-
Posts
380 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by nothingSpecial
-
[WIP] Boring Crew Services - Stockalike Starliner Mod
nothingSpecial replied to DylanSemrau's topic in KSP1 Mod Development
Outstanding mod. One quick question: am I supposed to pull service module as well during mission abortion?- 497 replies
-
Corvus nose cone, the one that is 0.625 in the base and slightly tapered, is exactly the part that holds its docking port and chute.
-
This mod doesn't have internals for the HL-20, therefore no portraits. But the crew should be inside try to right-click on the part and check if the kerbals are listed there. The adapter posted in this topic earlier was kitbashed mostly from the stock parts I believe.
-
[1.12.x] Near Future Technologies (September 6)
nothingSpecial replied to Nertea's topic in KSP1 Mod Releases
No, it doesn't. It introduces new pods and that's it. I suppose you have Restock installed. It has the same overall aesthetic and changes lots of stock parts, including command pods. -
Wait how the hell did I post that in the wrong thread?? It was, obviously, about ACK's adapter.
-
NESD's warehouse (9 oct 22 - New mod "SpikeX")
nothingSpecial replied to NESD's topic in KSP1 Mod Releases
My PC wont let me test the SpikeX Chaser abomination Ive made earlier today but it sure makes a cute pressurized section. -
NESD's warehouse (9 oct 22 - New mod "SpikeX")
nothingSpecial replied to NESD's topic in KSP1 Mod Releases
It's positively beautiful. With some tweakscaling tested it in a more inline fashion for smaller biconic-style spacecraft, will test its spaceplane potention in next day. A very capable crew shuttle. Also I like that KDSS perfectly works with inline docking covers. -
[1.12.5] Fuji 1.4 (Japanese Crewed Vehicle)
nothingSpecial replied to Well's topic in KSP1 Mod Releases
2.5m -
The deprecation of KSP1 is not really that certain. Depending on the system requirements, gameplay changes, moddability, the developmemt course and the state of community, it can very well never happen at all. Bannerlord may tried to fix lots of issues of Mount&Blade, and yet the modding community of Bannerlord is utterly demotivated by the updates, and available mods are not as ambitious as they were for original M&B. And don't get me started on Doom. Video games age non-linearily.
-
Imagine coping and seething so hard that the only thing you can do is just go and try to convince everyone that the extremely wide in scope, detailed, faithful while being stockalike, flexible and, honestly, unique in the taken niche mod is "mid". And your only piece of evidence is, let me check, oh, that the mod is finished. Finishing what you are doing is cringe now, folks.
-
I just wanted to say that replacing engines with one SSME from benjee10's ACK paired with two smallest PhotonCorp boosters and slapping a couple of chutes makes it a very powerful orbital crew shuttle for the stock system. I mean, it has enough Delta V to flyby Mun, decelerate and then land in KSC (tho I misjudged and splashed down nearby instead, and also forgor to close radiators )
-
Using Orion Lite most of the time, I wanted to ask what's the best placement of solar panels without clipping them into adapter.
-
If I try to combine adapters together (3.125-3.2 and 3.2-3.75), the game for some reason freezes. It's definetely not the intended use of the adapters, I just like to make frankencrafts, but I don't think this should happen anyway.
-
I usually can reliably land them when the speed has dropped below 50 m/s while being mostly horizontal, but usually braking chutes are still necessary or else I get the ship off the stripe. How steep is your landing?
-
I found a small oversight. The 3.125m structural adapter's description states that it's size is 2.5m, the same as, wrll, 2.5m adapter.
-
Right now your options are as follows: 1. Visiting the Astronaut complex before and after the EVA (you can change spacesuits of kerbals that are on missions freely). 2. Preparing the configs for any suit combination you would like to have and assigning those combos to your kerbals. First one is tedious but will cover you. Second one can work if you will have different kerbals for different tasks, for example, you can have an already provided suitcombo with an EMU (and ACES) for Bill to make EVA adjustments while in orbit, and your custom suitcombo with an A7L and ACES for Bob so he can go and do some Mun science. It was also a requested the feature in the Ship Manifest forum thread but right now you kinda limited to just selecting the general type of the suit (you know, the classic, the martian-inspired one woth BG, the retrofuturistic one with MH and the spacex-inspired one)
-
There is a MRK tho? 4/6 kerbals (crew transfer and rescue variants respectively), 2.5m bottom radius,a set of parts for dedicates service module and ascent protection. Here is a minimal configuration useful for rescue capsule. There is also a cargo variant but i can't remember what's it's cargo capacity exactly, is it limited to crystals or what (my ADHD doesn't letme enjoy career so I usually only make cargo crafts purely for fun)
-
Wow I didn't know Orion was available on github. Gave her a try yesterday and oh my god. That's the prettiest Orion Ive ever seen. Was a nice ride for original four. Absolutely love the short service module, this will be my go to crew capsule. The inclusion of single parachutes is also very nice. Now I'll go and learn the RCS placement.