Wadusher0
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Everything posted by Wadusher0
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What to do With 6000 Ms of Delta V
Wadusher0 replied to Mk3 Maniac's topic in KSP1 Gameplay Questions and Tutorials
If you have the TWR and can refuel you might be able to do a Tylo return mission. Or even a full-on Jool 5. -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Wadusher0 replied to pizzaoverhead's topic in KSP1 Mod Releases
Here's the settings I use to play my launch/re-entry song playlist { name = Launch loop = False shuffle = False preloadTime = 5 pauseOnGamePause = True disableAfterPlay = False tracks { //your songs here } playWhen { inAtmosphere = True scene = Flight situation = 56 bodyName = Kerbin } } I haven't found a way for the mod to distinguish between a launch and a re-entry, so these settings check if you're simply in the atmosphere and not landed. You'll want to use a song you're comfortable playing for launching AND re-entering, not just one or the other. You can also copy/paste these settings then rename it and set it to play at whatever atmospheric body you want, preferably with different songs for different planets.- 779 replies
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When you're in flight, pause the game, click settings, and scroll down to flightUI Elements and you'll see two options to control the size and position of the navball. You'll want to play around with those to your liking.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Wadusher0 replied to IgorZ's topic in KSP1 Mod Releases
Oh no, it works. I've done it numerous times with no glitches or explosions. If it didn't work right I wouldn't recommend it. No idea why but even at 0.0x time warp KIS will allow you to tack on parts to other parts hassle free. Or at least it works with Time Control - you could do it with Better Time Warp too, but I hear that's glitchier at 0x warp. Maybe even Kraken inducing. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Wadusher0 replied to IgorZ's topic in KSP1 Mod Releases
All right then, let me know how that goes. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Wadusher0 replied to IgorZ's topic in KSP1 Mod Releases
Hmm... now that you mention it, I think you might be able to just get your kerbal to stand on the landing gear and that way you can reach both the fuel tank and your power receiver and attach it just fine. That depends on the gear of course, as it needs to be the kind of gear to have a flat vertical surface where it attaches to the ship. If it doesn't have that, you might as well use the Time Control jetpack solution. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Wadusher0 replied to IgorZ's topic in KSP1 Mod Releases
You say you have a science lab on this vessel, correct? If so, you should be able to grab on to the very bottom of that one. If you have that between the part and where you want the part it'll help tremendously. If not, you can still use the jetpack to have your kerbal hover in the midpoint, but in order for him to be useful up there you need the Time Control mod to freeze the physics timestep, allowing you to attach parts to your ship while floating several meters above Ike's surface. This is, of course, the most Kerbal way to attach parts to a ship I can think of. I highly recommend against attempting that stunt without Time Control. It's possible in theory, but you get a fraction of a second to do it properly without it. I've tested this and the game doesn't glitch out or throw a Kraken attack if you attach parts to a ship with frozen physics. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Wadusher0 replied to IgorZ's topic in KSP1 Mod Releases
Oh I see. Well, a good way to increase the effective range of a kerbal is to move halfway between the part you need to manipulate and the location it needs to be moved to. In theory a part can be moved twice as far as your kerbal's actual range this way. You will need to put a ladder between the part and it's destination to keep the kerbal in place. If you don't have a ladder you might be able to stand on top of the vessel carrying the crane, assuming you parked it in the right place. If all else fails you can just go in the config and increase the range from 3 meters to, say, 3.5 meters. I personally have it set to 30 meters for the increased freedom to tack parts together in orbit, and because 3 meters is frustratingly tiny. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Wadusher0 replied to IgorZ's topic in KSP1 Mod Releases
Can you post a screenshot of the craft and what you're trying to accomplish? I might be able to help if I can see what's wrong with your vessel and what you're trying to carry. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Wadusher0 replied to IgorZ's topic in KSP1 Mod Releases
You might want to give your kerbals some parts from RoverDude's Konstruction mod - namely the grabbers and such. They dramatically improve the individual lift capacity of nearby kerbals, as well as their range, so you can move multi-ton part stacks the same way you move any other KIS part with these nearby, and not have to worry about controlling the cranes unless you use them to move parts over large distances. -
Is that cloud texture final or do you have a better idea in mind?
