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Everything posted by nothingSpecial
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This one is pretty similar to another mod: So you'll need to check if it uses such designation, because who knows if anyone will give reboot to it (unlikely, but possible). I sadly currently can't check it and can't rember what it was when I tried it. I would suggest to not undergo such drastic namechange but instead to use a slightly less abbreviated form: "MKShuttle" (if it isn't taken too by any other mod, of course). This will keep user familiarity and also makes gamedata folder name more standing out.
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Yes, there is another mod abbreviated as MKS.
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Finally tried this beauty yesterday. The model is astonishing. I would say this is one of the best spaceplanes done in the highly detailed but more or less fitting in the stock style, maybe even the best. Kinda sad that this never got finished.
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A.P.U.S. Aerospace Passenger and Utility System
nothingSpecial replied to NESD's topic in KSP1 Mod Releases
Hello! Wanted to say that I gave your mod a try, and it's a masterwork. Out of all spaceplane mods that I've tried, this one has the best balance between modularity and recreation. Well, almost everything I have tried was wingless, so I didn't go for actual recreation of anything except Kliper, but lots of inspired designs look just wonderful. Modular RCS system is one of the most clever things there, usong it with creative liberties allows to make any docking systems with ease. It works nice in 1.12.2 (game crashed once but I believe it was due to me going in and out of VAB and SPH trying to cram the most use into chosen overall shape), the only really lacking feature is absence of inventory, but it's, uh, it's just less stock behavior in my opinion, because the mod itself has enough cargo bays to just place stock storage. Hope this will help you focus on the features that you would be more pleasured to implement once you get to it! Ah, yes. One question: is it intentional that Mk2F-2.5m adapter has only white tiles bottom variant? -
I think that it wouldn't be implemented and is kinda a minor detail, but ability to determine space suit coloration based not only on overall space program colors and individual kerbals' settings, but also on parts themselves. So you have a shuttlealike cockpit where kerbals wear pumpkin-colored suits (determined by the pod), move them to another part that you use as an airlock, and they automatically change to the white suits with individually set stripes (determined by the kerbal). That's it. Hardly anyone will ever prioritize this over anything, but a girl can dream, right? (On the related note, if the suit's colors, whole helmet's colors and this part's colors could be determined individually, pumpkin suit would be very easy to make. The illusion wouldn't survive going EVA, MACES-style, and putting down the visor, but it's okay)
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Add a readout of current RCS delta-V, TWR and time of burn. That's it. No even using it in maneuver node calculations, just add show the numbers. I had designs that use RCS for the whole upper stage moving duties to cut some mass, but the need to eyeball it or make an extensive pre-launch calculations just to get your limits is too much for me. Just make the numbers visible, I beg you.
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Letting the action groups to set things like thrust and heading for controllable parts, and also for the decouplers and docking ports Basically, you hit your action group button that separates your booster from payload, and if it has some sort of controlling that allows such level of precision (probe core, electricity and possibly comm network, or maybe actual pilot) and you set up "Orient retrograde" and "Full throttle" in action groups, it deorbits itself. (Please don't deorbit stages automatically with pilot tho! Better to finish circularization automatically while landing booster manually...) Of course if you are connected to the thing with multiple docking ports and separate only one with the action group, and it has such settings, hilariously terrible things ensue.
