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WarpPrime

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    Professional no0b
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    Kerbin

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  1. I want to make part upgrades in my mod, but I don't know how. Is there any way I can do this?
  2. I'm making an Milky-Way based interstellar planet pack with stars orbiting a central black hole. I need help turning Kerbol into a black hole and creating another Kerbol to replace the original Kerbol and have all Kerbol planets orbiting this one. How do I do this, and can anyone share some cfg files on how they did so? Thanks in advance.
  3. Heya, WarpPrime here. Recently I've created a KSP mod bundle to add random parts that may or may not be helpful, depending on your kerbal mindset. Along with this, I've added a RealPlume patch to the engine-related parts so if you need those nice exhaust effects you'll be set there. Enjoy! Unfortunately, this mod is not compatible with Community Tech Tree or any other tech tree mods. If you have any concerns and/or suggestions, please reply in this thread and I will respond as soon as possible. Screenshots and teasers coming soon. Download links here: WarpPrimeWeaponry: https://www.curseforge.com/kerbal/ksp-mods/warpprime-weaponry RealPlume pack: https://www.curseforge.com/kerbal/ksp-mods/warpprime-weaponry-exhaust-effects
  4. I am creating a tech tree extension for a mod I'm making. When I load up KSP and go to R&D, the hover text says "No text", while the green gear hover is working, see this image https://imgur.com/a/xhAnok4. Also, the arrows linking nodes are missing as well. The image src in the patch cfg exist, but they won't get loaded (Path TechTree/Icons/foo). The other parameters look correct, help is appreciated. The source for the tech tree can be found here: https://www.filemail.com/d/euslkerwqqumkob. Help is appreciated. Edit: Source code cfg here: @TechTree { RDNode { id = giganticRocketry title = Gigantic Rocketry description = Who needs size limits? Just make the VAB bigger! cost = 1500 hideEmpty = False nodeName = wp_giganticRocketry anyToUnlock = True icon = TechTree/Icons/giganticRocketry pos = -956,1716,0 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } } // High Risk Rocketry Branch RDNode { id = dangerousRocketry title = High-Risk Rocketry I description = New, untested parts, ready for explosion! Use at your own risk. cost = 1500 hideEmpty = False nodeName = wp_danger anyToUnlock = True icon = TechTree/Icons/dangerousRocketry pos = -956,1635,0 scale = 0.6 Parent { parentId = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } } RDNode { id = veryDangerousRocketry title = High-Risk Rocketry II description = Have some fun by testing manufacturers' newest parts! cost = 2000 hideEmpty = False nodeName = wp_verydanger anyToUnlock = True icon = TechTree/Icons/veryDangerousRocketry pos = -776,1635,0 scale = 0.6 Parent { parentId = dangerousRocketry lineFrom = RIGHT lineTo = LEFT } } RDNode { id = defenseSystems title = Defense Systems description = You can never be too safe, research this tech to ensure the beloved space program doesn't get destroyed! cost = 2000 hideEmpty = False nodeName = wp_defense anyToUnlock = True icon = TechTree/Icons/defenseSystems pos = -776,1716,0 scale = 0.6 Parent { parentId = dangerousRocketry lineFrom = RIGHT lineTo = LEFT } } }
  5. I have installed Real-Exoplanets and OPM to augment KSP, as well as some other mods, here is the full list: Squad (base KSP) SquadExpansion (both expansions) ModuleManager 001_ToolbarControl WarpPrimeWeaponry EditorExtensionsRedux CTTP ModularFlightIntegrator OPM Kopernicus 000_ClickThroughBlocker CommunityCategoryKit CommunityResourcePack PlanetaryBaseInc BetterTimeWarp REX-Textures RealExoplanets VesselMover KSPModFileLocalizer.dll I'm trying to get to Alpha Centauri but I can't see any ascending/descending nodes, periapsis or apoapsis because I am escaping Kerbol and the trajectory cuts off at around ~1000 Gm. How can I bypass this and view my whole trajectory?
  6. Ok, I solved the problem. Because when a Kerbal is flying, the part mass is unlimited, so I had Karen drop the cylinder while flying. Apparently the cylinder teleported 100 meters away from the ship; fortunately its mass was reset. I was able to recover the cylinder but Karen needs to send a call to the manager later...
  7. I'm trying to fix a broken ore transfer vehicle by rearranging parts and attaching two 1P2 Hydraulic Cylinders. One of them is normal, weighing 0.052 tons, but the other weighs 20 for some reason and I am unable to use it. Help! Screenshot for reference: https://imgur.com/a/E9ypCwx
  8. Does the name of the folder matter? I renamed the folder to KPBS, maybe that's why it broke.
  9. Yes, you may attach a heat shield to your missile, but jettison it before impact
  10. The Challenge The Kerbals are waging war against the planets!!! Why? I don't know (perhaps because of ore deficiencies)... The Kerbals ask you to design and launch a missile that can bomb every single celestial body (including Kerbol). Each warhead+cruise stage launched MUST BE (from top to bottom): Advanced Nose Cone - Type A FL-T100 Fuel Tank (fuel locked) RC-001S Remote Guidance Unit FL-T400 Fuel Tank 48-7S "Spark" Liquid Fuel Engine DLC's are allowed, but no other mods (bar visual enhancements). Submission Criteria Post a screenshot of your missile in the VAB, on the pad (or in its silo), as well as some screenshots of the missile in flight and your favorite explosions/bombings. Please write the number of warheads allocated per planet/moon as a list, as well as your score. Highest score wins. In the event of a tie, most warheads sent wins. Other criteria will be used if the previous tiebreaker does not resolve the tie. Scoring +5 per planet bombed +1 for each warhead sent to a planet/moon after the first one +25 for bombing all planets/moons -100 for each kerbal sent to space aboard the missile +25 for launching the missile out of a silo -5 if a warhead is destroyed or lost (burned up in the atmosphere, ran out of fuel during transfer, decoupled prematurely and not on a collision course, dropped by an engineer, etc) +1 for each spent rocket stage crashing into the surface of a planet/moon (excluding Kerbin) -10 per KSC building destroyed (hey, we need to spend our funds on launching more missiles, not repairing facilities!!!)
  11. I don't understand what you are implying. Perhaps post a screenshot or two for some examples that you have?
  12. This technically works, but now I have these weird "sticks" that protrude up/down from the kick stage, making it unwieldly.
  13. I'm trying to create a spin-stabilized kick stage in KSP. I've got the spin-up sequence (easy, just put sepratrons at the center of mass) done, but want to perform a spin down by doing a yoyo-despin. Is there any compact way to do this without mods? I have both DLC's.
  14. I have a few hints regarding this challenge: Doing science on the surface until you can get the Survivability node If using rockets: Attaching radial parachutes to every rocket stage that will be "expended", putting the parachute staging icon along with the decoupler for that stage, and launching the rocket. Building science planes & SSTO's (probably the easiest)
  15. I edited the challenge to specify.
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