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Aerospacer

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About Aerospacer

  • Rank
    Paperocket Scientist

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  • Location
    On Eve
  • Interests
    Aviation, space, new technologies

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  1. @Cheesecake Stock-parts, in principle, can not to be overpowered for stock. They are the stock as it is. They form an overall balance of characteristics, which the developers control, and if some property of a part falls out of the characteristics, it is compensated for by another property. This is how the general technical level of all parts of the KSP is formed and allows them to be harmoniously used in one game, complementing (but not replacing) each other. A rocket similar to Saturn 5 is not required to do the same as Saturn 5, since this is not Earth, but Kerbin. It has its own rules
  2. @Neebel Imho, this mod overpowered for the stock, because its parts provide much more opportunities with less weight, and appear earlier in the career. This destroys the balance of opening stock parts in a career. But many people like the look of the parts so much that they turn a blind eye to it. Some forum members hinted at this to the author, but he said that he wanted to keep the mod available for JNSQ.
  3. By the way, my calculations show that now, when the mass of kerbal and fuel is determined, the EVA jetpack Isp is 210-211 s. So EVA fuel properties really close to monoprop.
  4. @jfrouleau and @zolotiyeruki, Thanks for create and continue of this excellent mod. Just want to ask, is there a chance to make editing fairing in numbers? This would be a very welcome improvement for many KSP gamers.
  5. Working cylindrical solar panels really exist? Wow, thanks!
  6. Wow, it was hard, I hope You already slammed your hatch shut and filled the cockpit with air.
  7. This patch was initially made for 1.1.2 , so find and install KK for KSP 1.1 , then Kerbin City from Nothke , then patch from this thread.
  8. If it is not possible to adjust the light intensity through the config, you can make 4-5 models with different intensities.
  9. The lights look constantly lit, but the light from them is actually switched by the left mouse button, this can be seen by lighting the ground around the launch pad. Checked it in 1.9.1. If you can actually edit .mu files, can you see how the intensity parameter is indicated inside the model?
  10. As I found out, after digging a little more in the files, there is an intensity parameter, but it is hidden inside the model file of the lighting mast. To change it, you need to edit the model file, unfortunately I don't have such a skill. Masts give real lighting, but its rays pass above short craft. To see him, you need a long rocket or observation of a slowly taking off vehicle.
  11. No any context menu or GUI popup, just light. It is quite weak though. I dug up the mod files, but unfortunately did not find a parameter that can change this.
  12. @shoe7ess One click to each mast turns on the lighting. And it still works fine in my 1.9.1 with the new version of KK.
  13. @Marschig и на какую букву посоветуешь космолет назвать? На Ж или на Х ?
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