MoparGamer
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The Needless Complexity Challenge!
MoparGamer replied to Red Dwarf's topic in KSP1 Challenges & Mission ideas
So... I heard about this thing called spin stabilization from Scott Manley, I may be doing it wrong. Note(s): There's an RTG hidden in the nosecone you can't see in the album, I've also got multiple part mods installed but they're not used for the craft. -
For an imgur album, Use [imgur ]dRS5y[/imgur] (Without the space in the first Imgur brackets) Edit: Here's a useful link for BB codes on this forum: http://forum.kerbalspaceprogram.com/misc.php?do=bbcode
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what kind of ksp DLC would you like?
MoparGamer replied to Roderik's topic in KSP1 Suggestions & Development Discussion
Example: Squad releases new Sol system DLC, through the process of making it, they develop certain tools and code to make third party additions easier. They allow everyone to use these tools regardless if they buy the DLC or not, this is so that everyone has the same mechanics available and so that the dlc doesn't split the community. Notes: My idea isn't meant to be a high profit business model, it's more so that everyone can experience the same game and if they wish to support the developers further they can buy the DLC and get some new Squad made content. As for mods that are near exact copies.... Isn't that considered plagiarism, I don't really have a solution for this; but I hope there is some sort of ethical understanding between the modding community and such things (Seems I still have some faith humanity... Odd). At my own point of plagiarism, I can already see problems of "blurred lines" Where does it begin/end? Owell. -
what kind of ksp DLC would you like?
MoparGamer replied to Roderik's topic in KSP1 Suggestions & Development Discussion
I'd buy almost any DLC for ksp, just to further support and extend development of the game. I've had far more than my $25 worth of fun with ksp. The types of DLC I'd like to see would be: 1.Additional/Alternate solar systems: Wouldn't it be awesome to send Jeb from Kerbol to Sol, or to other systems? 2.A deeper science system, possibly a combination of what Tw1 and Frank_G suggested: There's also one condition I expect from any DLC released, that they release a free update with them that includes the means to recreate the content. This is so that modding community can do their alternate versions of the DLC as well and don't get locked out. Note: I doubt squad would even consider locking the modding community out. Real game Example: Arma 3 released a Helicopter DLC, If you bought it you got to use the new helicopters and all the new features. If you didn't buy it, you just got the new features. -
I tried. Had a few drawings based on the same idea as well. http://forum.kerbalspaceprogram.com/threads/43171-KSP-3D-Moddeling-WIP http://www.impact-books.com/fantasy-sci-fi/how-to-draw-a-kraken-sea-creature And KSP itself.
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Could someone tell me how to make a tank with FSFuelswitch, empty(Via MM configs)? I've gotten here: !RESOURCE[CarbonDioxide] {} !RESOURCE[WasteWater] {} !RESOURCE[Waste] {} MODULE { name = FSfuelSwitch resourceNames = CarbonDioxide,WasteWater,Waste;CarbonDioxide;WasteWater;Waste resourceAmounts = 18800.1,180.9,19.5;119481.5;231.9;310.8 basePartMass =0.20 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } }@PART[TacWasteContainer]{ Tried some stuff with @RESOURCE[CarbonDioxide] {@amount=0}, but to no affect. Edit: !RESOURCE[CarbonDioxide] {} !RESOURCE[WasteWater] {} !RESOURCE[Waste] {} MODULE { name = FSfuelSwitch resourceNames = CarbonDioxide,WasteWater,Waste;CarbonDioxide;WasteWater;Waste resourceAmounts = 18800.1,180.9,19.5;119481.5;231.9;310.8 initialResourceAmounts = 0,0,0;0;0;0 basePartMass =0.20 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } @PART[TacWasteContainer]{
