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KSP2 Release Notes
Everything posted by Angelo Kerman
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Same here, at work. For the gravitic engine, use standard engine thrust transforms. The engine config has everything commented, hopefully it will help. That thrust transform is just to placate the stock engine module; it actually generates a uniform acceleration based on the vessel’s current control point. Keep in mind that the plugin is in alpha and subject to change.
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Looks like the propellant depot is taking shape? When you reuse your launchers, are they recovered? Or do you stack them in “flight” ?
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Having parts akin to SpaceX’s landing systems would be great along with a way to fly the lower stage back to base and the upper stage to orbit- without vessels getting deleted as they go out of physics range. Something like FRMS..
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My understanding is that at best I can reuse the artwork but everything else is suspect. I won’t need to port my other mods (MOLE, DSEV, Pathfinder, etc.) to KSP 2 given the direction of the new game. Not sad, I built those mods to make up for what the current game lacked. But the flying saucers might find a home in KSP 2 depending upon how much changes..
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More experienced kerbals will run the resource converters faster, just like stock ISRU. But running faster also means consuming more resources.
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Your mileage may vary depending upon the skill of the kerbals aboard.
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Snacks grinder in the MPL uses 30 ec/sec. The recycler uses 3 ec/sec per kerbal.
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The problem is that there's no flow mode defined on some of the configurations. I've fixed that up and patched the plugin to default to STAGE_PRIORITY_FLOW if the flow mode is undefined. Anyway, 1.22.2 fixes the issue.
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@Tw1 The lightning is a custom texture that I created and produced in game with the KSP particle emitter.
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OOO! I like reusable boosters, looking forward to seeing more of this
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I made a lot of progress on the metallic look of my mothership: Finally it's looking like a 1960s flying saucer.
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It is possible that you have infinite electricity turned on.
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[1.12.2] BARIS - Building A Rocket Isn't Simple
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks, I will take anlook later this week when I get more time.- 571 replies
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If you turn on resource recycling, you'll get a Soil waste product resource. You can also define your own resources if desired... Just check out the Snacks wiki from the github repo. You can also cause kerbals to faint from a lack of Snacks. Out of the box, Snacks is pretty simple but you can make it quite sophisticated if desired.
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I finished the paneling on my Excalibur mothership. Then I did some flight testing: With the panel lines drawn, I can start coloring in the saucer. That'll give me the baseline from which to make all the hull pieces.
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks! For the Bison parts, just keep the Gondola folder and the plugins of course..