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  1. Some engineering can make it work, the KSP way but I haven't been able to find an example of this implemented. Can you please point me to where you've seen this? Another thing is, is there a way to modify the speed of the explosion FX? or does that depend on the explModelPath asset? It seems fast and the smoke abruptly disappears
  2. is there a way that I can increase the brightness of cities when I'm in orbit? I'm flying over Gibraltar and the population centers all look like lakes from 200km. Is it some "dropoff" value set somewhere? For example, North Africa here doesn't have this many bodies of water, they're population centers. And look at the black spot at northern Portland
  3. Is an ICBM or artillery missile possible? Is there a way that I can make a part that has the module BDModuleNuke detonate when it hits the ground? I have it set up like the the basic dumb bomb .cfg's, plus the nuke module, but my craft hits the ground and the fx don't go off
  4. @BIOZ have you experienced this sort of ground tearing? it's like it's way too wrinkly EDIT: solution found, install Scatterer Version 0.0835, or lower maxTessellation in ParallaxGlobalConfig (around 1-10 is good)
  5. OH MY GOD thank you so much! this is the ticket! I was looking at this yesterday and was getting so frustrated lol
  6. Hi, a lot of my jet engines have broken nozzles, no exhaust effects, and exert no thrust on the craft (even though the tooltip says there's thrust) Anybody seen this before?
  7. If somebody wants to take a better crack at it, I can share the original model. It came with a lot of different materials, but I couldn't switch them to the KSP shaders, so I just used the same 1 material w/ `diffuse` KSP shader for the whole thing. Like Tangle said, it's a mass simulator and visual reference, but I agree that a nicer textured model could be a cool prop. For now I pretend that everything the suit is made of is a silvery white color.
  8. Complete your Realism Overhaul installation! Simple standing human astronaut model. You can find it in the structural tab. Representing a 1.8 meter, 6'3'' astronaut, maybe 5'11'' w/o helmet. I was shocked that I have never seen a mod that adds a spacesuit as a part, and I've been downloading mods since 0.15. Please, correct the record if you've seen another one. I learned how to add parts to KSP purely for this astronaut. Download: https://spacedock.info/mod/3032/Human Spacesuit#info Licensed under MIT License
  9. this was done on a fresh install of 1.12.2, even though the screenshot is not vanilla it is the exact same message if the only thing installed is Recall and Tweakscale
  10. I'm playing in 1.10, and when I try to land on Armstrong I begin clipping through the surface then die. I am playing with the 2.5x rescale
  11. Has anybody solved the issue where the GAP contracts under the "All" tab cannot be accepted or declined? they're basically just grayed out. Upon starting a new 1.8.1 save, I am able to accept the prototype contracts, but I can't even accept the glider contract. I'm playing with Realism Overhaul, and no other contract packs. I'm also not seeing the KSC Airlines contracts.
  12. Does anybody know where I can find the config definition for Peenemunde in the launch_sites config? I remember it was there at one point, and I see some videos where that's an option.
  13. Thanks for the heads up! hot staging seems to be the way to go. The parts rescaled by 2.0 looked a bit out of place. I had a the Russian knock-off as a frame of reference. I did try version 0.19.1 but the the nodes were completely off from where they were in 0.19. I scaled up the A-10 fairing slightly to close the gaps since I play with FAR, it's voxel model should consider that part an enclosed hull.
  14. Quick question: I'm playing my 1.6.1 Realism Overhaul installation. By what values should I set the @rescaleFactor for the A-9 parts? The winged fairing and ramjet aren't scaled. On another note, I'm wondering what's up with the gaps in the A-10 top fairing? Is that for wings?
  15. Is it at all possible to see a backport to 1.6.1, or does it rely on new features in release 1.7? I'm sure lots of people playing Realism Overhaul would love to use this. Also, is it within the capabilities of plugins to append the Icon_Hidden tag to the whole part model itself? This way, with the module applied to something like Procedural Parts for example, you can make arbitrary cavities in your ships.
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