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Everything posted by GrandProtectorDark
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If you have "KerbalSpaceProgram/GameData/GameData/EventHorizon", then that is where it went wrong. You are supposed to Open the Zip, Open the GameData that is inside the downloaded Zip, copy the content from withing that GameData into KSPs GameData. GameData within GameData is a big no-no. These exact instructions are found on the First page of this thread
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how did you install Event Horizon. The issue you described, with the game loading into a black screen but with the menu music playing, sounds like something that could be caused by the game failing to place a celestial body around a parent celestial body. The cause of that could be that the parent body is unable to load, because it cannot find its assets at the designated filepath, which can be caused by an incorrect installation of the mod If you don't want wormholes at all, you need to remove the following files Under "EventHorizon\Configs" Wormhole-A to Wormhole-D2 Under "EventHorizon\Patches" WormholePatch (because it is useless without wormholes) Under "EventHorizon\PluginData" star.dds (also not needed without wormholes) Under "KopernicusExpansion\Plugins" Delete KEX-Wormholes.dll, because you don't really need it.
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On a different note. I Took my time to do something for which Project Orion was made for Going on a Journey to a far out gas giant (from a mod called "Salus"). Works surprisingly well and it hasn't shaken itself apart. The acceleration is also pretty good after I got a hang of how many of these heavy pulse unit magazines I actually need. (Also the "umph" of the explosions is really nice) However,An Issue that I found, while you did add the ability to edit the max yield, and the edited max yield also shows up in the editor, Inflight it still only seems to go up to 5kt
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I do think having just 1 set of fueltanks is rather nice. Makes it a lot less of a hassle than compared to dozen of nuke disks from TD. I think RDs Orion had a rather good solution to it. Using a fuelswitch plugin to minimize the tanks needed. Although I don't know how that would work with choosable yield. Pulse Unit mass aside. As I've already mentioned, The amount of pulse units per magazine could be looked at again too.
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Another thing I want to mention: The Pulse Unit Storage Cans don't really make sense. The Magazines are far too heavy. I did some rough math on the volume and density, and all 3 of the Orion Magazines are as heavy as if you filled them to around 4/5th with solid uranium. I'm not quite sure if the Pulse units themself are too heavy, or if the Magazines fits more Pulseunits than they should, although I think it's a bit of both. I've seen a numbers for 140kg per pulse unit, the ingame ones come out as around 640kg per unit. The dimensions for the Pulse Units aren't really that easy to find. But with the numbers that I do could find, I got a capacity of around 180 units for the largest Orion Magazine (the 4 meter one). This assumes the entire magazine is perfectly filled with pulse units and doesn't account for lost space due to the roundness of the units or space used for the feeder mechanism. This actually also explains why I thought that the orion felt "weak".
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[WIP] Nert's Dev Thread - Current: such nuke, wow
GrandProtectorDark replied to Nertea's topic in KSP1 Mod Development
A NuclearSaltwaterRocket (NSWR) and its propellant tanks -
Honestly not that great. Looks like Reskins for existing parts. Which makes proportions all over the place but far from how it should be.
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Having played a bit with this mod, the yield strength "only" going up to 5 kiloton feels rather "weak" for an orion drive. Although I may be a bit spoiled from Orion TD which had 15kt nukes and giant pusher plates the DetlaV numbers also feel rather inadequate for going interstellar (Something envisioned for the real one). However those points aside, It's still a far better option than Roverdudes Orion Drive
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Kerbal Space Program ESA 1.10 update #SharedHorizons
GrandProtectorDark replied to EchoLima's topic in 2020
No I'm definitely 100% sure that none of the Parts, used on the (stylized) Ship over the Icon, are new. Consider the following @jimmymcgoochieno, those are definitely Separate Solar-panel parts. You can even see the line that divides them both -
Kerbal Space Program ESA 1.10 update #SharedHorizons
GrandProtectorDark replied to EchoLima's topic in 2020
That body is most likly made using the Making history structural panels -
Kerbal Space Program ESA 1.10 update #SharedHorizons
GrandProtectorDark replied to EchoLima's topic in 2020
But IIRC the rocket is named after the spacecraft. MH only has parts for the Vostok Spacecraft. The actual Soyus rocket that carries the soyus capsule, is also a little bit different than compared to the Vostok rocket. So a partial no to Soyus being in MH -
[WIP][1.8.x-1.12.x] Singularity - black hole shaders
GrandProtectorDark replied to blackrack's topic in KSP1 Mod Development
Quite interesting. -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
GrandProtectorDark replied to Nertea's topic in KSP1 Mod Releases
You are probably remembering Vens-Revamp. Iirc that one has a dockinport with integrated parachutes (i think) -
It's..... Incredible. Blue Origin has been left out quite a bit in terms of part mods made for it, So seing a quality New Glenn is rather nice.
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Wait, does that mean that this mod actually work like a real project orion would (currently unable to try it out myself)?
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It's already been said by ohers, but are you sure you've installed all parts of the mod correctly? Gotten the appropriate version of Kopernikus for the KSP version you are using? Gotten the newest available of all dependencies? Opened the gamedata inside the download zipfile and transferred the mod folder from that GameData into KSPs GameData? (a common mistake for some is it to just unzip the download zip file and putting that into KSPs GameData, which messes up parts of the mod that are dependent on files being at a certain filepath location) This would be an example of how you correctly install a mod out a zip file
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[Airships in 1.12.3] HooliganLabs Mods
GrandProtectorDark replied to JewelShisen's topic in KSP1 Mod Releases
They are Sturdy Floaty Boys that refuse to give up -
[Most 1.12.x] Near Future Technologies (August 26)
GrandProtectorDark replied to Nertea's topic in KSP1 Mod Releases
I don't quite see how nuclear anything is mid career -
How long do we have to put up with the Policy popup?!
GrandProtectorDark replied to Poodmund's topic in Kerbal Network
Because that simply supresses the problem. Not remove or solve it. -
Evolution [1.3.1] [Kopernicus]
GrandProtectorDark replied to The White Guardian's topic in KSP1 Mod Development
Most likely- 169 replies
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