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Everything posted by nhnifong
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[0.22] Extraplanetary Launchpads Legacy Thread
nhnifong replied to skykooler's topic in KSP1 Mod Releases
Why would you want to completely circumvent the purpose of the game? On top of that why would you hate the kethane plugin? Majiir and everybody involved put a lot of work into and it's one of the few plugins (including EPL) that actually add some engaging purpose to landing on other planets other than roleplay. If you just want to circumvent all that and say how you hate that play style, I don't think you deserve any help, or even a voice. Of course it's Skykooler's prerogative to help you or not, and he's a nice guy. -
So, I gather that Hooligan is working on something nice but currently, you can use his balloons with negative boyant force parameters to pull things under the ocean, without making them weigh a ton per liter. Thats a huge help if you plan on taking it to laythe
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Mining Underwater Kethane
nhnifong replied to Tuna7's topic in KSP1 Gameplay Questions and Tutorials
Were you ever able to do it? -
I know there was a submarine mod like 10 versions ago, but it's probably never going to work again Is there some way to make things sink? Just increasing their mass does not seem to work for more than a meter or two.
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I want that guy's shirt. It looks good
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[0.21] Hooligan Labs - Airship, Submarines and More
nhnifong replied to Hooligan Labs's topic in KSP1 Mod Releases
No worries Hooligan I'm really grateful that you made that Launchpad! -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
nhnifong replied to JDP's topic in KSP1 Mod Releases
I honestly have no idea whether I'm using remotetech 1 or 2 -
What so you think is going to be in the .22 update?
nhnifong replied to Titan Space Agency's topic in KSP1 Discussion
PRIORITIZE EVERYTHING! Jk, just keep up the good work and don't make modders lives hard. -
KSP often crashes because of memory limitations though. FPS is not the only thing that you should pay attention to. I've got some abacuses you can borrow.
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lol it was it my clipboard! http://nathannifong.com/KSPMods/AirHab.zip That animation is undeniably a pile a of crap though. I'm sorry.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nhnifong replied to ferram4's topic in KSP1 Mod Releases
Fairings FTW! Streamline coalition unite!- 14,073 replies
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It's not a good use of your money to get a gaming laptop for $650 dollars. Better to save it up and build a desktop when you've got around $1200 "gaming laptop" is a bit of an oxymoron anyways.
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[0.22] Extraplanetary Launchpads Legacy Thread
nhnifong replied to skykooler's topic in KSP1 Mod Releases
I'm thrilled to see so many people contributing to this mod -
[0.22] Extraplanetary Launchpads Legacy Thread
nhnifong replied to skykooler's topic in KSP1 Mod Releases
I like that idea, but it' still nice to keep the part count low around the launchpad just because of all the machines and things being created around there. Perhaps I'll go with your standard, but also use a few extra-extra-large hexcans to keep the partcount down. EDIT: why different amounts for ore, metal, and rocketparts? they all have the same density. -
I want to get an idea of how much of the community could benifit from a 64-bit unity build.
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I'm having trouble understanding the mechanics of the cables. Usually I plug in a connecter from a winch (in docked mode) and it will cause the ships to become one craft, as you'd expect. But sometimes, they don't become one ship and still can be focused independently and cannot share resources, even though I used the docked plug mode. It seems to be related to something on the ship holding the winch. Some ships can join to others properly, and some cannot. So far I haven't yet isolated the cause, so I'm asking here.
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Get a move on to Mt Sharp! They remind me of my family driving the minivan across the country and stopping at every single fruit stand along the way.
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Surface vehicle and base docking
nhnifong replied to Jarin's topic in KSP1 Gameplay Questions and Tutorials
Here's a useful method. Once you've designed a craft that sets your docking port size and standard height, grab the subassembly that includes both the docking port and at least one ground-touching wheel, and save it with the subassembly manager mod. Then, when editing another craft, grab a nice large flat part and hover it near your craft parallel to the ground. Then load your subassembly that defines the standard docking port height and hover it so that it's wheel just barely touches the flat part. then design the ship you're currently working on so that it's wheel also touches the flat part and it's docking port is at the same height as the reference. Preferably do this with the same type of wheels because they have different suspension distances. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
nhnifong replied to JDP's topic in KSP1 Mod Releases
So you want a new save with new sats in the same orbits as your old sats? So you can pick up where you left off? or something else? -
[0.22] Extraplanetary Launchpads Legacy Thread
nhnifong replied to skykooler's topic in KSP1 Mod Releases
I'd just like to share my configuration, it's been a lot more playable. I'm using Hooligan's fold up launchpad, but scaled down 50%, (it's still plenty big enough). I'm using Keptin's heavy kethane drill model for an ore drill, and a 2m scaled up version of the kethane generator as the smelter (4x mass). I just changed the cfg files to have the correct modules. That way, I only have to land about 3 modules, and all of them can fold up small enough to fit in a fairing. I land everything nearby and drive it all close enough to dock together with KAS. Next order of business is to print a crane (actually bigger than the launchpad, but this is nice because it can drive over the pad and pick stuff up with magnets. Then I print another launchpad, just incase the first one breaks. After that, print more miners and converters and get a backup facility going so I never have to send any supplies from kerbin. The hangup right now is where to store the ore, metal, and rocketparts. I can't use wheeled vehicles because they're so dense they just smash the wheels after a few tens of tons of material. So I figured I'd just print a few hexcans of each type and leave them lying around connected with KAS. I ran into a bug where a launchpad can't print a part that can contain rocketparts, (something about a key already being in a dictionary) so I just printed an ore can and changed the name in the save file. It's not perfect, but it's better than using what you're given. -
[0.21] Hooligan Labs - Airship, Submarines and More
nhnifong replied to Hooligan Labs's topic in KSP1 Mod Releases
Goddamn convex colliders grrrr