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MoparGamer replied to BahamutoD's topic in KSP1 Mod Development
Same issue as you. Edit: KerbalStuff is back online for me. -
Source: http://en.wikipedia.org/wiki/Xenon Not sure about your other questions (To lazy to look)
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There are a lot of awesome mods out there, a large list can be found Here, the list of mods Scott uses can be found Here, and there's even more that have gone unlisted and are in the WIP section. It takes a bit of looking to get your own ultimate experience as everyone plays KSP in their own way, but browsing through those various list of mods should help you find your ideal mods. Here's MY current List: [TABLE] [TR] [TD]Active Texture Management[/TD] [/TR] [TR] [TD]Better Atmosphere[/TD] [/TR] [TR] [TD]Distant Object[/TD] [/TR] [TR] [TD]Environment Visual Enhancements[/TD] [/TR] [TR] [TD][/TD] [/TR] [TR] [TD]B9 Aerospace repack[/TD] [/TR] [TR] [TD]HyperEdit[/TD] [/TR] [TR] [TD]Infernal Robotics[/TD] [/TR] [TR] [TD]Kethane[/TD] [/TR] [TR] [TD]KSP Interstellar[/TD] [/TR] [TR] [TD]Mechjeb[/TD] [/TR] [TR] [TD]Quantum Struts (Haven't found a new DL link for it)[/TD] [/TR] [TR] [TD]Enhanced Navball[/TD] [/TR] [TR] [TD]Docking Port Alignment[/TD] [/TR] [TR] [TD]KW Rocketry[/TD] [/TR] [TR] [TD]MK2 pit[/TD] [/TR] [TR] [TD]TAC Fuel Balancer[/TD] [/TR] [TR] [TD]EVA Parachutes[/TD] [/TR] [TR] [TD]VNG Plugin[/TD] [/TR] [TR] [TD]ProcFairings[/TD] [/TR] [TR] [TD]Editor Extensions[/TD] [/TR] [TR] [TD]Kerbal Attachment System[/TD] [/TR] [TR] [TD]Kerbal Alarm Clock[/TD] [/TR] [TR] [TD]Kerbal Joint Reinforcement[/TD] [/TR] [TR] [TD]Kerbal Engineer Redux[/TD] [/TR] [TR] [TD]Module Manager[/TD] [/TR] [TR] [TD]Near Future Propulsion[/TD] [/TR] [TR] [TD]Near Future Electrical[/TD] [/TR] [TR] [TD]Near Future Solar[/TD] [/TR] [TR] [TD]Near Future Construction[/TD] [/TR] [TR] [TD]Near Future Spacecraft[/TD] [/TR] [TR] [TD]SCANsat[/TD] [/TR] [TR] [TD]6s Service Compatment Tubes[/TD] [/TR] [TR] [TD]FASA[/TD] [/TR] [TR] [TD]Research Them All[/TD] [/TR] [TR] [TD]Extraplanetary Launchpads[/TD] [/TR] [/TABLE]
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I feel like this comment is pointed towards me, so just to clarify. I'm not saying add every autopilot mod into stock. I was saying that if an autopilot mod/feature were to be added; merge them, and take the best traits to create an ultimate autopilot for stock. (The basic functions of MechJeb, and the expandability of kOS) @AlamoVampire Either of the docking alignment mods would work for me.
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Just my opinion on the Mechjeb/kOS argument. Why not both? Translate Mechjeb into default type scripts, and allow for custom scripts to be loaded in and used. It would allow us to run the general functions from Mechjeb; without punishing the hard working script writers and their awesomely complex functions. Personally, the mods I want to see added in are KAS, KAC, KER, Docking alignment indicator, Interstellar(Although it has game changing features, it adds a fun bit of complexity), and more Procedural/stretchy basic parts. I'm not a fan of things like FAR or Deadly Re-entry as the challenge they've introduced to the game is annoying to me. (I'm no Jeb, just a casual KSP player) Edit: I have never used kOS.
