-
Posts
168 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by NiL
-
You probably could look at the path from low orbit of Duna to heliocintric orbit and than to the low orbit of a targeted planet
-
[Most 1.12.x] Near Future Technologies (August 26)
NiL replied to Nertea's topic in KSP1 Mod Releases
You should probably ask in RPM thread -
Does it work in the latest verions?
-
[WIP] Nert's Dev Thread - Current: such nuke, wow
NiL replied to Nertea's topic in KSP1 Mod Development
They are partially covered with NFA's airfed and bimodal airfed nuclear engines, would personally love to see some diversity through -
[WIP] Nert's Dev Thread - Current: such nuke, wow
NiL replied to Nertea's topic in KSP1 Mod Development
Any links? -
[WIP] Nert's Dev Thread - Current: such nuke, wow
NiL replied to Nertea's topic in KSP1 Mod Development
It would be such a shame to see it gone. I understand through the need of "a heavy conceptual rework", just hope that you'll have enough motivation to do it. Knowing you, you probably wouldn't want any advices in how to do your job, but might I suggest putting the old metallic hydrogen stuff in a separate micro-sub-mod if you would turn out to prefer not to rework it for FFT? Just that people wouldn't need to search for an old FFT download link and delete all other parts of the mod to play with MH2 engines. P.S. I personally won't miss the old antimatter stuff much, it always was kinda owercomplicated for it's purposes and too futuristic to go alongside other KSP stuff... Ok, maybe I will a little bit, but nwm. -
[WIP] Nert's Dev Thread - Current: such nuke, wow
NiL replied to Nertea's topic in KSP1 Mod Development
I cannot believe my eyes. -
Could we see an update for 1.9? It's kinda broken...
-
[1.9.X] Special Delivery - Stockalike Cygnus [1.1][20/05/2020]
NiL replied to Beale's topic in KSP1 Mod Releases
Wait... is this a X-33? -
[1.9.X] Special Delivery - Stockalike Cygnus [1.1][20/05/2020]
NiL replied to Beale's topic in KSP1 Mod Releases
Well, I'll hold your word lol Also could you perhaps implement it in the mod if i'll provide a code and it would be seamless and stable enough? -
[WIP] Nert's Dev Thread - Current: such nuke, wow
NiL replied to Nertea's topic in KSP1 Mod Development
No ( -
[1.9.X] Special Delivery - Stockalike Cygnus [1.1][20/05/2020]
NiL replied to Beale's topic in KSP1 Mod Releases
I mean not KIS stuff, but a holding container module with B9 part switcher for ore, supplies, fertilizer, machenery, snacks and that stuff -
[1.9.X] Special Delivery - Stockalike Cygnus [1.1][20/05/2020]
NiL replied to Beale's topic in KSP1 Mod Releases
Please-please-please make a patch for it to be a holding container like the cargo modules in Nert's SSPRX, it'd add so much more functionality! -
I think Ariane-style SRBs can use a little retexturing to match new KSP style, but otherwise yay Phoenix!
-
Wow, AFAIK there isn't any. Could you please uploas your patch as a mod when and if you would make it?
-
Can I remove stock textures if I have ReStock and also no intent to remove it? Are there a plugin or mod which does it?
-
[1.12.x] [BG] HabTech2 | Stockalike ISS Parts | 1.0.0 - The Final Update
NiL replied to benjee10's topic in KSP1 Mod Releases
Oh, thanks! -
[1.12.x] [BG] HabTech2 | Stockalike ISS Parts | 1.0.0 - The Final Update
NiL replied to benjee10's topic in KSP1 Mod Releases
Wow, those parts in the part selection menu look super interesting! Can you please provide a list of mods you are using or a GameData screenshot? -
[WIP] Nert's Dev Thread - Current: such nuke, wow
NiL replied to Nertea's topic in KSP1 Mod Development
Oh, great! And could we possibly see a real imaging capability in those cameras like in Hullcam... CactEye? Or TST parts? And/or science experiments with that parts to add even more functionality? -
[1.12.x] [BG] HabTech2 | Stockalike ISS Parts | 1.0.0 - The Final Update
NiL replied to benjee10's topic in KSP1 Mod Releases
There's an optional patch somewhere in Tweakscale's folder (examples.cfg, i believe) in which you can remove some // to make all parts tweakable. It's intuitively explained in the .cfg itself. -
Ну, если ты собрался его переводить - наверняка знание языка хотя бы с Гуглом спросить позволит в теме мода. Хз, может там изначально нет кода локализации, может нужно что-то дописывать. Это не детальки, где локализация просто файлом лежит, это плагин, с его кодом, думаю, тут немного кто знаком и лучше спросить на англоязычной части форума. Плюс разработчики иногда принимают помощь в переводе от участников форума, может можно как-то так договориться...
-
[WIP] Nert's Dev Thread - Current: such nuke, wow
NiL replied to Nertea's topic in KSP1 Mod Development
Thank you! -
[WIP] Nert's Dev Thread - Current: such nuke, wow
NiL replied to Nertea's topic in KSP1 Mod Development
Could you please release a quick-taped-together-barely-working-not-supported-very-unstable .dll recompile for 1.7.3? Please? Pleease? I mean I'm already using a not compatrible 1.8.1 mod in 1.7.3, it wouldn't get worse anyway. -
[1.12.x] [BG] HabTech2 | Stockalike ISS Parts | 1.0.0 - The Final Update
NiL replied to benjee10's topic in KSP1 Mod Releases
Maybe you should ask in the Tantares thread -
Why? If one satellite would consist of a probe core, battery, antenna, solar panel, argon tank and ion engine it will be only 6 parts, 70 sats+70 decouplers = 490 parts. Not great, not quite terrible - stock replicas can have thousands of parts. If battery+probe core+tank+decoupler would be integrated (panels are difficult to integrate, at least i heard so, and Tundra have a wonderful phased array antenna), it will be just 4 parts per sat and 280 parts in total - i mean 300 parts is not bad? And you don't need to make exact replicas and put 70 sats in a stack. 30-40 would still leave the impression of a huge stack and won't explode even potato computers with 120-160 parts. I suggest to launch them in one pile of 20 sats - it would still look like a lot, but will have only 80 parts in total (totally fine), also for gameplay reasons you simply don't need 70 commsats, 20 would be enough, a couple of launches will put a hundred of them in LKO (poor little Tracking Station...). And because you already have a couple of mods as dependencies, it's likely that most Tundra users also have NF set installed, so you can make only the probe core part. I even drew a Paint picture of all that lol. My sat is le ugly, but i think the general idea is clear.