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Everything posted by SpaceLaunchSystem
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Is there a Raster Prop Monitor compatible MK3 IVA?
SpaceLaunchSystem replied to MrCheeze's topic in KSP1 Mods Discussions
Well, you could make it yourself. It wouldn't be simple, but the process would be pretty straightforward. You first have to find the coordinates, angle, and size of the pseudo-screens in the mk-3 cockpit, and make a MM config that adds RPM screens in their place. -
Mod that raises delta-v to orbit to .90 levels
SpaceLaunchSystem replied to LABHOUSE's topic in KSP1 Mods Discussions
You could write a MM Config. -
As you may or may not already know, I'm modeling a kerbalized adaptation of the Thor-Delta. I'm done with the core stage, but the fairing separation has got me puzzled. Right now, the fairing eject up, instead of out, and the craft shakes madly. Can anyone help? Dropbox download
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[WIP] Retro Rocketry - Yay or Nay?
SpaceLaunchSystem replied to hipnox's topic in KSP1 Mod Development
Honestly, this isn't the best idea, especially considering that multiple stages don't work that well with this style of parts. -
Agreed. P.S. In case you didn't know, your sig is a .
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I'm working on this mod, and I got the core fuel tank into the game. For some reason, though, the nodes don't show up. Can anyone help me with this? Here's the config file: PART { name = lowerStageFuelTank module = Part author = SpaceLaunchSystem mesh = LowerStage.mu rescaleFactor = 1.25 node_stack_top = 0.0, 15, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -15.1, 0.0, 0.0, -1.0, 0.0 node_attach = 5.01, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = basicRocketry entryCost = 480 cost = 400 category = FuelTank subcategory = 0 title = XS-50 Lower Stage Fuel Tank manufacturer = Junk Rockets Inc. description = None Yet mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 // = 2900 bulkheadProfiles = size1, srf // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,1 RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } }
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[DEVTHREAD] Deep Space Exploration Vessels
SpaceLaunchSystem replied to Angelo Kerman's topic in KSP1 Mod Development
Most of this stuff has been already made. NFElectrical has fission reactors and all types of advanced drives. KSPI has fusion reactors and speculative technology. Habitat Pack (old, but still works in 1.0) has centrifuges. -
UPDATE: I now have a texture artist! Blactheart612 has generously agreed to work on the project! I'm in the process of modeling the Thor/Delta (Delta I) launch vehicle from the 1950s (notable as being the launcher that launched Echo 1). I am finished with the core stage, and modeling the fairings, though I can't seem to get them to work. More updates coming soon. A render of the (texture-less) core stage: EDIT: Just got finished with the engine model! It's a terrible model, but it'll do for now. I'll probably re-do it in some future update. Render coming soon. EDIT: I've decided to use the LV-T30 engine as the main engine. It's to be marketed as "Kerbin's least powerful launcher" (a parody of the Falcon Heavy being called "the world's most powerful rocket")
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Gravity Turn Initializer
SpaceLaunchSystem replied to Superluminaut's topic in KSP1 Mods Discussions
It is. It pretty much will do your gravity turn for you and get you into Kerbin orbit at an altitude of your choosing. -
This thread has been too much of a burden on me. I'm getting the moderators to close this thread. So, I know there's somewhat of a light debate wether the MechJeb mod is 'cheating' or not. So here's a poll to figure it out once and for all! Personally, I love the MechJeb mod. I believe that if it is to be considered 'cheating', than NASA has been 'cheating' for over 40 years. BEFORE YOU DECIDE TO SAY I'M BEING BIASED: I'm in no way trying to be biased in the poll. I'm simply using two common arguments for/against mechjeb, if you thing one is superior to the other, that's a matter of your personal opinion.
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Afterburners? Just a small thing...
SpaceLaunchSystem replied to Dman979's topic in KSP1 Mods Discussions
I'm not really good at that stuff, but you could write a ModuleManager plugin that modifies the stock jets to have a RAPIER/SABRE style switch mode, only with (like you said) vastly increased fuel consumption. -
I can't wait for KSCswicher! I've wanted this since we saw previews of 0.90!
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Mod to disable the "warp to here" button.
SpaceLaunchSystem replied to Alshain's topic in KSP1 Mods Discussions
What do you mean? What "warp to here" button? -
How about RoverDude, FreeThinker, and Agustus! Also Fractal_UK, Stevie_D, and Boris-Barboris.
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0.90 community iss mod help
SpaceLaunchSystem replied to alpha tech's topic in KSP1 Mods Discussions
Please add punctuation. No offense, but this is barely readable. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
SpaceLaunchSystem replied to RoverDude's topic in KSP1 Mod Releases
What does the MaxAcceleration variable mean? Also can we get a .cfg file documentation that includes how to make one yourself?