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Everything posted by E.Nygma
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
E.Nygma replied to NecroBones's topic in KSP1 Mod Releases
Thanks for the info, the "light" thing was just a minor point and these form factors should play out nice with those heavy lifters I have in mind Keep up the amazing work! -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
E.Nygma replied to NecroBones's topic in KSP1 Mod Releases
Yeah, this looks much much better in my opinion! Eagerly awaiting the update! Which form factors are planned? Btw, for me its early evening Okay, thought the "light" could maybe made with sth. like the WIP texture looping/switching, ore maybe firespitter for animations? -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
E.Nygma replied to NecroBones's topic in KSP1 Mod Releases
That's amazing! A bit of nitpicking though: the edges on the main rings surface look rather sharp, maybe a more hexagonal shape would do better? And the colouring seems to be a bit off, the black looks washed out and the white greyish, is this intentional? Love the details, does the light switch if you activate the SAS (I know, now I'm greedy) ? Thank you! -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
E.Nygma replied to NecroBones's topic in KSP1 Mod Releases
Thank you for looking into it! -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
E.Nygma replied to NecroBones's topic in KSP1 Mod Releases
Hi, and congrats to another great mod pack! I might have a suggestion though: KW has this nice ASAS-system made of hollow rings for large rockets... but it looks nearly always out of place, is there a chance to get a more stock-alike one? Thanks and Regards -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
E.Nygma replied to RoverDude's topic in KSP1 Mod Releases
Thank you!- 1,694 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
E.Nygma replied to RoverDude's topic in KSP1 Mod Releases
Hi again, seems the download button redirects to the source files? Regards- 1,694 replies
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My request regarding the delay time was for the purpose of automatic probe landing e.g. on Duna, so the user can set up a fully automated program in the VAB and then watch the mission without the need to manually calculate the delays for the burns etc. (RT2 dynamically calculates delays through distance, so an automatic readout would be nice), it's more of a convenience feature though
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If I want to get a RemoteTech network to be stable over long periods (>10 kerbal years), I would have to manually adjust orbits every few years on all satellites, so the request aimed at providing an automated feature that keeps the satellite on its relative position and orbital period to all connected satellites and to the celestial body it orbits (EDIT: without the need to actively access all satellites and let them stay on rails).Now that I think of it further, it seems to be a considerable programming challenge... I suspected something like that.
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Hi and thank you for your mod, it's the kind of automated vessel control I always wanted! I have two questions/feature requests though: 1. Is it possible to add a node that gets the delay time from RemoteTech and factors it into burn times/burn points along the trajectory? 2. Is there a possibillity to program an automatic station keeping program for satellites? Thanks again and best regards EDIT: As a third request, is it possible to add AVC support? It makes trackign of updates so much easier...
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There is also this WIP, just trying it now, seems to work good...
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I love the new engine, nice addition and I can finally do away with KW (kept it for the 5m engines only...)
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Why not both? Meaning, a bigger one with just one downscaling option via tweakscale? Well, RLA never seemed to work for me for unknown reasons. My suggestion aimed not at providing a full set of underappreciated engines, just a small and lightweight -memory wise- addition to stock, mainly for optical purposes...but I also second that...Best of wishes
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More like a redesign (perhaps something a bit more technical, like a particle accelerator?) and optical diversification in 0.625 and 1.25 form factors as well as enabling autoshrouds, maybe a new glowing effect, maybe a custom decoupler... just from the top of my head...
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Hi again ☺ Your modpack continues to amaze me and congrats to the1.0 release! Are you planning on adding an ion engine in your style to 1.1? *hint* Regards
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[1.2 - 1.4][WIP] Joolian Discovery v0.8 (2015-08-14)
E.Nygma replied to NecroBones's topic in KSP1 Mod Releases
Well, actually I don't think it's the Discovery's textures, more the plethora of textures im my game (aka many mods) but thanks for the warning about texture size anyway -
[1.2 - 1.4][WIP] Joolian Discovery v0.8 (2015-08-14)
E.Nygma replied to NecroBones's topic in KSP1 Mod Releases
Love the HAL detail and thanks again for an awesome mod! Now, if I can get ATM, LOD to work properly, I will go to Jool "Discovery"-style -
Ah, okay didn't know LOD creates a separate log, will post it over at git after I get a new one, since I had trouble with a few other mods and had to redo part of my mod folder, including LOD...
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Hi gaalidas and thanks, i will investigate further and report on git if necessary.
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Hi faark, thanks for a much needed mod, it really helps a lot in saving precious memory! But, as you wrote in the OP, LOD does crash easily (I know it's a desired behavior), in my case after approx. 5-10 min in the VAB during normal building. I use ATM and Texture Replacer. I put my output log on dropbox (find it here), maybe it helps in the further development of this great mod. If you need anything else (eg. system specs, modlist) just let me know. Thanks again!
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[1.2 - 1.4][WIP] Joolian Discovery v0.8 (2015-08-14)
E.Nygma replied to NecroBones's topic in KSP1 Mod Releases
Finally! A better substitute for the Discovery-1-pod by Goodspeed. Workable pod bay doors would bei awesome, but downloading anyway Thank you very much!