LORDPrometheus
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
LORDPrometheus replied to ferram4's topic in KSP1 Mod Releases
I've noticed a bizarre incidence wherein the drag coefficient of parts decides to change mid flight causing immediate rocket disassembly * I've solved the issue: my modified procedural fairings would cause parts shielded by them to multiply their drag model by a factor of something like a gazillion and basically make the rocket run vertically through them before physics says that's not right and detonates everything. This kept happening at around 13000m. A mod update and an edit or two later and I'm good- 14,073 replies
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- ferram aerospace research
- aerodynamics
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Now-defunct-thread-that-should-not-appear-in-google-search.
LORDPrometheus replied to Cilph's topic in KSP1 Mod Releases
Beep... Beep... Beep... Beep -Sputnik 1 Chatterer makes this even more fun -
[0.22.X] BobCat ind. Historical spacecraft thread
LORDPrometheus replied to BobCat's topic in KSP1 Mod Releases
What are your system specs and how are you installing mods? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
LORDPrometheus replied to rbray89's topic in KSP1 Mod Releases
This mod makes me cry because its so beautiful yet I can't run it because of my addiction to huge parts mods -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
LORDPrometheus replied to PolecatEZ's topic in KSP1 Mod Releases
Tia isn't just great for slow PCs. It's great for everyone -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
LORDPrometheus replied to PolecatEZ's topic in KSP1 Mod Releases
The debloat.bat finds and deletes the textures in the squad folder it has a list so the new parts are left alone. I'd recommend copying your squad folder somewhere safe then running the debloat.bat then replacing the folder. If you need to remove the patch just delete the squad folder and put the backup in -
[0.22.X] BobCat ind. Historical spacecraft thread
LORDPrometheus replied to BobCat's topic in KSP1 Mod Releases
I wish the RAM usage could be lowered to under 350mb so I can actually use this on my main install its a fantastic mod just too much RAM. -
[0.22.X] BobCat ind. Historical spacecraft thread
LORDPrometheus replied to BobCat's topic in KSP1 Mod Releases
Yes the ISS uses multiple chemical systems to generate O2 and maintains a short term supply (maybe 3 or 4 days worth) of compressed oxygen for emergencies. -
I have noticed a bug wherein after launching a rocket from the silo part highlighting and selection in the spaceplane hanger is broken. I have confirmed this issue to be caused by this mod so I have sadly been forced to uninstall it until a fix is out but please keep up the good work this is getting to be fantastic very quickly
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*clap* *clap* *clap* *clap* fantastic!!! Keep it up!
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After playing KSP for more than a year. I have decided that my favorite activity is building and then destroying anything I can think of. But while disintigrating ships and debries upon impact is fun it's not the most realistic. I would like to see my caft get scratched scored dented bent punctured cracked split and ruptured not just disappear in a puff. Parts could have fracture points coded in where they can split into smaller pieces that create clouds of debries that can shred other craft too. As craft get damaged they would become ineffecient or even stop responding. Batteries would weaken and die and rcs thrusters may be broken or even stuck on! Tanks could be punctured and even capsules could be breached killing those onboard. This would create a more lifelike and exciting destruction dynamic that would calyx late damage based on debris velocity, mass, and composition. And the composition and structure of what is hit. Comment what you think and until next time Experiri non ad mortem! (Try not to die!)
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For those who are unaware there is a mod for ksp known as Remote-Tech. I would put a link but am writing this post from my phone sorry. The mod makes it so you need to add antenna and or satalite dishes to your spacecraft or otherwise loose control over them. The mod takes into account distance, transmitter strength and orientation, receiver type and orientation and data stream type. These variables translate into a time delay bwtween sending a command and your unmanned craft responding. I find that it will easily become 30+ seconds outside minmus's orbit and 60+ around duna. A similar communication feature in the base game would be an excellent addition to the game and impart alittle extra realism and use for science parts. You would need to build communication satalites or even planetary dish arrays to keep in contact with your ships. The time delay system may be too in depth for the base game but should be considered all the same. Please comment with your opinions and until next time Experiri non ad mortem (Try not to die) Prometheus
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I have been having an issue where launch supports reappear and destroy my rockets when I try and turn. I was told this is a bug with this mod which I am a big fan of. I'm not sure if there's an easy fix if I'm just being stupid or what but any help is welcome thanks.
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KIDI- Kerbal Interplanetary Defence Initiative
LORDPrometheus replied to sodopro's topic in KSP1 The Spacecraft Exchange
Several days ago I said I would post a few ships however hardware and life issues have conspired to cause issues for me. Long story short I will be posting ships starting later today or tomorrow no pictures yet (I'm on my phone writing this) progress stands as follows: Dirk interceptor: ready for release Gladius fighter: final testing Rapier Bomber: final testing Saber corvette: initial testing Scimitar destroyer: redesign Katana battle cruiser: building Claymore battleship: planned Longbow carrier: in development Crossbow escort carrier: planned Some names have been changed since before and the bombardment ship is gunna be awhile. -
KIDI- Kerbal Interplanetary Defence Initiative
LORDPrometheus replied to sodopro's topic in KSP1 The Spacecraft Exchange
That size is workable post it whenever you'd like -
KIDI- Kerbal Interplanetary Defence Initiative
LORDPrometheus replied to sodopro's topic in KSP1 The Spacecraft Exchange
I think we have a winner here -
KIDI- Kerbal Interplanetary Defence Initiative
LORDPrometheus replied to sodopro's topic in KSP1 The Spacecraft Exchange
I will post several ships over the next few days when I has time They are the: Dirk class interceptor Tanto class bomber Gladius class fighter Rapier class corvette Scimitar class frigate Cutlass class destroyer Katana class battle cruiser Claymore class battleship Broadsword class bombardment ship Recurve class escort carrier Longbow class fleet carrier All will be posted when available -
I Have a bizarre issue where my rockets spontaneously explode. it seems to happen whenever the 4 meter upper stage runs out of fuel.