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Everything posted by Probus
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Anyone tried an Eve-Tylo Speed run? 1. Launch a single rocket with 3 Kerbals from Kerbin to Eve. 2. Land the 3 Kerbals on Eve. 3. Take off from Eve with those 3. 4. Fly to Tylo. 5. Land the 3 Kerbals on Tylo. 6. Take off from Tylo with the same 3. 7. Land those 3 Kerbals on Kerbin... Alive. SPECIAL RULE: No Farings Allowed. Lowest total mission time wins. No mods except MechJeb and or Kerbal Engineer (for the weak). This challenge presents the difficulty of landing on a planet with a thick atmosphere and landing on a large moon with no atmosphere. May need an aircraft for Eve which will be useless for Tylo. Honestly, I'm not sure it's even possible. I'll try and set a baseline.
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Can you add a third mode/color? For when you are decending at a safe speed? Like <10 m/s?
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Just saw this thread. Is this what I was talking about over here: Isn't stock and restock waterfall FX somewhat a duplication of effort? Can't these both be combined into a single patch using: RESTOCK and !RESTOCK MM logical?
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I just had an idea!!! Can someone who is talented that way make a decal pack that looks like ice that condenses on the side of a rocket? That would be so cool! Also, FYI, one of the Vapor Vent nozzles looks just like the ice falling off the side of the rocket when it lifts off. It only lasts for the first few seconds of flight, but WOW this is going to look great!!
- 409 replies
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- decals
- totm july 2020
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Probus replied to Probus's topic in KSP1 Mod Releases
Gamedata/squad/resources/ I believe.- 1,028 replies
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- tech tree
- engineering
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Seems to be working for me, but I just started using it yesterday. And let me clarify, I'm not using Construction Time. I also have it installed on an instance of RO/RSS, but it's too soon to tell (and 1.10).
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Probus replied to JPLRepo's topic in KSP1 Mod Releases
Good idea! -
Maybe I can set one to altitude and fire off an action group (instead of staging) that shuts down the engines on the boosters and decouples them. Not perfect if they are still firing to reach apoapsis, but close.
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[1.12.x] [Planet Pack] Minor Planets Expansion
Probus replied to Exo's Lab's topic in KSP1 Mod Releases
I haven't tried this yet, but was considering adding it to my next game. If all that needs to be done is create a patch for 'invisible planets'. I'm sure one of us can do that to make it playable until @Exo's Lab's next project is ready to be released. I'm sure wondering what it is. Gonna head over to the development thread and see if I can find it.- 299 replies
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- totm dec 2021
- planet pack
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Looking for an acceleration Smart Part. I would like to decouple some boosters when my rocket shuts off its engine during its gravity turn, so the boosters will drop back close to the KSC instead of following up the core booster to finish the circularization burn. Is there already a Smart Part that will do this or would this be something new? I can use the altitude part, but it would not work under all situations and there is the risk of letting go of boosters that are still ignited.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Probus replied to JPLRepo's topic in KSP1 Mod Releases
Gonna keep an eye on this one. Can you add it to a campaign game once you've started the game but haven't made it out to any other planets? -
- Nope. There is more complexity in generating the shape of the reentry effects that this mod could not handle. This comes up enough that I should put in the FAQ though. That's too bad. But technically someone could use this system to reproduce, let's say generic, reentry effects, just not using this specific waterfall mod? Just a generic trail/plume of plasma scaled to the size of the largest part (2.5, 3.75, etc...). Maybe using altitude and velocity as color and brightness modifiers respectfully.
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Did I mention I really love this mod! Wow! This takes flag packs to the next level. Great job!
- 409 replies
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- decals
- totm july 2020
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KASTOR - Solid Rockets for Every Need! - Development Thread
Probus replied to Emilius73's topic in KSP1 Mod Development
Looking good! -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Probus replied to stupid_chris's topic in KSP1 Mod Releases
I had a patch file for FASA and Procedural Chutes. I need to find it cause I'm using both. I should update it to check for FASA automatically and give it to @stupid_chris. -
Yes. That is indeed the part I was thinking of. Thank you!
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There is a parts pack out there with RCS thrusters on booms that you could extend to give your thrusters more leverage. Does anyone remember the name of it? Been away for 3 years and just cannot find it.