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About Astrofox

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    Junior Rocket Scientist

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  1. I was going to use a Sepratron I for something, when I noticed that its center of mass (CM) is fairly offset. I admittedly feel as if the CM of the part is fairly unrealistic and that it needs some offset, although I'm not sure where to start with writing a config file to change the CM so that it is more inline with the booster component than the attachment spokes. Also when are we getting stock inline sepratrons/option to toggle between spoke mount and no spoke mount motors lol Anyway, I just want to change where the CM is without having to hard-code the values in, as well as what portion of code I would need to look at. Thanks for the help
  2. I try not to kill the crew, accidental or otherwise, but way back when I was first playing the game in maybe August of 2013, I killed like twenty kerbals trying to get into orbit. This wasn't *entirely* my fault though, the computer I had at the time was extremely laggy and so inputs were... let's just say very delayed (upwards of like, a second or two of delay, even for a small craft). Thank God I have a much better computer and much better skill now.
  3. I am unsure as to where I can get the logs, but here is a screenshot of what happens when I try to use one of these parts in the VAB.
  4. Thanks, I'll be sure to check out both of those resources. Right now Blender is just being weird with UV editing by making certain portions of the map invisible/broken for seemingly no reason. However, I guess I would try to make something simple and see if the modules work.
  5. Hello, it's been quite a while. Recently I had the idea of possibly making a mod for KSP surrounding various solid (and possibly hybrid) motors similar to those used on high power rockets. I have successfully been able to produce a 2.5m fuel tank, however upon trying to make a solid rocket motor, I ran into various problems. I followed the same procedure for making the fuel tank, but upon trying to load it into the game, the engine didn't produce thrust and did not produce any plume or exhaust (it did consume whatever resources were in the motor, however). So, I am wondering now what I would need to do differently in order for this to work, and what other sorts of things should I take into account. I followed this tutorial as posted in another thread: I will still try to go through the thread for any other things I may have missed, but I was wondering if anyone had any sorts of tips on where to go or what to do. In the end, I would like to produce very small parts (and custom effects, like different color exhaust plumes and custom thrust curves) but for now these are just test works in order to get somewhat comfortable with creating parts before jumping into the madness, so to speak.
  6. Y e s I would love to have customizable burn rates, (and grain geometries) to become a part of the game. Also, hybrid rocket motors would be awesome to see.
  7. I mean, possibly you could. It'd just take a really, really long time and there's no guarantee that anything that was supposed to work still works after 1k+ years.
  8. Imagine sudden gusts of wind knocking your rockets over.
  9. I now wonder if relativistic mechanics could come into play lol
  10. I look forward to seeing what comes out of this. I hope that mods will still be an option for the game.
  11. Hi, I was wondering if there was a version of this mod compatible with 1.4.5 and Real Fuels. I am starting to play with RSS/Diet RO and need an arsenal of rocket parts to aid me in my misadventures.
  12. Hello again fellow Kerbonauts, it is I, Astrofox. It's been a long time since I've really done anything with KSP, and it seems like it's been an even longer time since I've browsed the forums. I've just been really busy since I've been focusing more on my life in college. Anyway, it's great to be back.