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Wadusher0 replied to IgorZ's topic in KSP1 Mod Releases
I see. Well I don't consider it cheaty when used on simple parts like containers, especially when you use a size you already unlocked, but I can't force you to use it. However, unless this mod eventually gets a 3.75m container your only option is an MM config or Tweakscale. There are mods that add their own large KIS containers, but the aesthetic is usually completely different. I've seen huge containers in Lack Luster Labs, for example, but they're boxes... -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Wadusher0 replied to IgorZ's topic in KSP1 Mod Releases
Are you using TweakScale? I'm fairly certain the containers are compatible with it, and would increase their space as they were scaled up. -
Probably the same thing that happens when you crash into the sun.
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If Stock Visual Enhancements uses/is compatible with Environmental Visual Enhancements - which this mod is bundled with - then it should be.
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There is already a mod that does exactly what you're looking for, albeit tuned to stockalike sizes. It's mostly a Kopernicus config with visual enhancements and some planets with a custom plugin for the black hole's visuals. You can look through the configs to see how the author goes about this. However, since you're tuning your mod to Real Solar System, you're black hole needs to match the range of real world supermassive black holes. Interstellar's Gargantua is around the size of most supermassive black holes at 100 million solar masses (1.98*1038 kilograms). I calculated the diameter and got, well, a ridiculous number at 156843367301735344213639569... somethings. No idea if that's in meters or kilometers, I'll have to ask around. If you want realism, that's how big and heavy your black hole needs to be. It also needs to be an absurd distance away, for obvious reasons. You could put it at the center of the galaxy, at 25,000 light years away, but then you have Sagittarius A* - the Milky Way black hole - not Gargantua... But I'll leave that up to you. Oh, and you need to re-parent kerbol The Sun to that monstrosity, for even more realism. There is at least one mod that does just that, but with it's own parent - namely Galactic Neighborhood. I have no idea how KSP would handle such a beast... it may or may not crash upon attempting to load it in the tracking station. You'll have to ask someone else for help with getting it to co-operate with RSS though, especially if you re-parent RSS. I suggest making it orbit the stock system at your preferred distance when testing it and then re-parent the sun to it when everything's finalized.
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Should be, given that it's only visual enhancements. The mod will probably work fine without it, but there's no guarantee the black hole will look presentable.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Wadusher0 replied to Theysen's topic in KSP1 Mod Releases
...wrong thread?- 2,215 replies
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Oh perfect. I'll probably still make an attempt to go there via USI Warp Drives and skip the wormhole just for fun, if only in the late game, but I'm glad it'll be there.
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The whole point of having a planet pack this far from Kerbin is to give a use for warp drives or KSP Interstellar engines. Also I doubt the dev has plans for a wormhole. Never mind!
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Wadusher0 replied to Gameslinx's topic in KSP1 Mod Releases
I don't think it makes sense to have a black hole inside the Kerbol system. If you're going to add one, it should be the center of an entirely new system light years from Kerbol, which is might be better off in a separate planet pack.- 2,453 replies
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Wadusher0 replied to pizzaoverhead's topic in KSP1 Mod Releases
So how do I configure a specific track to play in orbit while moving to dock with a station? I'm thinking of getting this to play when a station and another vessel are both within physics range and in orbit, but I'm not sure how to go about that by editing the bundled config file.- 779 replies
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Looking for offplanet building mod...
Wadusher0 replied to Probodobodyne QBE's topic in KSP1 Mods Discussions
There's also OSE Workshop for when you need individual parts built off-world and not whole spacecraft. All of these mods have the limitation that kerbals are a requirement. The only thing you can do with a robotic mission involving these mods is set up the infrastructure to get them building. If you have a life support mod installed then getting the parts there before the kerbals should be a priority. -
If you ask me, this is the type of black hole you'd find at the center of the Kerbal galaxy, which Kerbol would be in orbit of, not the other way around. There are, of course, plenty of planet packs that introduce multiple star systems so far away that you need a warp drive to reach them. You could take a look at their config files to see how they handle it, though most involve changing the origin star from Kerbol to something a truly mind-blowing distance away, and making Kerbol and any custom stars orbit that. If that's too complicated, just add a ton of zeroes to Kargantua's orbital distance. EDIT: Looking at the figure in the OP, you probably wouldn't need to add more than one or two zeroes to clear Plock, but if you want to be realistic you'd add enough zeroes to move this thing light years away.
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