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I wrote a couple of config files that make OPM stable with Principia. You can get them here. What the configs do: Reinstate the stabilized Jool system that is usually provided by Principia (using planet packs causes Principia to ignore stabilizing the Jool system). Moves Ovok into a high retrograde orbit around Sarnus, preventing it from causing a Principia error around year 15.
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I made some models, and I'm not quite sure how to convert quads to tris while preserving the model shape. Does anybody know how? I use Autodesk Maya.
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What's your preferred method of playing KSP?
PugzInSpace replied to ZooNamedGames's topic in KSP Discussion
X-55, baby.- 51 replies
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Anybody else having issues with the Tier 1 fixed landing gear doubling as toothpicks? I can't seem to get a plane off of the ground before the gear over-stresses and the cockpit slams into the ground.
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
PugzInSpace replied to KospY's topic in Add-on Releases
Thanks. I am trying to create a plugin that allows TACLS to pull resources from items stored in an inventory. Is that possible to do? -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
PugzInSpace replied to KospY's topic in Add-on Releases
Is it possible to have resources drained from an item continuously while it is in an inventory? I am just curious. -
[Possible WIP, Need Opinions] True Science
PugzInSpace replied to G'th's topic in Add-on Development
That is pretty nonsensical. But I always justified it in my head that measuring the temperatures on the Mun and elsewhere could be factored into the development of new engines. A rebalance of the tech tree couldn't hurt. It doesn't make sense to me that you unlock a 5-segment SRB analogue before you even get the Mainsail. I can't think of why I would need such a powerful motor so early on, except to force some poor Kerbal into a Mk-1 one pod glued to the top of it. -
[Possible WIP, Need Opinions] True Science
PugzInSpace replied to G'th's topic in Add-on Development
This is a fantastic idea. I've also been thinking a lot on how to make the career mode a more satisfying experience overall. I often do find that wall where it feels like there is no point to return to the Mun or Minmus. You can do an experiment in one area on the Mun, and then 30% of the surface is no longer useful (depending on the biome). It seems to me that career mode, as it currently stands, has areas of really fast progression followed by areas of really slow progression. What you are suggesting could really even that out and provide a pretty consistent progression throughout the tech t -
Hey man. I recommend you look into a mod like Kerbal Engineer. It displays all sorts of information to help you build efficient, effective rockets. As with anything unfimiliar, it can take a while to get used to the rules of rocket science. But don't let that ruin the game for you. As for your spinning out of control problem, use rocket fins or an engine with a gimbal (that information is displayed when you right click on a part in the VAB). Think of it like a lawn dart. When it's thrown up, it naturally wants to point it's nose into the airflow. Any stage that is used in the atmosphere is muc
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I really like the idea. I'm always one for adding challenge to my games. But may I offer an alternative? The parts in the game are incredibly over powered, and I believe that this is what allows things like that to happen. I think your issue and many others can be addressed by rebalancing all of the parts to add a more satisfying progression to the game. I believe that the limitations of what you can do at any point during your career mode should be dependant not on the current level of your facilities, but rather the technologies that you have available to you. Landing on the Mun with 1.25 me
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I don't really have anything to show for this update. I've been working mostly on ideas. I have decided to limit the scope of the project to command modules and all the stuff that goes along with that. There are plenty of mods out there that offer heavy launch systems, and I honestly believe I could contribute much more to the community by focusing on a single topic. I've realized that my Andromeda models are a little too detailed for stock KSP, and I don't feel they would fit into the tech tree that well, considering most of them have one purpose only. I will have to go through and re-evalua
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(WIP)[Kopernicus] Kerbalized Realistic Solar System
PugzInSpace replied to VASMIR's topic in Add-on Releases
Those textures are very nice. Good work