Jump to content

tosha

Members
  • Posts

    98
  • Joined

  • Last visited

Everything posted by tosha

  1. This mod seeks to expand the science lab system. It currently adds a smaller, one-kerbal lab, and a 4-in-1 science package. Currently uses stock meshes since I suck at 3d art . Works for KSP 1.8.1 and up See Github for downloads. Github: https://github.com/toshnika/LabsPlus/blob/master
  2. So I'm making a planet with Kopernicus, on linux mint 19, so no space engine, and I need a sprite for my planet, I just want it to be a blue-green version of eve Code: @Kopernicus:AFTER[Kopernicus] { Body { name = Eleamon cacheFile = Eleamon/Cache/Eleamon.bin Template { name = Eve removeAllPQSMods = true } Properties { description = You though eve was hard. radius = 5000000 geeASL = 2.33 isHomeWorld = false tidallyLocked = false rotationPeriod = 25200 ScienceValues { landedDataValue = 9 splashedDataValue = 10 flyingLowDataValue = 8 flyingHighDataValue = 8 inSpaceLowDataValue = 7 inSpaceHighDataValue = 6 recoveryValue = 8 flyingAltitudeThreshold = 30000 spaceAltitudeThreshold = 400000 } } Atmosphere //Let's access the atmosphere { ambientColor = 0.0,0.9,0.1,1 //Ambient color provides a slight tint to any craft inside the atmosphere, with the tint intensity increasing with depth lightColor = 0.99,0.10,0.62,1 //Light color is somewhat strange, for some reason the lower the intensity of a color, the more prominent that color is. //Pro tip: adjust lightColor in-game with KittopiaTech. } Orbit { referenceBody = Sun semiMajorAxis = 300000000000 inclination = 0 eccentricity = 0.1 longitudeOfAscendingNode = 115 argumentOfPeriapsis = 87 meanAnomalyAtEpoch = 15 epoch = 6 color 0.0,0.8,0.2,1.0 } PQS //We access the quad sphere module { Mods //We access the PQSMods - the mods are what shape the surface { VertexSimplexHeightAbsolute { deformity = 6000 //The amount of meters that this noise mod should affect the terrain frequency = 25 //The greater this number, the smaller the noise is octaves = 2 //The greater this number, the prettier the result, but also the more costly it is persistence = 0.3 //This subdivides the noise a little bit. Be careful with setting this value seed = 43948 //Just enter a random number here enabled = true //Should this mod be taken into consideration when building the terrain? order = 10 //The order in which this mod is applied. The lower the 'order', the sooner the mod is applied. } VertexSimplexNoiseColor { blend = 1 //Between 0-1, the amount of control this color mod has over the terrain colorStart = 0.0,0.9,0.1,1 //Color A colorEnd = 0.1,0.6,0.2,1 //Color B //The below values generate a Simplex noise that linearly interpolates between colors A and B. frequency = 6 octaves = 8 persistence = 0.3 seed = 90135 enabled = true order = 500 } } } } }
  3. you can't fly through the SPH tower. The score is calculated by how much of the plane makes it through the tower. The minimum is that the kerbal make it through, +1 point for every part of the plane that makes it.
  4. I recently did this: Inspired by something Scott Manley did in KSP interstellar quest Ep. 5. Now I want you to fly through the island tower too. (Note: through means that you are on one side of the tower, then inside the tower, then on the other side of the tower with the kerbal alive. See above for an example) Rules: Kerbal must be in a seat/(if really brave/foolish) in a cockpit. At least the kerbal, or if brave/foolish the cockpit make it through, that's a pass, with a bronze medal +1 points for every part of the plane that makes it through. (Tip: try a carrier aircraft, kind of like this, ) 5 points: silver medal 12 points: gold medal Entire plane/whaterver-veichle-you-are-using survives: Platinum medal. Note: actual signature badges coming soon (or not)
  5. How do you add badges to your signature?
  6. Umm... The LV-909 has much lower thrust than the aerospike last I checked.
  7. The two-part flight of the wildly successful Phoenix 1.4. Advanced Pilot Proficiency for landing on the runway
  8. At least it is survivable this time. Perhaps another flight will do the trick.
  9. So I can get it into orbit, landing is another matter. Does this count? I will try to refly this mission in a few days, and land on the runway.
  10. My attempt. Can you take my word for it that this can make it to orbit? I am making a 1.2 version with improved wheels and fuel balancing that I will hopefully make a video on.
  11. Yes! I searched the forum, and yes, it is a problem with mac sierra, and I found a post that said how to fix it!
  12. It's either Sierra or El Capitan, I'm not sure (The computer belongs to my father, but he lets me play KSP on it) I'll ask him tomorrow, It's late
  13. I am running it on a mac. I started my own thread. I'll check the OS number tomorrow, provided that the game hasn't loaded by then. (Doing this on my laptop)
  14. I just updated KSP to 1.2.1 from the official website, and after opening it, the loading bar says "unpacking assets", so I have left it running overnight, hoping this will fix it, however, I do not know if it will work. If you have encountered this, I would be very grateful for helpful feedback on how to fix it. P.S. this is the Mac version.
  15. I just updated KSP to 1.2 form the website, and after opening it the loading bar just shows: Unpack assets or something like that, and it was doing it for 30 minutes straight before I gave up and came here for advice
  16. Thank you for the welcome, I didn't think that anybody would want to waste time with action groups and radial engines, as once you dock without RCS once, It becomes easy.
  17. In my career mode, I recently accepted a contract to build a space station. The launch of the first module went without a hitch, but I was so hasty on the second ( I just used the same spacecraft, but with another cockpit to fulfill the crew capacity requirement) that I forgot to add RCS thrusters. After pushing my close approach to .3 kilometers, when I started killing relative velocity, I realized "uh-oh, I forgot the RCS bits and pieces". I however succeed in docking through careful prograde and retrograde burns, along with thrusting toward and away from the target. I want you to do something similar. Here are the requirements. 1. The first module must have at least one mk1 lander can, an antenna, and power generation. 2. Neither the first, nor the second module may have ANY form of RCS thruster (0-10 engine is allowed however) 3: Post a picture of the ship on the launchpad, three pictures of the rendezvous procedure, one from map view showing close approach arrows, and a picture of the docked spacecraft. A video is okay too.
  18. I noticed that in 1.2 all the monoliths are bigger, and +100% more solid
×
×
  • Create New...