. 10. Kopernicus: Sigma's mods wouldn't be possible without this. This planetary body editing framework saw a lot of attention this year with stuff like Galileo's planet pack. Also I want to say thank you to linuxgurugamer and everyone else who continued development of so many mods after their original authors had to leave. I don't think I would have continued playing KSP as much as I do without Navball Docking Alignment Indicator, Smart Parts and Tweakable Everything. You guys are the true heroes of the KSP modding scene!
  12. I'm pretty sure that Pak said that Cryo Tanks compatibility is coming. Balance is for stock system, both the ET and boosters are very underfueled. I haven't tried but don't think a Cormorant shuttle could go much higher than LKO. The models and textures look awesome, but I hope there will be "fully-fueled" configs available for us rescale players.
  13. It makes Wolfy go "REEEEEEEEEEEEEE" Also launches 6 tons to orbit on a 3X rescaled system. Because the rocket is so light thanks to hydrogen fuel increasing payload weight dramatically reduces delta-v.
  14. Yep that's what I mean. Old cache files can cause weird issues sometimes. Hey Wolf do you still want screenshots? I made a thing with the 3.125m tank...
  15. I'm currently modelling a crew capsule and planned it to have integrated parachutes. I've been looking for example but haven't found any, even though it seems like an obvious idea. Is there any reason why they should be kept separate?
  16. Are you guys playing with this mod and nothing else or what? If you really want 1.875m SRBs there's the Titan IV boosters from BDB that should be good enough. And for 2.5m LFBs you can use AB Launchers's or one of the dozens other mods that provides 2.5m parts.
  17. 3.125m tanks covered in orange foam... Sounds like they could be repurposed to build a correctly scaled Delta IV
  18. I agree with you, it's completely unnatural and I personally hate it. But you know what? Many people like their games to have a "cinematic" feel,like they're watching a movie. Just look at ENB presets for Skyrim on the Nexus...
  19. So since this is December, here's my wishlist: A Dragon 2-alike, all-in-one capsule (yeah I know, not happening. Might as well try to do it myself...) Dragon 1 solar panels with jettisonable cover Dragon 1 docking port cover, jettisable too An empty docking port shield that would allow using ports other than the Clamp-o-Tron, such as the 0.625m port, or the 0.9375m CADS from BDB CST-100 Starliner parts? I dunno, the service module looks pretty cool. Also the airbags would fit well with the reusability theme...
  20. I don't think explicit support for USI-LS is really necessary. The mod is designed so that you don't need to add supplies to capsules: by default you get a 15-days grace period that is enough for short missions and even going to the Mün. If you want to go to Minmus you can just add a mini supplies pack, and the Kane service module has a convenient cargo bay that is just the right size for that.
  21. I've been playing with the CADS from the latest github release... damn it's so hard to dock with this thing. If you're soft-docked but out of alignment by a degree or two it can be really difficult to rotate the crafts into the absolutely perfect alignment it requires. Maybe it wouldn't be so hard if the magnetic torque was a bit higher...
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