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Angelo Kerman

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Everything posted by Angelo Kerman

  1. 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.
  2. The problem is with how docking works in KSP. A recessed saucer’s docking port would be buried and inaccessible. I have a part in the planning document that is a cradle for the Flapjack. It solves the problem. Also, once the mothership’s cargo bays are done, you’ll be able to fit a Flapjack inside.
  3. You know, with kerbals spewing spores, you might be able to harvest them fo a spore drive... One of the nice things about Snacks is that you can uninstall it without adverse effects. No kerbals stuck as tourists for instance..
  4. Looks like the propellant depot is taking shape? When you reuse your launchers, are they recovered? Or do you stack them in “flight” ?
  5. 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..
  6. 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..
  7. Something was nagging me about the texturing over the weekend, so... Now the Excalibur is starting to look more in the same family as the smaller Flapjack. The next KSP isn't until sometime next year, and I'm on track to finishing the mothership by end of this year...
  8. More experienced kerbals will run the resource converters faster, just like stock ISRU. But running faster also means consuming more resources.
  9. Your mileage may vary depending upon the skill of the kerbals aboard.
  10. Snacks grinder in the MPL uses 30 ec/sec. The recycler uses 3 ec/sec per kerbal.
  11. 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.
  12. @Tw1 The lightning is a custom texture that I created and produced in game with the KSP particle emitter.
  13. OOO! I like reusable boosters, looking forward to seeing more of this
  14. I made a lot of progress on the metallic look of my mothership: Finally it's looking like a 1960s flying saucer.
  15. It is possible that you have infinite electricity turned on.
  16. Thanks, I will take anlook later this week when I get more time.
  17. 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.
  18. 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.
  19. Thanks! For the Bison parts, just keep the Gondola folder and the plugins of course..
  20. I read those William Gibson books back in the day... I vaguely recall a video game called Neruomancer too.. My favorite of the genrera is still Shadownrun, though the first edition had really bad game mechanics. Now, if the Circus ends up meeting Dunklezhan...
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