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Friznit

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Everything posted by Friznit

  1. ScanSat needs more love. It's a fantastic mod that adds new gameplay reasons to actually launch satellites that do something other than comms relays. These are rough kitbashes of a bunch of KSP satellites inspired by ScanSat parts, which are of course inspired by real satellite parts in the first place. Have you ever noticed how many real satellites are blocky squares and how many KSP probes are round? Liberal use of the Near Future suite of mods as well as a bit of Probes+ and probably some BDB too, though I've resisted too much tweakscale this time. And a hefty dose of artistic license.
  2. The craft files need updating - it's on my To Do list. In the meantime you can rebuild the modules following the guide here: https://github.com/friznit/Unofficial-Tantares-Wiki/wiki/ISS (though the actual name of the Octans docking port might have changed here too so you'll need to find the equivalent part!)
  3. This^. I need to update the build guides and images quite a bit. I believe the intended build now is to attach the thrusters and docking port to the bottom of the crew compartment directly.
  4. Mostly yes with the exception that it doesn't support depth mask, which is used by some restock parts and increasingly by other mods, mostly on things like experiment parts.
  5. https://github.com/friznit/Unofficial-Tantares-Wiki/wiki/ISS Some of the part names in the guide have likely changed (which is also why old craft files aren't working). If you could rebuild the craft using the guide and point out which of the parts listed is incorrect, that would be super helpful. I'll work through them all given time but any help would speed up the updates.
  6. I suspect you're using the Agena A interstage? That fits onto the tapered tank without an adapter but the straight Agena B/D interstage needs a structural adapter. Functionally either approach works of course, it's simply how close to the real rocket you want it to look. Edit: just flew a quick KH4 mission on Thor Agena D (TAT) on my heavily modded install (JNSQ and all the things) - with a manual launch it's certainly a bit twitchy in the lower atmosphere like all small rockets but if you keep the gravity turn gentle and nudge the prograde down it's fine.
  7. I'll add Voskhod to the wiki. Can you let me know what else needs adding or updating? Specifically if any of the revamped parts have name changes or new builds post-revamp. I've captured a few but it's a game of spot the difference and trawling the localisation file to figure out what the new part names relate to so help would be welcome!
  8. Thanks but while the overall wiki is mine, that page is all @Zorg so he should rightly get the credit for an excellent guide!
  9. I have no idea how to cool some of these bigger engines without cheesing it with multiple Heat Control micro-graphene radiators clipped into the body of the spacecraft. Anything else looks aesthetically awful or can't fit into a fairing for launching into orbit. Am I missing an intended design technique? I would be grateful for some inspiration!
  10. Great screenshots. 2.5x KSRSS seems to be flavour of the month and BDB is like a match made in heaven. I think I might follow suit and roll back to 1.11 though, too many problems getting it to work in 1.12 career. I'm considering a more roleplay career next - perhaps restricting myself to USAF only launches...
  11. Mine was working until a couple of days ago. Not sure what got updated (KK, Kopernicus or KSRSS) but Kape Kernaveral is underwater again. Made for some interesting pics of a sea launched Saturn though.
  12. I like the idea, feels much more involved than EPL's approach to popping bases into existence. Coupled with a 3D printer-style mod (such as OSE Workshop) it would provide a lot more gameplay opportunities off Kerbin.
  13. Do parts (tech tree nodes) get locked again if your rep with the associated agency drops too low? Is that possible to code even? This has got me thinking about a rough idea for Bid & Tenders, essentially Strategies that significantly bolster rep for one agency at the cost of the others, and an injection of cash but you have to complete a fixed number of missions (e.g. launch 10 comms satellites with at least one part unique to that agency) Restricting tech from the other agencies would be an additional penalty
  14. I use PVG exclusively for all launches in JNSQ. Very rarely have an issue with it, and that's usually only when I've massively overrated the thrust on a LV from laziness. Zorg added a guide to using PVG with BBD in JNSQ and other acronyms on the unofficial wiki
  15. The launch pads seem to have quite low heat tolerance - they're very explodey when my rockets take off (1.11 install). Is that a new thing or have I just never noticed it before?
  16. The Saturn V model was scaled down so it would fit in the VAB in KSP. The revamped version is to scale.
  17. Yes absolutely, it's on my To Do list. I'm waiting for Beale's current dev cycle to get close to completion before reviewing and updating everything.
  18. Fortunately we're playing a computer game so we don't have to wait that long, and can send the probes to different places with different rockets, so they're not useless by any means
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