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Everything posted by Enceos
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Does the 1.25 heatshield matter anymore?
Enceos replied to Firemetal's topic in KSP1 Gameplay Questions and Tutorials
@Nathair @ibanix Heat shields were designed with Jool aerobraking in mind, no wonder they seem too durable for Kerbin reentries. Mind my words, Apollo capsule heat shields never used more than a third of their ablative material when returning from the Moon, NASA overengineered them for safety. -
[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
Enceos replied to severedsolo's topic in KSP1 Mod Releases
@severedsolo If this pack is made by the author of Bases and Stations, I'm adding this without questioning :3 ♥ A link to a pre-release won't hurt- 205 replies
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Does the 1.25 heatshield matter anymore?
Enceos replied to Firemetal's topic in KSP1 Gameplay Questions and Tutorials
@Firemetal Now that's an engineering challenge. You can use several clipping heatshields with lower ablator. KSP is a lego game, and gives even more freedom than LEGO in designing things. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Enceos replied to JPLRepo's topic in KSP1 Mod Releases
I see, so 64px is the lowest mipmap stored? -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Enceos replied to JPLRepo's topic in KSP1 Mod Releases
Yeah so true ) Same with Ceres, I was following the Dawn mission throughout the year and it was so exciting to see more and more details pop up in the photos. They're launching Cassini into its final descent through the Saturn rings next year. I so want to see those photos, until now we could only imagine what's inside the rings. -
Does the 1.25 heatshield matter anymore?
Enceos replied to Firemetal's topic in KSP1 Gameplay Questions and Tutorials
@Firemetal Bigger heatshields and a lighter craft mean faster slowdown and less heat. Imagine a feather moving at 20km/sec towards earth. Do you think it is gonna burn? Nop, it will slow down very very fast and gently descend unharmed because of its very high drag/weight ratio. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Enceos replied to JPLRepo's topic in KSP1 Mod Releases
@JPLRepo To enhance the feeling of discovery I would make the lowest heightmap resolution of 32px for Detail Level 1. 64 is still too vivid for a newly discovered planet. -
I believe this is a question to the awesome @Thomas P., if it's at all possible with the Kopernicus.
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Do you have a screenshot that makes you laugh every time?
Enceos replied to Randazzo's topic in KSP1 Discussion
This was the funniest vid evar =D After serious budget cuts at the Kerbal Space Agency, they turn to the one contractor they can still afford: Bargain Rocket Parts Inc. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Enceos replied to Thomas P.'s topic in KSP1 Mod Releases
This question belongs to the Kopernicus thread. @Red Iron Crown would you move it please? -
@Mythos Brilliant! Thank you very much for this detailed explanation. I stumbled upon a need to change that because the "Redock Vessel" feature of KIS doesn't like preattached nodes, only docked ones.
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Check the part config of the tiles, it should have a module MODULE { name = ModuleKISItem volumeOverride = 1500 stackable = true allowPartAttach = 2 allowStaticAttach = 1 staticAttachBreakForce = 500 <- make sure this number is high. }
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EPL has a recipe system where you assign specific resources for building specifing things. For example to make heatshields with full ablator EPL uses this recipe: @ShotgunNinja I made a compatibility patch which makes the Shielding resource buildable by the ExtraPlanetaryLaunchpads mod. EL_ResourceRecipe { name = Shielding Resources { RocketParts = 400 } } @EL_ResourceRecipe[Shielding]:NEEDS[Kolonization] { -Resources {} Resources { MaterialKits = 800 } }
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@Mythos I believe you've been digging into this, how do I change the PreAttached docking ports to the Docked state?
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Launch Clamp How-To (Tutorial)
Enceos replied to NecroBones's topic in KSP1 Modelling and Texturing Discussion
Summoning @CaptainKipard, this needs to go to the modding links compilation thread. -
Landing Legs Explode on Ground Contact
Enceos replied to Ven's topic in KSP1 Modelling and Texturing Discussion
@NecroBones was digging the peculiarities of landing legs modelling for KSP 1.1 -
Good planes for learning to fly in FAR?
Enceos replied to Gordon Fecyk's topic in KSP1 Mods Discussions
@Gordon Fecyk There's a very good thread with links: -
I've never used EPL orbital recycler before, it was a pleasant surprise when I did :3 @taniwha have you experimented with a procedural spawning process?
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[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
Enceos replied to IgorZ's topic in KSP1 Mod Releases
Amazing work! Love the Alt + Click vessel change especially! Simply Godsent for building and maintaining bases. -
@SCESW @AlexGodbehere Actually the major reason bases blow up is a ground attachment. Use it only for simple parts like Floodlight Stand, Landing Pad etc. Don't attach any part of your base to the ground and you'll be fine.