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  2. Minor update - 2.1.2 Mod is now fully disabled when Kerbalism is installed (thanks SirMortimer) Corrected units in solar altitude display Added Chinese localization (tinygrox)
  3. I mean that I'd conceptually want to be able to port the models to KSP2, which we're pretty sure uses a different shading model, so the new textures should be built with that in the back of my mind. Current ones are not.
  4. Considering the usual TWR of SEP/NEP ships you're achieving quite a good TWR. 'High thrust' in the EP world means TWR sitting near or above 0.1. If you want a high TWR ship, you will need to use chemical or nuclear engines and pay the Isp price. Without crazy stuff like Orion, fusion or antimatter drives, that's just the way of the game. Side note, to get a realistic TWR for NFP engines, divide by 1000! They're very, very good compared to their IRL counterparts.
  5. Which sure enough mentions a British use to target German aircraft responding to their own IFF. The technology just wasn't there to make the encryption fast, light, and strong enough at the same time. But apparently it didn't stop them from trying (and of course British vs. German air battles were typically fought at night where visual identification was far, far, worse. So they pretty much had to try).
  6. Thanks, that would be awesome -- but also, no one is in a hurry, so please take whatever time you need. It's just cool to see how the creator intended the parts to be used.
  7. Its 'whenever I get the time in my busy life to spend some time modding on a game that I haven't actually been able to play in ~9 months'. Could be this weekend, could be sometime next year. It'll be out when its out. Basically right now I'm working on tracking down some long standing mysteries with regards to external mod interaction, and cleaning up a few edge cases on material handling. This is slow work -- long cycles of adding some debug statements, relaunching KSP, and waiting ~5 minutes for it to boot up, just to read through a log file for another ~10 minutes to look of oddities. Worse yet is when I actually need to make changes to shaders -- those take about ~25 minutes to recompile in Unity, another few minutes to package up and update the in-use version, and then still longer for KSP to start up. The other side of all this is -- the current/previous/published versions appears to work in 1.8, so nothing is stopping you from using it (which is also why I'm not in any huge rush to do a release; if it isn't broke, no need to 'fix' it).
  8. I admire anyone who makes the effort to post a mod and/or maintain it, and am most grateful to all for their efforts. Selecting favorites; I'm not sure I see a benefit there. So have to abstain from an actual vote. ...but thank you to all of these folks, and anyone that may not be listed.
  9. later on I can share more details, (remote now) If you look to the current size of the ship it is already huge, 45m diameter 1.4km long, 1 million tones when full loaded. Now image a super large ring with instances of this ship and even one stage of Daedalus engines in the middle, KSP is not prepared for things of this scale/magnitude, so is very painful to do edition, some times I prefer the notepad++ to do small changes. But I don't consider it impossible. If you look close: "0.613, 0.95, 1.13, 1.875, 2.5, 3.75, 5.0, 7.5, 10, 15, 20, 30, 45 " All this values are +-50% bigger except the last one, with 45 still follow the rule of 50% bigger. But hey... I like big things specially engines!
  10. Dunno, try right-clicking on station parts and see if the option appears.
  11. It's a completely new Install and DMagic and ScanSat are the first two Mods I've added to it but the Problem still persists. As of now, I can only supply the Log Files from an older Installation: Current ones will follow shortly.
  12. LoL, love watching the legs scrabble a bit as it looses traction. Good times Indeed -- this is what I wrote the plugin for; all the fun stuff that would be hard/impossible with the stock system. Edit: After re-watching a few times, it just gets more awesome each time. Truly, some out of the box thinking and rigging there -- nice work
  13. Amazing! First mars LK I have seen! (My memory is very bad though) cool idea to use the FGB tanks.
  14. Today
  15. In fact, there were early systems in use.
  16. I tried to figure out how to (re)create .kspedia files but its such a hassle and the tutorials I found are so outdated that I just cant be bothered. I tried my best but if SQUAD thinks thats the best way to "allow people to implement their own kspedia entries" I'm out -.-
  17. Its schwarzschild radius is ~22 million Km, none the less still a good grav assist
  18. We have to figure out what makes them more stable. A possible explanation would be to increase breakingForce and breakingTorque on parts or add struts
  19. I can build faster ships, based on this Bussard engines that I have in mind... the problem is that I don't have the parts that I need to construct them in a way that keep them more robust. I have a version of this ship that do 0.9c but once I turn on the engines... all blow away. For now this one that do 0.41c cruise is the most stable one, actually is very stable.
  20. I prefer the buttons (as in the ones in the UI not keyboard ones) myself. The example you've provided above looks to be the best option here.
  21. I think static in space would work just fine for all practical stock purposes. That said, having them orbit a to-scale galaxy with a central point would offer a lot of opportunities to modders and the more ambitious.
  22. Well can this be done after going into flight? The station is (was) at "10", same as the ships (default).
  23. True, and a gun optimized to hit a V-1 is unlikely to hit a spitfire (wrong lead times). But I doubt that electronic IFF (identify friend or foe) was a thing during WWII. Somebody had to see the aircraft and decide shoot/don't shoot.
  24. Everywhere lately I've been seeing paper "ceiling darts" embedded in the ceiling. It's really annoying.
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