Wadusher0
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Ok, I'll look into it.
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Really? I don't see why that would be the case since you wouldn't need to tweak and redistribute parts of those mods directly for a module manager config.
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That's what I was afraid of... I wonder if its possible to simply make a config file for MKS inflatables act as KIS containers? If not, I think I'll stick to printing Extraplanetary Launchpad parts on-site instead.
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So I've been playing around with OSE Workshop and one of the first things I tried to do is expand the size of my KIS storage on-site, only to realize that's impossible since it involves fitting a large container in a small one. The obvious workaround is to make an inflatable one with the workshop, but which mods add those?
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Ditch The Royalty Free Music
Wadusher0 replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
Well there is the soundtrack editor mod. -
You Will Not Go To Space Today - Post your fails here!
Wadusher0 replied to Mastodon's topic in KSP1 Discussion
Apparently clipping parts inside your base with KIS is Kraken bait... Whoops. -
Ways to make game load faster
Wadusher0 replied to Las-pen's topic in KSP1 Gameplay Questions and Tutorials
If that's the case, where does the majority of the work loading KSP happen? -
I would recommend using RCS Build Aid, which tells you where your center of mass will be when your fuel tanks are empty, as well as the exact amount of torque your engines produce - two vital pieces of info for VTOL design you can't easily find in stock. At least not as easily as with this mod. You could eyeball it, but that'll take significantly longer to design.
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Alternatively, use a fuel cell array. One of those can power just one big drill plus a refinery while still leaving you with a fuel surplus, provided you have a 5 star engineer. You also won't timewarp nearly as long or spend anywhere close to the amount of money 4 RTGs require.
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[WIP][1.3] Modular Pod Extensions
Wadusher0 replied to TiktaalikDreaming's topic in KSP1 Mod Development
Can confirm; RCS Build Aid shows the heat shield variant inducing huge amounts of roll, and the exact angles of each individual engine. All of them seem to be very slightly sideways facing on that, but the non-heatshield engine is properly aligned. No idea why the heatshield engine only sometimes rolled though.- 150 replies
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Wadusher0 replied to Nils277's topic in KSP1 Mod Releases
Those are purely decorative, as you may have guessed. Another reason they're IVAs and not hollow exteriors is so you can actually see those fun little details. Otherwise you're screen would be filled by the kerbal you're controlling. Also, I don't know if the control modules in this pack are RasterPropMonitor compatible, but if they are, then a hollow exterior command module in KPBS format throws those functions out the window. It would essentially be a glorified command seat. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Wadusher0 replied to Nils277's topic in KSP1 Mod Releases
That's only possible on EVA, which requires the vast majority of the part to be a hollow exterior, rather than solid with a proper IVA. Which isn't exactly practical with these parts. -
"Start" Science Node: How High Can You Get?
Wadusher0 replied to Kermunmus's topic in KSP1 Challenges & Mission ideas
I see... Well, looks like the mk16 chute is much too weak. I placed loads of them on my craft and couldn't slow down at all. You could try EVAing some time before you hit the ground - the weird physics of EVA kerbals sometimes stops them from exploding. -
"Start" Science Node: How High Can You Get?
Wadusher0 replied to Kermunmus's topic in KSP1 Challenges & Mission ideas
Did you get into a low enough orbit that the kerbal can push the craft to the edge of the atmosphere? Because at that point that's your only option given that the kerbals have a very low temperature tolerance. Well, that and adding moar boosters of course.