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Everything posted by physicsnerd
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[WIP] Stand-alone (no dependencies) Alcubierre drive
physicsnerd replied to RoverDude's topic in KSP1 Mod Development
Thank you for the effects on parts/other ships. Frankly, warp drives are boring when they just act as "go really fast for no cost". -
Hey Guys- I'm currently trying to build a Jool mission mothership (carrying Kerbals and TACLS stuff), and wanted it to be nuclear powered with electromagnetic engines. So, I'm trying to build it with either NF parts or KSPI parts, which brings me to my dilemma: I like the KSPI mechanics but not the textures, and I like the NF reactor textures a lot. Is there anyway I can replace (just on my game, to be clear) the KSPI fission reactor texture with the NF reactor textures? Thanks.
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The Modded Craft Repository [v0.23]
physicsnerd replied to stupid_chris's topic in KSP1 The Spacecraft Exchange
It's beautiful. -
Hmm...colonies can now serve an economic purpose. Do I sense an "economic boom" for colony contracts in the future?
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[1.2 - 1.4][WIP] Joolian Discovery v0.8 (2015-08-14)
physicsnerd replied to NecroBones's topic in KSP1 Mod Releases
I'm impressed. -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
physicsnerd replied to alexustas's topic in KSP1 Mod Development
This is great...like a really, really good version of those rovers you see from LackLuster (No detraction from Lack, or course). Possibly the best rover I've seen whatsoever. -
Heh, some of this seems to be "I didn't know how navigation worked, so I messed around". Another friend did this. Burned around trying to get to the moon (by pointing straight at it) and eventually got an encounter, but couldn't make orbit. He had no idea what a maneuver node was or what the navball was. I told them to go through the tutorials.
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Had a mothership w/ kerbals, and probe landers/orbiters were released from it. Successful on Laythe and Vall. The Tylo lander was bigger, but still ran out of fuel; it survived by bouncing and losing parts, but was mostly​ intact.
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German Space Alliance - A Community Mod Project
physicsnerd replied to Kartoffelkuchen's topic in KSP1 Mod Development
That's pretty cool. Not German, but will support. Wondering if you count Austrians and German-speaking Swiss, though. -
Wait, ISRU was removed?
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Oh, okay. Frankly I was wishing for more moons, etc. It'll probably make my game faster as it is. Thanks anyway.
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Someone has probably asked this and I apologize in advance for looking extremely lacking in the cranial areas, but what will happen if I try to use metaphor's outdated configs? Is there a version or something like this for the current version, or is it a Planetfactory issue? I've not played with RSS for a while and I'd like to play with that system again.
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
physicsnerd replied to Arsonide's topic in KSP1 Mod Releases
So you can change it to use other resources for harvesting? So, I could set it to use that precious metals mod? The only resource gathering I could see an issue with is KSPI, where some resources can be collected only in certain places. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
physicsnerd replied to tobyb121's topic in KSP1 Mod Releases
Relevant section of output_log.txt. From liftoff to pause when error began, https://drive.google.com/file/d/0B3XvRLN-7N9CbjlDT09pMHpmdkk/edit?usp=sharing -
[1.12] Extraplanetary Launchpads v6.99.3
physicsnerd replied to taniwha's topic in KSP1 Mod Releases
I second this request. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
physicsnerd replied to tobyb121's topic in KSP1 Mod Releases
With the risk of sounding completely uneducated...where do I find that? -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
physicsnerd replied to tobyb121's topic in KSP1 Mod Releases
So I ran a launch to recreate the ChemCam bug. Sure enough, bug appeared. This is a relevant section of the ksp.log [LOG 11:06:14.572] FF: EventObserver:: checkArchivements for vessel state [LOG 11:06:14.572] FF: EventObserver:: checkArchivements done [LOG 11:06:15.543] FF: EventObserver:: checkArchivements for vessel state [LOG 11:06:15.543] FF: EventObserver:: checkArchivements done [LOG 11:06:16.996] [Progress Node Reached]: FirstLaunch [LOG 11:06:16.997] [Progress Node Complete]: FirstLaunch [LOG 11:06:18.096] [VesselSpawner]: New object found! [LOG 11:06:21.494] FF: EventObserver:: checkArchivements for vessel state [LOG 11:06:21.494] FF: EventObserver:: checkArchivements done [LOG 11:06:27.460] FF: EventObserver:: checkArchivements for vessel state [LOG 11:06:27.460] FF: EventObserver:: checkArchivements done [LOG 11:06:33.478] FF: EventObserver:: checkArchivements for vessel state [LOG 11:06:33.478] FF: EventObserver:: checkArchivements done [LOG 11:06:38.294] FF: EventObserver:: checkArchivements for vessel state [LOG 11:06:38.294] FF: EventObserver:: checkArchivements done [LOG 11:06:42.327] FF: EventObserver:: checkArchivements for vessel state [LOG 11:06:42.328] FF: EventObserver:: checkArchivements done [LOG 11:06:45.894] FF: EventObserver:: checkArchivements for vessel state [LOG 11:06:45.894] FF: EventObserver:: checkArchivements done This is before the bug appeared, however, but all the rest is normal. Is the "new vessel found" the issue? -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
physicsnerd replied to tobyb121's topic in KSP1 Mod Releases
I'd love to see extrasolar objects to look at. You could maybe do something like making a certain point in the skybox have a science value when looking at it, or maybe a compatability with OvenProofMars' StarSystems mod? -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
physicsnerd replied to tobyb121's topic in KSP1 Mod Releases
I'm having a different ChemCam issue (think it's chemcam, anyway-seems to be the common thing among vessels having the problem): my vessles seem to float out of the correct POV, like the center of mass is leaving the ship. Very annoying, and it screws Mechjeb up. Anyone else had this problem? I had the same problem awhile back with Lionhead Aerospace vessels. EDIT: Definitely ChemCam. Every time the issue occurs, the ChemCam parts vanishes off the vessel, and everything doesn't go back to normal until it's in warp.