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Based on my experince over the years of playing, I think I would like to start a free for anyone to suggest thread regarding the one of the crucial parts of any crewed ship - command pods, cockpits, lander cans etc. My own set of suggestions, roughly in order of easiest and convinient to harder and more luxury, they are also kinda logically tied one into another. The larger the number, the more insane I become. 1. Smart airlocks. Make a toggle in the editor for any part with airlock capacity to be a common airlock for the whole ship (of for connected habitable parts, if a CLS-like system is to be implemented). Or, possibly, make a place-anywhere airlock part with such a capacity, but this way is kinda tricky with regards to roleplay aesthetic side: you can place an airlock where IVA view shows a solid wall. 2. Smart crew capacity. Make a settings that turns boarding algorithm somewhat smarter, and add an editor toggle that designates the part as a returning part. Or maybe have two keys, one is for boarding a return craft and other is to board any part player selects, with a highlight of available parts similar to crew transfer. When a kerbal tries to board the craft the normal way, the game would check only if there are free seats in the parts with the returnable toggle on. If no seat there is present, the game warns player about that and shows the crew-transfer-like highlight. If no parts on the craft are designated to be returnable, the game skips this check altogether and assumes it is dealing with the station, orbital only reusable non-staging craft etc etc. You wouldn't believe how many kerbals got stranded in my Soyuzes' and Gemini-Ferries' orbital modules... Which is kinda kerbal thing but I would like it to be avoidable if the player so desires. With such setting the player can freely design complex return vehicles (think about an Mk1-3, Hitchhiker and a heat shield combo). Or make the toggle not only editor-only and a station with multiple escape pods is possible... 3. Crew management action groups. Make it possible to place kerbals in the parts via action groups. I have three possible uses in mind: - Getting all kerbals back into return capsule (this can work with previous point or completely replace it, if I wrongly estimated the complexity of my ideas). - Placing kerbals from the mothership to its landers. - Starting the processing lab or its analogs. - Making sure that the pilot is controlling the vessel and not being a freeloader somewhere else. 4. Downgrading. If the set of parts is similar in niches to the current one, it would be really nice if any of the part's functions could be stripped down for a cut in price and mass. Lowering heat tolerance to make a three-crewed landing can out of three-crewed command pod - that would still be worse than getting two landing can's together, but better than hauling excess mass around. Getting rid of comand pod functions altogether to get a passenger pod - for tourists and rescuees. Dropping the monoprop reserve, and then getting rig of the monoprop tank. Of course this point will be moot if there are planned parts for such niches. 5. Crew pod extensions. It's not a logically-heavy suggestion, instead a modelling- and texturing-intensive one, but the one that I really have craved a lot. Basically, a set of parts that seamlessly connect to each of main crew pods, adding functionality to them. Think turning an Mk-1 pod into a 1.875-m pod with more propellant and energy, or adding a couple of seats to the Mk 1-3 pod with a 3.75 base. Just a normal parts that go well. 6. More modularity in crewed parts. Passenger can can be too long sometimes. Halving it to get a tin can for one lets us be more flexible. Processing lab is very huge. Having it sliced in thirds with a dropped capacity, and adding other two thirds as a performancr-booster would be nice. 6.6. Procedural IVAs. Make that Hitchhiker longer - and make it have multiple floors by the simple use of right-click menu. Passenger aircraft for four kerbals and another one for fourty-four - based on the same parts, just longer. Okay, maybe not to this extreme, but you've got the idea. 6.66. CONSTRUCTABLE IVAS Make an outline of your station's module in VAB/SPH, then hit the button and enter IVA designer. Work in volume constraints set by yourself, add chairs for the crew capacity, lockers for the cargo capacity, batteries and tanks for monoprop or fuel, and work stations for scientists. Hit the button. Get a monstrosity of a module. Die laughing like a maniac. ...Okay, feel free to add your less outlandish suggestions. Or maybe more outlandish, I dunno. Who am I to judge.
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Ah thank you! I missed "Optional Deoendencies" line my bad!
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Hello again! Finally got a taste of StarWatcher which has became my go-to option for crew rotation crafts (on a VERY cursed restock-powered fully reusable launcher that is really an SSTO), and have a question: how do I use paraglider properly? Right now I go for "better safe than sorry" and put two of them in mirror symmetry over the top at the center of craft and deploy them at 500-700 meters above ground with almost horizontal speed of ~250 m/s, but the time frame where I can actually glide anywhere is rather small. After like about ten seconds the craft just starts to gracefully descend, and all I can do is unsuccessfully burn all my monoprop to get closer to the runway. Am I missing something?
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Hey @benjee10 This mod is very good (and became one of the essential mods for my installation). It adds nice level of immersion and, well, just aesthetically pleasing! I did a little research on ACES helmet, and realized that bailer bar works independently of faceplate and actually seals helmet, after it was closed. It is not of any urgency though, as kerbals can't open their helmets, just a thing to consider if you ever revisit this model.
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Ohhhh I did it! The trick was simple. As stock (and stockalike) KSP tanks don't have real partition between oxidizer and fuel - and as fuel is some generic "liquid fuel" - I tried to simulate the density of liquid hydrogen part of external fuel tank with a sctructural tube. I present you the CCTS - Cursed Callisto Transportation System, using Knes and ReStock+ It flies, well, not perfectly - but it mimics STS flight profile. The only small hitch I had is that I totally forgot to add landing gears and chutes...
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understandable! that's exactly what i went for anyway
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okay ive played a little bit with it and love the models! there are, though, some things, im pretty sure you are aware of them but in the case you didn't... first i thought that old parts didn't get their localizations because those were used for the new parts, and they are semi-depreciated, and that's okay. but then as i got to surface attachible parts (spherical tanks and antennae), ive seen that they too have lost localization strings. (also models are transparent from the undersides but i think you already know that) also which chute should go under the backup retrorocket?
