komodo
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Posts posted by komodo
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5 hours ago, draqsko said:
I find the skirt around the bottom interesting, since it seemed to be there to protect against what looks to be radial mounted thrusters on the upper part of the station.
I too have built stations around that format, it's a nice fit. I do like that bottom one, i'll have to remember it. I was kind at least and put an airlock adjacent to the docking port.
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10 hours ago, CobaltWolf said:
The spool up time for the LR-87s is a side effect of needing to let the bwoooOOOOOP play out, but I think all the liquid engines should have it so you have reason to do more realistic launch sequences.
Tacking this on... A scan of the files shows that this is true for the titans, but not any of the other liquid engines excepting the F1. It's in use across the board on solids to great effect, though. The plume crew needs another round of applause.
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10 hours ago, CobaltWolf said:
Re: your edit, and this goes for everyone, I am REALLY awful at keeping tags updated and thinking of things that people would search for. Please feel free, especially as we approach release, to bring up these sort of user experience issues because I am REALLY not tuned into them.
I'll be "that guy"... A good whack of the titan revamp parts don't have sane tags, many are only "?sm68". This would make them easy to search for at least...
The new toys look really neat, and timely... I have a mission to build a low tech station in LKO!
Oh, and, good to be back... I'm glad everyone is doing well.
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So I had to buy more ram for my new laptop. Bad news I had to buy ram, good news is I can run KSP again. I may be around more often this fall.
I really like how the titan revamp went. The acceleration curves are amazing. Perfect score for falling off the clamps on launch, would topple again.
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1 hour ago, CobaltWolf said:
EDIT: If someone else is looking for something to do, an optional patch that makes all the engines throttle realistically would be cool as well.
I would but don't have the time to do much but click like on the WIP shots.
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On 6/19/2019 at 9:16 AM, Well said:
This cute little pod is so small, a Mk1 cabin is already a giant spacestation :
What is the part at the right/"front" of the station? I don't recognize it.
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5 hours ago, CobaltWolf said:
Yes - I really have to stress, DO NOT load a career save (or a save you care about at all, really) with the dev builds installed.
Well $&@#, I have apparently been doing it wrong since 2015
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1 hour ago, CobaltWolf said:
Yeah, no, the problem with Dyna-soar is it is basically the better part of a decade of compromise and basically trying to hide how nothing in the system was turning out how anyone wanted
That thing was an eerie harbinger of things to come in every way it seems like...
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4 hours ago, Deltac said:
Stuff
No, that sounds about right.
With historical hindsight, it's easy to make a plane from scratch. It's just hard to make an good one from scratch
If you ever get transported to the past, planes are easy: use a flat bottom Clark-Y airfoil (google it) and set the balance at 1/3 from the front of the wing chord (the front to back measure.) adjust the length of the tail until it looks right is and get a hill. Boom, flight!
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1 hour ago, Pointblank66 said:
noticed that the Duo OSM part for the shuttle has a RCSx and RCSy module that use both the stock monoprop, but when Real Fuels is installed, only the dorsel RCS ports are being converted to use the RF fuels. Is there a way to update it to make both the x and y modules use RF?
I think you might have better luck over at the RF thread. The problem isn't what the RF patch is doing, it's not doing anything to the cited lines in the part configuration. It's setting up new modules and removing resources. It may be that an additional field is needed, but there is not any MM magic that can be tweaked from what I can see.
It may be that the modulercsfx is being removed in another patch, and the new moduleEngineConfigs takes an optional thrust transform value, but there isn't anyway to know the syntax without delving into the RF docs/code. If so, you'd probably want a patch that has a pair of the new module nodes, one for each transform.
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There is a decent possibility in the next couple months that I will be in Dayton and thus (for me at least) the Air Force museum. Does anyone know if they have any interesting articles/picture requests of their exhibits?
separately, if you want an example of giant fins, try strapping a buran to the top of a SIC+SII stack. That was ... an experience.
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5 hours ago, Zorg said:
Delivering supplies to the station, basically two of my favourite mods making out here
Very neat screenshots! Was the transstage retained for OMS, or is there an additional stage?
Are those Universal storage modules in the Open service module? That might be the first I've seen that functionality visually demonstrated! If so, I'm glad it's useful.
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RL is always critical. Best of luck to you in whatever capacity you may need it.
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21 hours ago, Pappystein said:
Cr-Mo (commonly pronounced like crow-moe)
Huh. I've always heard it as Chromolly in the states. TIL.
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12 hours ago, benjee10 said:
Stuff
Cool, sounds good to me! Thanks!
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This is looking very sharp! Don’t worry about the huddled masses, take your time and do it til you’re happy!
two questions: how are you thinking of handling RCS? Shifting payloads always can be tricky.
Q2: any chance of a mesh switch on the aft engine plate for a flat version? Being KSP, i’m always thinking of ways to bash parts together in unconventional ways. A Buran-ish type can be done if so, with alternate launch stacks.
(I guess this goes as a extra one: integrated OMS pods?)
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Option 4 is interesting, as the people who are likely to want to mix and match mods probably have a good overlap with the people who have B9PS installed.
separately, the parts are looking very nice!
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4 hours ago, CobaltWolf said:
I heard y'all weren't satisfied with the current Titan decoupler...
I actually WAS, but now that you mention it...
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10 hours ago, Pappystein said:
Unfortunately there really isn't a configurable lifting surface that is retractable... so they were UGLY as well. For proper flyback at-least 1x new plugin would need to be developed and many people would think it was cheaty
Isn't that what this does? Disclaimer, I haven't given it a go before.
It's also a single player game. What is cheating in this context? (I digress before I get started!..)
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On 4/1/2019 at 8:30 AM, CobaltWolf said:
Ah. When you require fins for stability but only have boosters.
I wonder if it could be launched from the runway with that much body lift.
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1 hour ago, MaverickSawyer said:
It's ugly as sin, but it works like a charm. I love that little shuttle to bits.
Once you start down the dark path, forever will it dominate your destiny.
(Neat build!)
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1 hour ago, wile1411 said:
I'm currently using the const value of KSPUtil.dateTimeFormatter.Day as my max day and the logic is simplified to only compare against the hour/min that only appears once per day. (hours 1-6 in KSP)
Sounds like you’re most of the way there already. Something to be aware of is that value isn’t exactly “constant” constant, it will return values for 24 hour days if such is set in the game preferences. Mods that change the datetime (via khronometer) do so “transparently “, by adjusting the values of dateTimeFormatter properties behind the scene.
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5 hours ago, benjee10 said:
I’m planning on adding angle restrictions to the docking ports, but they can’t exactly be made to snap - there’s always a margin of error involved and if you set it too small it can be quite finicky.
I could have sworn that in addition to angle restrictions, that a torque parameter also was available. Let me check... https://kerbalspaceprogram.com/api/class_module_docking_node.html
i think acquireTorqueRoll allows for some measure of snapping. I would have to test it, but my free KSP time lately is restricted to the forums
maybe snapRotation and snapOffset?
[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)
in KSP1 Mod Releases
Posted
That looks pretty cool. *thumbs up*