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Hohmannson

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Everything posted by Hohmannson

  1. Yes. Fix Stock Docking Nodes patches a replacement module by MM. CommunityFixes fixes the stock module on the fly. Tecnhically you don't need to have both.
  2. It's possible with Kopernicus, it's legit and get it (freshest ones) here if you don't want to do it manually https://github.com/LapisNator101/kittopia-dumps
  3. Air-augmented rocket. Useless in oxygen-less atmosphere, sadly. Other set-ups(heating intake atmo with burning fuel) have questionable performance compared to an electric propeller running on fuel cell. Unless, of course, it runs on unlimited heat of reactor instead of fuel. Grab your nuclear jets in Near Future Aeronautics, CEDA Aeronautics, Spacetux Recycled Parts, SXT. Electric propellers in Firespitter, KAX and Breaking Ground DLC.
  4. Procedural Parts - Procedural Structural Part
  5. It's MobileLaunchPad from DLC. As of 1.12 non-DLC variants of it exist, look the same and have different names.
  6. Cardboard box from pre-Serenity ground science mod answers your question. IRL things like ISO containers have max allowed mass ofc. But matter in KSP (due to 1/10 scale) is extremely dense and for most of the containers max mass should be unlimited/non-defined anyway.
  7. Not too much, it was tested and no significant improvements. Seen a mod like that, but it does it for landed vessels only and it's in proof-of-concept stage and it patches core game's libs so won't post it. Look for a mod that puts physics on hold in Google. Coding practice will still be needed to make it work in orbiting and suborbital situations. It offers visible improvements when you activate it on large ground bases, it's very promising.
  8. It's an infuriating behaviour, because can't store even the smallest crate/box/inflatable hab and can't do anything with it. See no reason for Squad's stunt that prevents this. Anyway it shouldn't have been hardcoded like it is now.
  9. It will force stock KWP-Kerbin atmosphere properties, sadly
  10. That's exactly how ModuleLaunchClamp works - in the clamp's cap(not in foot) a joint to local coordinates is created. Clamp extends its pillar to the ground, but not too much, pillar by no means collide with ground. Footing does - but it's not physical, it's decorative. On 1.12.2 and with latest KSPCommunityFixes(that has LoadSceneKraken fix, pre-release) i have no problems with clamps. Also i cracked the staging problem, the wobbling problem and so on, it's all fixable in part configs. AlphaMensae created a specific part for that(thank you AlphaMensae!), and also RSB's launch clamps are pretty good for that. I posted my base with it in "What you've done today in KSP" thread so you've seen it already i think. Airpark is okie too, i use it mostly for air parking, but it can make the base more stable... or summon the Kraken ofc. And also now-revived Foundations mod exists - it uses another approach, more like KIS static attach, i use it as a parking brake and for temporary buildings.
  11. It does money when you recover it. Recommended to recover it on KSC for maximum profit
  12. Kop - Kopernicus Kopex - Kopernicus Expansion MFI - Modular Flight Integrator NFT - Near Future Technologies (the whole Nertea suite) B9PW - B9 Procedural Wings BDB - Bluedog Design Bureau RSB - Real Scale Boosters SXT - Lack's Stock Extension RR - Rational Resources SSPXR - Stockalike Station Parts Expansion Redux - another common variant KVASS - Kerbal Very Simplified Simulation And Planning RO - Realism Overhaul RP-x - Realistic Progression (for above) KCT - Kerbal Construction Time TR, TRR - Texture Replacer and Texture Replacer Replaced(old fork)
  13. Aha! Yes, and thanks for the guidance, i see that restockwhitelist of M2X doesn't have Squad/Parts/Utility/landingLegLT-2/landingLeg, but the leg wants it.
  14. Landing leg(without wheels) from M2X has white strut. Not sure which texture it demands, i tried a lot.
  15. Oh. I don't personally have problems with KK+Tweakscale, and no such errors, I just recalled that KK uses that kind of keybind too. Sorry, it seems i confused you
  16. Happily, EL distributes by CKAN and under redistributable license, so here is your SSLed link to CKAN's archive, to latest version https://archive.org/details/ExtraPlanetaryLaunchpads-6.99.0.0
  17. Kerbal Konstructs build mode uses it(in flight), for a very long time. But i use it for a long time and don't have problems with TweakScale for same long time. BTW didn't know about Daisy Chaining too.
  18. Enhanced stability of my Jool outpost with enhanced stability enhancers.
  19. Only if you set (after 1.10) to kaboom each individual part with stage action group in VAB.
  20. It's output screenshot resolution, you can't do anything with window
  21. Moddability - wise: they have shown ground pylons supporting colony stuff multiple times. Their makeshift analogues in KSP1 can hold vessels underwater, on water surface, in air(will be ugly), and if you'll be able to somehow activate KSP2 building mode in those conditions, you will be able to build there. Scope-wise: i doubt there will be much specialised parts, but i really do hope there won't be hardcoded obstacles like limits for construction mode.
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