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KSP2 Release Notes
Posts posted by SpaceLaunchSystem
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What's your periapsis? Should be at least 30km.
It is.
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WANTED: Schroedingers Cat! Dead and Alive..
You literally have the best signature ever.
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I prefer not to name the new mod because I’m pretty sure the error is my fault, but I’m running Window 7 in 32 bit & KSP 1.0.4 in 32 bit. This there a way I can fix it where I can have a single copy of the mod.
I think you should probably give us the name of the mod. Also you should follow the How to get support thread and add your Unity player.log. That would probably help quite a bit.
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I strongly feel that in addition to an LES, this pack should include a solar array.
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Nice to see you've updated this! This was one of my favorite mods! Instant download.
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KSP: 1.0.4
Problem: Heatsheild overheats like any other part when reentering at velocities larger than about 3000 m/s.
Mods Installed:
HullCam VDS
RasterPropMonitor
Kerbal Engineer
MechJeb 2
MechJebAndEngineerForAll
ModuleManager 2.6.6
ModuleManager.ConfigCache
ModuleManager.ConfigSHA
ModuleManager.Physics
ModuleManager.TechTree
NavHud
DockingPortAlignmentIndicator
StockClamshellFairings
Step: Build a craft with a 2.5m heatsheild. Send it on a circummunar trajectory. Reenter at excess of 3000m/s. Watch craft explode.
Log: https://www.dropbox.com/s/zgv0mh9ml96yb86/Player.log?dl=0
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Add me!
Also: your avatar is AWESOME!
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I am downloading and installing this mod immediately because it is giving me intense 2001: A Space Odyssey flashbacks. The only thing that could make this more epic would be if you collaborated with the MechJeb developers such that, on arrival in the Jool system, MechJeb seizes control of the ship and kills the frozen crew by shutting off their life support. The only way to regain control is for Jeb to disconnect MechJeb's nervous center in an epic spacewalk, while it hauntingly pleads for him to stop.
No? Okay, I can dream Great mod seriously.
yes...Yes...YES!!! You just gave me an even better idea than the interstellar one! How about adding your idea, but only making it apply if the ship is a Joolian Discovery (a 2001 mod by NecroBones).
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I'd be awesome for the maker of the Endurance from Interstellar mod to add support for this!
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That's an extremely large fairing. The only time I've seen a fairing of compatible size was on the Delta III. But I'm very excited to see the engine recovery. As Streetwind said earlier, may it fly as well as the Atlas V.
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I've been working on a couple projects, but I can't seem to texture them well using GIMP. When you make your mods, what software do you use to texture them?
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I presume it does, unless mentioned explicitly that its not. I've not used the USI warp drive in particular, but you could do a test and fire the thing up in Low Kerbin Orbit, then see how long it takes to reach a certain altitude.
I know that the KSP Interstellar Warp Drive uses a tenth of 'human c' as its c, but not sure if RoverDude did the same for his mod.
I'm really not good with timing and testing. I just PM'd RoverDude to find out.
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Kerbin day is 6 hurs, solar day has 50.8 extra seconds.
In KSP there's no speed of light.
PD: if you ask "scientific" question better use km/h
Really, miles are used only in few countries, and KSP internally uses meters, it'd be better if you get used to international system.
Hmmm.... Thanks for the Km/H suggestions. I'm asking for the "speed of light" in the USI warp drive mod. Unless, of course, it uses our speed of light. Anyway, a quick google search could of told you that converted the km, the distance to K. Centauri would be 2.6441 x 10​13​ KM.
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I'm trying to figure out some things for a KSP mod project.
Here are my questions:
How long (in human hours) is a Kerbin day?
How fast (in human MPH) is Kerbal lightspeed? (In USI WarpDrive?)
Is the below math correct?
The distance from Kerbin to Kerbal Centauri is 1.64297015 x 10^13 human miles because the distance distance from Earth to Alpha Centauri is 4.367 light years or about 2.56714087 x 10^13 miles and Kerbal scale is ~64% of reality. There are also about 3379.2 (human) feet in a Kerbal mile.
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Do you have to also have Interstellar and USI WarpDrive? Is this completely standalone?
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We all need it updated. If _Agustus_ doesn't, i'll probably give it a shot.
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Granted, it's sentient, but it can't communicate in any way or do anything.
I wish for a Fender Stratocaster.
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Just modify the steeringCurve values in the config. For each key, the first value represents speed in m/s, the second is the torque applied. Up the second value and more steering torque is available. Simple
I stand corrected.
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To my knowledge, this would be extremely difficult - if not impossible. Unless someone is willing to make a similar model, you'd have to contact Squad, have them e-mail you the .dae or .blend file, and add the turning animation. Doesn't seem hard, but you'd have to do quite a bit of convincing to get Squad to send you their model.
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What do you mean by the kilowatt, gigawatt, and megawatt warp drives? Are the gigawatt ones the most powerful? How does it work?
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Thread closed, Mj threads always spark controversy...
Thank you so much!
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Agreed.
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I'm a beginning modder. I've made a working fuel tank, and a decoupler. Can anyone point me towards a tutorial for creating an engine? Is it the same as any other part, just with moduleEngine (or whatever it is)? If so, how do you do the fairing?
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Please close the thread located here:
It's been too much for me to handle. I un-knowingly opened up a can of worms by starting that thread.
[WIP] C.O.R.E. (More octagonal parts for small probes)
in KSP1 Mod Releases
Posted
Genius! Looks just like the Modular Common Spacecraft Bus (LADEE).