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Everything posted by Drakenex
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[1.10.1] Making Alternate History - Lander Pack
Drakenex replied to bcink's topic in KSP1 Mod Releases
Never studied Orion in depth, have a link to the relevant posts??- 51 replies
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[1.10.1] Making Alternate History - Lander Pack
Drakenex replied to bcink's topic in KSP1 Mod Releases
Great! That makes a lot of things easier. Big thanks- 51 replies
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[1.10.1] Making Alternate History - Lander Pack
Drakenex replied to bcink's topic in KSP1 Mod Releases
bi-symmetry works perfect. Also, adding stackSymmetry = 2 to the Descent Stage lets you have all three RL-10 on a single icon. Well if you like that kind of details hehe- 51 replies
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[1.10.1] Making Alternate History - Lander Pack
Drakenex replied to bcink's topic in KSP1 Mod Releases
"Added 4x attachment nodes to the ascent stage for the RCS thrusters" The idea is to add all of them at the same time time? Because is not working: Or, I'm I holding it wrong? Edit: Oh! I get it, they use to be surface attach, and now they have nodes. Sorry!- 51 replies
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[1.10.1] Making Alternate History - Lander Pack
Drakenex replied to bcink's topic in KSP1 Mod Releases
Come on! You don't owe us an apology, we owe you a lot for making such a wonderful addition to our hobby for free, light years away from any paid DLC ... Thanks a again- 51 replies
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[1.10.1] Making Alternate History - Lander Pack
Drakenex replied to bcink's topic in KSP1 Mod Releases
Thanks! and yes, said docking rings look much more accurate, but it's a pain to dock Temp Real plume (while Bcink makes his own) @PART[MAH_AscentEngine]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hypergolic-Upper transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.6 fixedScale = 0.8 energy = 1 speed = 1.5 } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Hypergolic-Upper } } @PART[MAH_Descent_RL10]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 flarePosition = 0,0,1.2 plumePosition = 0,0,1.28 fixedScale = 1.0 energy = 1.1 speed = 1 } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Hydrolox-Upper } } and finally, a WIP of a "Real Names" name replacer. Add ETS accurate cannon names and descriptions where available and more technical for other parts. Get it HERE- 51 replies
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[1.10.1] Making Alternate History - Lander Pack
Drakenex replied to bcink's topic in KSP1 Mod Releases
you can add a decoupler, but that will be ugly, the elegant solution is to add a decoupler to the part itself: @PART[truss-circular-adapter-01] { @rescaleFactor = 0.833333 @node_stack_top01 = 0.0, 0.55, 0.0, 0.0, 1.0, 0.0, 2 @tags = connect frame scaffold structur strut truss circle nearfuture adapt annul hollow artemis ets pegasus %MODULE[ModuleDecouple] { ejectionForce = 60 explosiveNodeID = top01 } } Disable shroud for the middle engine. Detailed docking structure: And decoupling:- 51 replies
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[1.10.1] Making Alternate History - Lander Pack
Drakenex replied to bcink's topic in KSP1 Mod Releases
Posted on dev thread: Near future construction + BDB MOL Docking mechanism- 51 replies
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[1.10.1] Making Alternate History - Lander Pack
Drakenex replied to bcink's topic in KSP1 Mod Development
Took it for a spin, I hope I'll have some free time soon to make a new video (I'm going to use Adobe After effects) Again, marvelous work @bcink, it complements with BDB perfectly.- 160 replies
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[1.10.1] Making Alternate History - Lander Pack
Drakenex replied to bcink's topic in KSP1 Mod Development
I don't know if it is just me, but the nodes on the descent stage are on the wrong axis: node_stack_bottom = 0.0, -1.71, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottomleft = 0.0, -1.71, 0.67, 0.0, -1.0, 0, 1 node_stack_bottomright = 0, -1.71, -0.67, 0.0, -1.0, 0, 1 and must be: node_stack_bottom = 0.0, -1.71, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottomleft = 0.0, -1.71, 0.0, 0.67, -1.0, 0, 1 node_stack_bottomright = 0, -1.71, 0.0, -0.67, -1.0, 0, 1- 160 replies
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[1.10.1] Making Alternate History - Lander Pack
Drakenex replied to bcink's topic in KSP1 Mod Development
In case you weren't aware I've been recreating ETS missions as fatefully as possible, I'm going to finally make the Artemis program using your mod!- 160 replies
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[1.10.1] Making Alternate History - Lander Pack
Drakenex replied to bcink's topic in KSP1 Mod Development
Congratulations! Your modding progress is nothing less than amazing! I was never satisfied with my Artemis landers attempts, and I’m in awe looking at your parts. Thanks, big big thanks.- 160 replies
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You're missing block G (Stage IV). N1-L3 in real life colors circa 1969, I'm going to pack it some time tonight. Obviously both, I don't know why but I'll need them for sure +1 That sounds like a good idea
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Off course my friend! Again, 95% Tantares and 100% wütender Deutscher free Beale had it, then abandoned it, but is easy to restore: Let me know if you want more info!
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Contains less than 5% of non-tantares/Beale ingredients. Nope, never gonna happen my comr ... err friend, (sips vodka), nyet! никогда!!!!
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- totm march 2020
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SDI Satellites! Fear my pewpew!!!
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Custom painted Soyuz + old AB launchers nose cone and engine. And yes, very nice Polyus there! A friend just told me that the Polyous was actually launched head down, so the TKS derived module under the fairing actually have the engine, while the aft part is the laser aperture! Now beat my Buran Who's the boss now?
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sorry, once I get started I couldn't stop
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Yeah! forgot about that one, @Deltacis the N1 expert, but I can give it a try. Found this: Edit:
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off course! Any reference image?
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A Dragon V2 Cargo docks with the nascent Cislunar Gateway.
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Tacos Beer and Cheese, or To be Continued, I prefer the first one Thanks a lot @benjee10, your work is the backbone of all my main saves! More SLS than Jupiter but oh well Cryo patch for the KL-10 @PART[DIRECT_KL10_B] { @MODULE[ModuleEngines] { !atmosphereCurve {} atmosphereCurve { key = 0 465 key = 1 120 } @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 1.5 } @PROPELLANT[Oxidizer] { @ratio = 0.1 } } } And RealPlume @PART[DIRECT_KL10_B]:FOR[RealPlume]:NEEDS[SmokeScreen] { @MODULE[ModuleEngines] { @name = ModuleEnginesFX %powerEffectName = Hydrolox-Upper } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,0.80 plumePosition = 0,0,1 fixedScale = 1.15 energy = 1 speed = 0.9 } }