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I need help changing sc-9001 and mystery goo
MoparGamer replied to Bluelogic32's topic in KSP1 Mods Discussions
I'm fairly sure the modulemanager mod allows you to modify stuff like that. But I personally have no experience with it. Here's the link: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-6-%28Jan-6%29 -
Best energy alternatives to stop global warming
MoparGamer replied to AngelLestat's topic in Science & Spaceflight
Personally, I think we should take a better look at antimatter. The current issue with any sort of antimatter energy production is obtaining the antimatter, If we can somehow (Looks towards the Van Allen belt & then NASA) obtain it, the physics behind creating energy from it are simple; Matter + Antimatter = Energy + Radiation. -
KSP 64bits on Windows (this time, it's not a request)
MoparGamer replied to Lilleman's topic in KSP1 Discussion
Luckily I was using the KWRocketry 3m decoupler which doesn't seem to have that trait. -
KSP 64bits on Windows (this time, it's not a request)
MoparGamer replied to Lilleman's topic in KSP1 Discussion
Seems I just had a streak of luck this morning, both of the test I was able to do earlier were just lucky right clicks. After getting home I ran through several test with a 25+ decoupler vessel with various Ejection forces and it seems that ejection force is unrelated to the decoupler issue. (tried activating decouplers with staging for awhile as well, no luck there either) It seems that I was able to get about 1 in 5 decouplers to activate by right click though. So I think that at least narrows down that the decoupling method/module is working but often gets some sort of error with the 64 bit unity player.. I also took a look at my output log as well, outside of a few odd errors (Hyper-edit, Distant object enhancement) the only thing I found was this type of line: Part KW1mDecoupler cannot load module #1. It only has 1 modules defined (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) PartModule is null. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Part KW1mDecoupler cannot load module #1. It only has 1 modules defined (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) PartModule is null. and (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Part KW3mDecoupler cannot load module #1. It only has 1 modules defined (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) PartModule is null. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Part KW3mDecoupler cannot load module #1. It only has 1 modules defined (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) PartModule is null. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Part KW3mDecoupler cannot load module #1. It only has 1 modules defined (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) PartModule is null. Just a note, I set the 1m decoupler to have an ejection force of -2500 and the 3m to 2500 (As I was testing to see if various ejection forces had any effect) -
KSP 64bits on Windows (this time, it's not a request)
MoparGamer replied to Lilleman's topic in KSP1 Discussion
Decided to try and work on the ejection force issue as well, I instead put negative values in and got some decoupler force (Although I think it's in the wrong direction). Sadly I was doing this before school so I haven't been able to extensively test it. MODULE { name = ModuleDecouple ejectionForce = -250 explosiveNodeID = top } } Would someone try this more extensively well I'm gone? -
I left it to do a quick maneuver and when I returned it began doing this :L I'll try and get you guys a cleaner image of the ship, but currently, IR doesn't want to show me the servo control menu... I've tried doing what you guys have recommended, the current Kerbol (Sun) satellite appears to be beyond saviour as the panels & MW receivers clip, and the satellite begins shaking before the ship becomes responsive or before I can transfer fuel. (Is it normal for a ship to be unresponsive for 5-10 seconds after initial loadup?) Thanks for the help so far
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The problem: for the duration of most of the flight there wasn't an issue. Upon returning from doing a quick maneuver on a different vessel, the satellite decided to start shaking uncontrollably. Here are some pictures Picture 1: The satellite as its supposed to be. Picture 2: The top right and bottom left begin to shake. Picture 3: The satellite shakes out of control Picture 4: The satellites functional purpose is put to an end, Everything breaks off. Soon after it starts dancing. I attempted restarting ksp, turning SAS off and on(And keeping it off/on), retracting the solar panels, and compacting the Infernal Robotics(IR) contraption, and updating IR to .15d instead of .14, none of it worked. Soon after I Hyperedited the satellite into the desired orbit, to save myself from having to do another 3h+ of burning. So my question is, do you have any idea of what I've done wrong here, and any suggestions on how to avoid or fix this issue?