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KSP2 Release Notes
Everything posted by Herr Doktor Strangemember
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
Herr Doktor Strangemember replied to RoverDude's topic in KSP1 Mod Releases
Well am so glad to see this back again, Project Orion is what got me hooked on KSP. Now I have a manly tear in the corner of my eye and a maniacal grin on my face... -
[1.0.4] Scott Manley Head Pack!
Herr Doktor Strangemember replied to Potatto's topic in KSP1 Mod Releases
Thanks for the warning, now I can stockpile enough vodka to wipe out my short term memory before it ends up in my long term memory. -
I'm surprised no one has mentioned how the fight would likely start with a cyberwar attack launched months ago. Viruses, Trojans, Computer Worms etc, all they have to do just attack and you force the enemy to waste time and resources killing your cyber minions. As for 'dumb' projectiles I can see a use, area denial, fire a few thousand on likely courses and you force you enemy to spend more time thinking about 'ok I dodge left, but he knows I like to dodge left therefore I'll dodge right, but he knows that I know that he knows...', sure you may never hit with one, but again it makes the enemy think, and react to you, and if one of those lumps of hits...golden BB time. As for attacking planets, no thanks all that space to hide weapons in, and all that mass to absorb heat from how many PD laser weapons you feel you need. Also the difference between a PD laser weapon and a ship killer is razor thin, likely attacking a planet would be a formal affair once you can 'prove' you can beat the planet's defense they'd likely surrender rather than deal with an orbital bombardment.
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Ok here is my list of mods that we seem to have in common; ScanSat v14.0 Stockalike Station Parts v0.3.3 Near Future Solar 0.5.3 Near Future Construction 0.5.4 Near Future Spacecraft Parts 0.4.3 Near Future Electrical 0.5.2 Near Future Propulsion 0.5.3 MechJeb 2.5.3 Infernal Robotics 0.21.2 Kerbal Alarm Clock 3.4.0.0 Fusebox 1.5 Rasterprop Monitor 0.21.1 Dmagic Orbital Science 1.0.7 KAS 0.5.3 KIS 1.2.0 OSE Workshop 0.9.2 Chatterer 0.9.6 Kerbal Joint Reinforcement 3.1.4 Novapunch 2.09 RoverDude USI mods (all current) B9 Aerospace Procedural Parts 0.40 Hope that's useful to someone.
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Well good news of a kind, I got the Mk4 cockpit to show up, however I did it by changing the .cfg from 'TechRequired = largeControl' to 'TechRequired = experimentalAerodynamics'. Now why is 'largeControl' there in the first place and causing problems? Anyone know what mod uses that node? Thanks in advance.
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Is anyone aware of any mods that conflict with this mod, I seem to be missing several parts. The cockpit most noticeably. I've switched to aggressive texture management with no luck, tried a new career game and sandbox game, but since I have 129 mods any educated guesses where I should start looking for a conflict. BTW thanks Nert for all the work.
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Cosmic_Farmer I hear you about the mod fatigue, it does get annoying (polite word) when you keep doing the same thing over and over and over, then it get 'tweaked' and the process starts again. I don't know if this will help but thanks for your work on this mod, and seriously take break if needed, burnout on things you love to do is painful. Oh and Wombat thanks to you as well, seriously guys take bow, and deep breath if needed. PS Is it done yet?!?!?!?!?!?!
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Just a suggestion but you might want to see how Eskandare made the custom sound effects for his mod, Thermal Nuclear, work in the game. Might point the way to beating your issue with sound effects into submission. Just my $0.02.
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What gave it away? Seriously I had just started using NEAR when 1.0 came out and was loving it, I had looked at FAR and thought 'not now maybe much later'. Oddly enough I never was a spaceplane enthusiast until .90, and I began using NEAR. Now especially with tourist missions SSTO/spaceplanes make alot of sense, plus there are some wonderful mods out there (like this one!) that let me indulge my inner mad scientist.
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Well it was a bit of a kludge design I'll admit, it was planned for Kerbin/Mun/Minimus rescue/personal transfer/tourist flights under 1.0.2, I used the LANTERN from Porkjetès Atomic Age pack to boost it past the Mach barrier if needed, or I was impatient. Once it was past the Mach barrier it just kept going, and going. As for drag I have MUCH worse...
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Hmm well I thought I'd post one of my old (pre 1.0.4) scram-jets to compare. Here is the Tourist Trap.
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So, pretty much any pulsedet engine will sound like a cross between a Vulcan cannon firing and a dragon with diarrhea. Hmm I wonder...can you play music with pulsedets, imagine the Ride of Valkyries played with a pulsedet pipe organ...at 200 decibels...
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Meatless Industries 1.1.1.1.1.1 (?) [1.0.2] (Jun 4)
Herr Doktor Strangemember replied to DuoDex's topic in KSP1 Mod Releases
How about Soybean Scientific Solutions? -
[1.2.1] TRP-Hire (formerly KSI Hiring)
Herr Doktor Strangemember replied to TheReadPanda's topic in KSP1 Mod Releases
Awesome mod, perfect solution to those MKS problems of 30 pilots and one(!!) engineer. -
My usual design is turbo-ramjets to get to speeds that the scramjets work at, then once I hit orbit (with much screaming ) I use nukes for vacuum, that way I only need one type of fuel. I'm sure there a better ways than using 3 engine types, but I like it.
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Orion aka "Ol' Boom-boom"
Herr Doktor Strangemember replied to nyrath's topic in KSP1 Mod Development
Please take your time, I'm sure that I can blow up/crash something in the meantime. Seriously love the mod. -
Definitely interested, so you use pathfinder to plop down a colony a good point then use MKS to build it up and then if you want build even bigger like with Civ Pop? Also will there be parts for pathfinder that allow you build on asteroids? Also can mine/refine/build with just Pathfinder? Maybe at lower efficiency? Oh definitely watching this.
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Maybe a hypersonic cockpit, I know there is one in B9 but some variety is always nice. Or maybe cockpit plus other parts with cooling systems you mentioned built in. Also any thoughts on a Pulse Det engine as from the Blackswift project? The oxidizer as coolant I like gives me a reason to build SRAMs with OX.
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What do you get when you add SCRAMjets to KSP, a game of interplanetary lawn darts... Oh, and Notalogh thanks for the tip on a good flight profile for the SCRAMjets, just did my first successful mission with 'em.
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Love these parts, hard to get the right speed/alt but once you hit the sweet spot....you'll be breaking all kinds of things, like windows on another continent. Also a bit of advice once the SCRamjets kick in do not stay in the atmosphere, things will melt. In a very scary way, I don't think Jeb smiled once in the maiden flight up until things fell off.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Herr Doktor Strangemember replied to Nertea's topic in KSP1 Mod Releases
Add my praise as well to the heaping pile of praise that is piling up to prodigious portions of pure preeminence. (I know I was reaching on that last one, alliteration is harder than it looks... )