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EleSigma

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Everything posted by EleSigma

  1. Well is there a way to edit the config to change the ambient lighting on Thalia's surface then?
  2. I'm using the alternate Ciro config, and planetshine (I don't think that has anything to do with it?) also going into map mode on my probe, zooming out, and then moving the camera up and down, it seems the texture doesn't disappear (since if that was the case you'd be looking through the planet) rather it just keeps getting darker until it goes completely black the closer you get to the surface. I know it's supposed to get darker when you're close to the surface. What controls the lighting of the surface?
  3. @JadeOfMaar I was wondering, is the disappearing surface when you get close to Thalia intended or missing textures? I managed to land anyways, but still it's annoying having to slowly descend 3000~ meters at around 10 m/s because you don't know when you're going to hit something.
  4. It's not Sarnus. He's going to put rings on Sarnus but not for Urlum and disabling them on Jool.
  5. Sacrificing rings on two bodies for clouds and proper atmospheres on others seems like a fair trade I think.
  6. I was wondering if there would be be clouds added for some of the various bodies? I understand there being no clouds for the bodies that have 0.01 atmosphere, but for planets like Niven, and moons like Tarsiss and Catullus shouldn't there be clouds since their atmospheres are thick enough to support some kind of weather system?
  7. So I'm about to load up this mod for the first time and give it a try. I'm noticing there's a lot of detail and immersion with this mod, so is there any career mode mods you would recommend? Since I don't think starting with a manned capsule would be the right way to go about playing this.
  8. To mention some to add to the list: EVE (Environmental Visual Enhancements) is still active. It adds clouds to KSP. Then there's the Extrasolar planetary system mod, which works with the current version and development just recently started back up for: Cormorant Aeronology adds shuttle parts
  9. So is Tekto properly represented in this config? Usually it has multiple, thick cloud layers or something to represent a strong haze due to it being a Titan analogue.
  10. I have the same issue. It looks like we'll be at the mercy of whoever decides to make the parts work.
  11. Hey, anyone out there? The link to the main download is broken.
  12. Is this mod being worked on still? or does the current version not need to be updated to work with 1.2?
  13. If I remember right, back in the day Nova apparently got geysers to work in the game. I could see working cryo volcanoes, cliffs and strange rock formations working. I'm not so sure about normal volcanoes though, lava would probably be really hard to simulate. If caves were added to the game they could be a lava tube in a volcano complex.
  14. Will there eventually be parts made so we can build lifting body mini-shuttles like the Dream Chaser or Kliper? Something that could work as a light crew and resupply transport rather than a probe/satellite cargo hauler.
  15. I think that may be an issue now that I think about it, I believe Karbonite is found almost everywhere. There is, however Karborundum from Karbonite+ (Roverdude also made that), which is very rare, It can only be found on Eeloo, Eve, and at 2000m from the kill-zone (the point where your ship explodes) of the sun. However Karborundum is a stock-alike analog to high-grade radioactive material so I don't know if that would fit.
  16. What is the ballpark idea on the numbers for amount of water, xenon, ore/karbonite (I prefer karbonite imo :P) and electric charge to make 1 unit of Glykerol? I'm hoping it would take a lot of resources and energy to make the substance.
  17. There is a mod I saw a few days back I was going to download, however I forget the name of it. It was a parts pack that added large, inflatable balloon rings which are used as high altitude drag brakes to help aid in aerobraking and for slowing down when entering thin atmospheres. Does anyone know the mod I am describing? I tried searching for it but with no luck.
  18. @RoverDude So eventually all the other planes and helicopter parts will also be re-done and moved to earlier tech nodes as well I guess? I went to the configs and tried changing the tech requirements myself but the edited parts except the bi-plane wood and wire struts just disappeared from the tech-tree in game.
  19. You could use LqdHelium as a replacement for Coolant, it's in the CRP and is probably one of the strongest coolants used in reality. It has a boiling point of 4 kelvin. It would be perfect for flash-freezing Kerbals and maintaining movement on a cellular level to a minimum. Also maybe replace RareMetals with something like Minerals? The rare metals thing doesn't make too much sense to me.
  20. Will there be a replacement for the Mk. 1-2 pod that is based on the Mercury capsule and early (late 1950's-early 1960's) rocketry? Not only would it work for early tech but also offer a cheaper, economic solution for when you want to just put a satellite into low or high Kerbin orbit or do some manned low orbital work.
  21. Is there a way to clean the soot out of the thermal nozzles or is it a permanent effect?
  22. @Pak Hey! I was wondering if there are plans to add a tile extension piece? For those of us that want to make a more customized longer or shorter shuttle.
  23. The only issue I see with this is that with the deadly re-entry mod installed, G-forces are going to be insane speeding up and slowing down from trans light-speed. The poor Kerbals will be stains on the wall of their capsule before they even know it. Where as the Alcubierre folds space-time to cut & paste a ship from one spot to the next with no change in its momentum and acceleration, this engine, uses acceleration to get places and needs deceleration to slow down. I was thinking that the engine could have togglable modes, one for atmospheric flight, which would give you enough thrust to fly around and leave most atmospheres in the Kerbal Solar System, a sub-flight mode for space and short distance interplanetary travel (can get to most interplanetary locations in a short period of time), and a trans-light speed mode for long distance interplanetary and interstellar flight. A suggestion I have is that there also be some engines to bridge the 21st century tech with the warp drives and impulse engine. Maybe some more efficient cryogenic fueled engines and atmospheric/ramjet engines? With lower thrust than their predecessors but still with enough thrust to get off Kerbin if used right, but much better fuel efficiency. I guess an engine that would represent a more streamlined, tougher structurally and easier to assemble version of the older models. Not cheaper though due to materials used, and career balance.
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