-
Posts
4,559 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by blowfish
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
blowfish replied to AlphaAsh's topic in KSP1 Mod Releases
You need a modified build of Kerbal Konstructs for that cfg modification to have any effect. It's posted somewhere back in this thread (or maybe the KK thread?). And welcome the the forums- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
Your problem here has nothing to do with memory consumption. I see two issues: You don't have ModuleManager installed. This is required for the community fixes. Remove ModuleAnimateEmissive from GameData. It's an old plugin that was used with the release version of KW but is removed by the community fixes and is incompatible with KSP 1.0.5.
-
Shadowmage will of course be the only one with a definitive answer on this, but I don't imagine breaking updates will be very common. That being said, this is a prerelease mod so anything can break at any time, with or without warning.
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
The HX hangars allow that. The HL cargo bays never allowed anything but the top to be opened- 4,460 replies
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Could you be much more specific? What version of B9 are you on, and which buttons are visible on which specific parts?- 4,460 replies
-
@Jimbodiah The point I was trying to make was that if you know where the dry CoM is, then placing separation motors evenly is easy. Where it's actually attached doesn't matter. This doesn't work for LFBs, true, but there's no physical way you could change the CoM of a booster, so it would really bother me for such a thing to exist in KSP.
-
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
blowfish replied to Nertea's topic in KSP1 Mod Releases
Well, it would be simple enough as a separate part. But regardless, I don't see the benefit over just sticking a reactor in a cargo bay. -
What could you actually adjust about the booster that would move the dry CoM? I think a better solution (and this might be how it is already, haven't checked) would be to just make sure that the dry CoM is lined up with the attachment point. That gives you an easy point of reference from which to align the separation motors. And I recall Shadowmage saying that the modular boosters will have built in separation motors, which kinda makes worrying about the CoM pointless.
-
No idea who posted that image first, actually. I've seen it floating around in a few threads.
-
Don't overwrite your Squad folder. Place the folders for other mods in GameData alongside it. You shouldn't modify or rename anything. At this point you might want to reinstall KSP just to make sure you haven't modified anything you shouldn't. Your folder structure should look something like this: KSP.exe GameData Squad AdjustableLandingGear BDAnimationModules etc Oh, and welcome to the forums
-
@Ixenzo Maybe look at the roles cryogenic engines fill in real life - usually not primary lifters or long-term interplanetary stages, but long-burning sustainers paired with boosters and upper/transfer stages to be used within a few hours of launch. That's generally where the Isp benefit will give you largest advantage while the boiloff won't matter much. And the comparison with nukes sort of highlights how OP they are in stock. If you're using CryoEngines already, I'd recommend Nertea's Kerbal Atomics mod which changes them to run on LH2, so you actually have to balance their high Isp against large fuel volume and boiloff/refrigeration requirements. All that being said, Nertea has said that CryoEngines may be due for a rebalance. Not sure if/when that will happen though, and exactly what might change.
-
I'd say see what you can do without doubling the texture area. There are a few possible options which might work depending on the existing setup: Only duplicate the texture on a few faces where the text is. My experience is that there's usually enough empty UV space for this, but I haven't seen your UV maps so I don't know for sure. Put the text on a transparent overlay. KSP textures usually have alpha channels anyway (which control specularity), it just means that the text has to be on its own object with the shader set to transparent rather than specular (and of course that means that you don't get as much specularity control on the text but that's probably fine anyway - is anyone really going to notice?). If it's not possible to add text without doubling the texture size then I'd say don't do it. And I don't know how you feel about unwrapping but if it were me I'd try to avoid redoing it just about any way possible
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Only the actual HX parts have been split out.- 4,460 replies
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
@DCShadowstep No immediate plans currently, no. I've dabbled in modeling and texturing but it's not something I'm particularly good at. @Bazzered You should ask in this thread.- 4,460 replies
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
blowfish replied to AlphaAsh's topic in KSP1 Mod Releases
Not sure why you're asking me, but no, it's not. All the static bases are placed relative to the center of the planet in cartesian coordinates, so in a rescaled solar system they will be below ground.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
Might want to check out this mod which uses this plugin before you duplicate any work .
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
blowfish replied to AlphaAsh's topic in KSP1 Mod Releases
I think you can just (double?) click the base icons in the map view and it will target them. Kerbin has to be targeted first.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with: