EricSan
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Thanks! I'm actually running 1.3.1 with galileo's planet pack. I'm definitely going to be adding PR and OD tomorrow. I think I will save a back up copy of my game since I'm experimenting with lots of mods and massive stations using part welder, I almost expect something to break at this point.
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Is there a compatible mod that adds orbital decay while in low orbit? Could this be added to this mod maybe?
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
EricSan replied to Theysen's topic in KSP1 Mod Releases
oh nice so a 1.4.5 is coming soon? That is great news. p.s. I wasn't complaining, just looking to make a fresh install and I wanted to try the newest version.- 2,214 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
EricSan replied to Theysen's topic in KSP1 Mod Releases
So it's been almost a year since any update. Is the RO project ended? or is there a secret thread somewhere?- 2,214 replies
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So I'm trying to use this in KSP 1.3 with NFP and when I timewarp the throttle stays at 100% as desired, but my ship stops consuming argon gas and outputs zero thrust. The only requirement it lists is module manager 1.5.6 but I am running 3.0.1, I dont suppose that would be an issue though.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
EricSan replied to Galileo's topic in KSP1 Mod Releases
Ahh ok I figured it was something like that. I just wanted to make sure there wasnt a glitch.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
EricSan replied to Galileo's topic in KSP1 Mod Releases
So I have notice a lot of the tech tree nodes are empty in my game, For instance everything from "advanced heat management" and on show no parts to unlock, as well as nodes such as "advanced colonization" "exotic solar technology" "advanced fusion reactions" "anything at all in the "specialized science tech" tree and various other tech nodes. Are all of these there just for the Far Future Technology mod pack? or are there other mod packs I am missing?- 7,371 replies
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
EricSan replied to Nertea's topic in KSP1 Mod Releases
This is amazing! ...Any chance I could use this on my RO install? -
I'm currently reading the tutorial on making an asset from start to finish as I'm thinking I will make a modified version of the shielded NASA docking port designed to survive re-entry and use that as the nose. I want to edit the texture so its black/dark grey, make the part slightly heavier, and give it a super high max temp to simulate that the shell is made of some advanced ceramic material.
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I couldn't find anything under suggested mods, but under recommended mods>procedurals there is a RO_ProceduralParts.cfg but the only variables to do with procedural nosecone go as follows: @PART[proceduralNoseCone]:FOR[RealismOverhaul] { %RSSROConfig = True %title = Nose Cone [Procedural] @attachRules = 1,1,1,1,0 // allow surface attachment }
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I'm trying to create a new type of nose cone that can survive re entry in RO and has similar properties to the space shuttle nose. Only thing is I'm not sure how all the config files interact with each other. I tried to modify the max temp of the NoseCone.cfg under the procedural parts > parts > structural folder but it had no effect. Any ideas on how I can go about this?
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
EricSan replied to bac9's topic in KSP1 Mod Development
Ahh I just found out he technical term for this, it's called a ruddervator, or v tail, or butterfly tail. I'm hoping it will be a viable design as I think the X-37 looks really cool, but perhaps it needs computerized stabilization. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
EricSan replied to bac9's topic in KSP1 Mod Development
I'm currently running ro on ksp 1.2.2 What if my tail fins are set on 45 degree angles? Do I set just two of the sliders to 100%? -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
EricSan replied to bac9's topic in KSP1 Mod Development
So I'm trying to make an all in one spaceplane/upper stage loosely based on the x-37 and I'm confused as to how to set my control surfaces (e.g. pitch, yaw, roll, etc.) The tail fins are all moving and each delta wing has a single aileron. Should all three sliders be set to 100%? should some surfaces have certain sliders turned to 0? or even reversed? My Issue is that when I press E to roll right my nose ends up pointing to the left which in turn makes the craft rebound and roll aggressively to the left (when I hold E it just keeps making it worse) However I CAN steer my craft fairly well just using my yaw controls (e.g. when I press D to yaw right my nose goes right slightly, which then makes the craft aggressively roll left briefly then my craft auto corrects and banks right pretty smoothly) It works but it feels awkward and gives me the feeling I have my controls set up incorrectly. Side note: What does the AoA% slider do? -
The stock alike station parts project sounds really interesting! I will for sure check that out. Thanks for pointing me in the right direction.
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Any in particular? I'm down to help with the art. I'm experienced but a bit rusty.
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looks like someone was already developing that back in 2012. Does anyone know if the project is alive somewhere still? The art looks quite far along https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTbeevSHvo-O8OAl0WgDjV1SCZGTV_MoVU0U2hczCBDfbikHfskPw I started a model of the engine regardless. sounds like a nice challenge code wise, maybe if i learn how to script the animations to match fuel levels?
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Does anyone have a part they want in the game but is not currently being worked on? I'm looking for ideas, the more info the better!
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Any parts you wish were in the game but nobody is working on? I'm looking for project ideas. The more info the better!
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Adding resources to the stock resource converter
EricSan replied to EricSan's topic in KSP1 Mods Discussions
Yep! that worked. I just edited the ISRU cfg in m nearfuture propulsion patches folder. Much easier than I anticipated. -
Adding resources to the stock resource converter
EricSan replied to EricSan's topic in KSP1 Mods Discussions
Yep! It worked. I thought it would be more complicated but I just went into nearfuture propulsion>patches then added a module to the isru config for argon gas and enriched uranium. -
Is it possible to edit the cfg file for the stock resource converters so they create things like argon gas? I haven't looked into it but I was going to try somehow copying the section of code that defines the ore to xenon or the ore to liquid fuel module and paste it in only making it an ore to argon gas converter. Would this work? Or will that just give me errors? thanks.