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i'd say go for two only. having three of them was insanity even in real context (i, uh, would say that voskhod-1 was the most dangerous spacecraft in the whole history). replicas needs aside, it will compete somewhat with tantares in career. on the other hand, inserting three kerbals in a spherical tin can is so damn kerbal - i can imagine the line of reasoning here: "they can bear that so that's okay". its funny so maybe acceptable with a side dish of replica, but do not overstress yourself if you can't place all of them. out of presented options id say couch is better, and small amount of clipping (if they wont like go through each other's cameras in first person view) is even good - it will look like they sit in cramped capsule, it's exactly what is needed? but bottom line is do not overstress yourself. personally i would be perfectly fine with two crew voskhod-1 and one crew voskhod-2 (it's not like i have never done one kerballed evas, even on voskhods made of your previous incarnations of vostok). btw, will it be named cassiopeia? pegasus? perseus? medusa? also, in the case you do choose to make a three crew capsule in a couch sitting, make the central seat be the last one taken. a little bit of comfort! oh, and another thought: you can also try to place one kerbal in inverted position (head where legs of others are). not sure if it will give more space, but at least eyes wouldn't get pushed out of poor fella's eyesockets during liftoff...
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a question on this mistery orb that is clearly no based on anything would, purely hypothetically, that top thing include breaking motors for soft landing (not like anyone would want to land in this thing, just a silly thought)
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Gemini III Replica (Stock + DLC)
nothingSpecial replied to schwank's topic in KSP1 The Spacecraft Exchange
Neat trick, very useful here! -
Gemini III Replica (Stock + DLC)
nothingSpecial replied to schwank's topic in KSP1 The Spacecraft Exchange
Hello, really nice touch in the Geminis docking nose there, and generally very good and very high fidelity replica! I wanted to ask, how did you achieve this fairing shape on retro and adapter sections? -
Hello @Well I wanted to thank you for this astonishing mod. I've learned about it some time ago while I was struggling with launching newer versions of KSP, so kinda was not able to really give it a try. But since I've upgraded my PC, I slowly but methodically check everything that I've missed previously. And I finally get to look through what KNES brings to the table. And it is simply amazing. I tend to favour small-sized crafts in my playthroughs, and the possibilities for both the individual crafts and space stations that you have brought to us are just breathtaking. I like common designs for different specialized crafts, and your approach is so modular that it is really easy to achieve here. I always struggle with spaceplanes, and... Well, okay, I still struggle to get Callisto to orbit on top of conventional rocket (and I also failed at replicating small scale of STS/Buran-like stack), but using kinda hacky solution, which is here: (four two-staged side boosters with vacuum optimized core basically), but I digress - once I find how to launch it, it is very capable small and easy to construct spaceplane which I manage to land reliably with a couple of small chutes for braking or semireliably (usually losing a landing gear or an elevon, but keeping everything else intact) without them. Its a fun little thing which is perefectly sized for my playstyle and very capable. I have very mixed feelings for replicas, looking through the most sticking to history mods for weeks at one time and being bored of copying and just doing whatever pleases me aesthetically at another - but the part catalogue is so extensive while not bloated that I can use it not only for French/European crafts, but for large amount of designs and styles. And the last, smallest, but in no way the least - I absolutely adore the small androgynous three-petal docking port. Of all mods I've ever seen this one is the most aesthetically pleasing for me realization of the idea. Well done!
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It works, but for some reason breaks right-click menu even for unrelated parts in VAB. Still pretty impressive. That\s me first time with the mod and it's awesome! By the way, has anyone requested adding button to start uninterrupting rotation for all the centrifugal needs? EDIT: Found this thread: I will investigate the matter, it's possible that your mod works nicely in 1.6 and I just encountered totally unrelated bug.
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At the day of release I tested the replica R-7 with minimalist Vostok. Today I did it vice versa. Well, earlier this morning I mostly failed trying to get fairings and new engine mount plates to work as custom shroud, and only now I got it right. Rocket: (this thing is still an overkill; I really need the KER! And perhaps Korolev cross should be ditched untill I go to larger payloads... Third stage is also intact, mainly because for me it is the part of what makes Vostoks Vostok) Craft itself: (too bad radiators do nothing useful) The next step will be making a counterpart to Soyuz, may be not in exterior, but ideed in functionality. Too bad that there is no habitation part akin to Hitchhiker or that twho-man plane cabin in size 1.5, but overall I really like the parts side of expansion: they are done exactly how I wanted this parts to be done in mod or othervise.