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KSP2 Release Notes
Everything posted by tjsnh
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Those new parts are looking great! I particularly like the new comms dish and docking port.
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Request : When making the .cfg files for the "clean slate" Tantares pack, is it possible to use unique part names that won't conflict/overlap with parts from the "old" Tantares? For example "name = TantaresNG_Crew_A" instead of "name = Tantares_Crew_A"? (or something like that) The reasoning is that it would make things far more simple for modders to make modulemanager patches if both mods are installed side by side. To be specific, for my own mod I'd like to allow the user to have the "new" and "old" installed side by side, and use a simple modulemanager patch to remove the "old" parts which have been replaced/updated, without requiring them to go in and manually delete directories etc etc if that makes sense.
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Only if they're very low-profile. For example, the stock radiator parts "bulge out" quite a bit from what you attach them to, where the LOK radiators are (or should be) very flat.
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I think I completely misunderstood your earlier post - so you're basically "starting over" for 1.2 with the new texture paradigm?
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What are your plans for releasing an update once 1.2 lands (in a few days) for commnet compatibility for the transmitter parts? Do you need a hand with that?
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[1.4.1] Monkey Business Inc.( classicparts+octolander+retroparts)
tjsnh replied to blacsky33's topic in KSP1 Mod Releases
Are there any plans to update the LK parts to match the slightly smaller LK in the recent Tantares releases? -
NASA has used KSP screenshots on twitter a couple of times.
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This looks WAY better than the old one.
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Soviet Space Program, career-mode total conversion[1.3] 6/4/17
tjsnh replied to tjsnh's topic in KSP1 Mod Releases
Just a note - I'm going to delay the next release until after 1.1.2 stable lands. I've been poking around with the experimental build, and I want to make sure this pack is compatible with it, so the next update will be a week or two after 1.1.2 comes out. I'm tentatively planning to drop support for remotetech (may offer it as an optional add on) which will simplify installation and allow ckan integration (I think). -
Just a note - I'm going to delay the next release until after 1.1.2 stable lands. I've been poking around with the experimental build, and I want to make sure this pack is compatible with it, so the next update will be a week or two after 1.1.2 comes out. I'm tentatively planning to drop support for remotetech (may offer it as an optional add on) which will simplify installation and allow ckan integration (I think).
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That would be killer as a Kerbal Konstructs site.
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I meant generally having textures that look slightly "shiney" and don't fit with the stock parts.
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Love the styling on the new textures - but please for the love of Korolev, make sure they stay "stock alike" and don't go all FASA on us. :-)
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Been discussed. Clip some fins into the tanks.
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I'm sure "unofficial" remotetech support will still be available from other modders *coughlikemecough*
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When I have time (probably not for another week or two) to work on the next rev of SSP, I plan to give the Soyuz capsule 10 electricity, no SAS, and only 1 torque. The idea being that you'll need to line up your re-entry before jettisoning the other modules (just like the real thing) and also as a reason gameplay-wise to bring the Orbital Module along. I may also add SAS to the LK rcs/control block (that goes on top) so you can make a convincing Zond using it with the Soyuz pod. (btw would still LOVE to see a set of solar panels with the forward-facing antennas - probably the ones that don't auto-rotate)
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In regards to a 3-person soyuz, I played around a little bit at re-sizing the entire R-7 and Soyuz stack up to 1.875m scale, and it was a much better size to fit 3 kerbals. However the rescale caused a good amount of other problems that I wasn't able to compensate for "cleanly" so I scrapped the rescale idea in the revamp of my SSP mod. I may revisit the idea in the future, but IMHO it creates too much extra work since a lot of other parts (the whole TKS/VA series, the Blok-D tank, the LK lander, Salyut/Mir parts, etc) all need to be resized as well in order to look right. At the end of the day, it's just too much work and creates too many odd bugs to justify the 3-crew Soyuz - especially when the VA fits 3.
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Apropos balance discussions about the soyuz - in the next rev of my SSP mod, the soyuz will be tweaked significantly. Elec capacity very low, OM has good batteries, no mono, no reaction wheel, and a few other nerfs. I may have a second soyuz using one of Beale's recolors higher up the tech tree that isn't nerfed as badly. I've noticed the same thing as others have mentioned, the basic soyuz mod is slightly OP on it's own, been working on ways to make it more balanced.
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Go for it :-) I tried to tweak it so that a "standard-ish" Mun landing wound cost between 100,000 and 150,000. When playing stock, this was roughly the cost of a simple Mun landing mission and the contract system is balanced for it.
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I also use the N1 stack to launch LK-700 (MK-700 :-) ) missions, ends up being a LOT simpler as you pointed out. Also a LOT cheaper in career mode. Constructing a functional UR-700 work-alike is over a quarter of a million funds, whereas the N1 stack (in my SSP mod anyway) is less than half that.
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Soviet Space Program, career-mode total conversion[1.3] 6/4/17
tjsnh replied to tjsnh's topic in KSP1 Mod Releases
I've gotten a good amount of feedback , an update will be coming in about a month. New parts, bug fixes, additional support & instructions on moving the KSC launch site into the desert like Baikonur, more .craft files, some tech tree refinements, contract tweaks, etc. -
EPIC!! (Not that I'm biased at all ....)
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Found the error, turns out KEYname = needs to be KSC no matter what. Added in a few launch sites from other people's configs, but they all show up clipped into the ground. Looks like from here it's just config file tweaking, thanks for the mod suggestion :-)