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RedParadize
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Everything posted by RedParadize
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RedParadize replied to RoverDude's topic in KSP1 Mod Releases
Wow, this thing have allot of trust! MechJeb don't seem to understand it. I don't mind, its one thing that I will have to do manualy. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RedParadize replied to RoverDude's topic in KSP1 Mod Releases
thank you so much! -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RedParadize replied to RoverDude's topic in KSP1 Mod Releases
Already in the works Thats just great! If the module is kinda customizable, I will end up using if for some of the OP engine I sometimes make. ( I sometimes fall on the dark Si-Fi side. And feeling dirty for it.) -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RedParadize replied to RoverDude's topic in KSP1 Mod Releases
Thinking about it. I always had as a imaginary rule that I could not stage a nuclear drive on kerbin or use it within its atmosphere. Do you think you could implement a cash & reputation penality for doing so? That would be realy cool to have a 1000$ fine penality for every boom that engine make! -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RedParadize replied to RoverDude's topic in KSP1 Mod Releases
In kerbal world, everything is much smaller... And it would be realy painfull to work with +10 meter part. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
RedParadize replied to K.Yeon's topic in KSP1 Mod Releases
I must agree that I realy like the look of it. But if you want to compare with the mk4, you must not forget that in term of fonctionality and polish the mk4 is hard to beat. The adjustable ramp, The cargo top and bottom doors, plus the lovely 3 doors cargo section. Ps to K.Yeon: In the current version, kerbal cannot stand up and walk in the cargo bay and on top of cockpit. Kerbal just float over it. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
RedParadize replied to Nertea's topic in KSP1 Mod Releases
If the vote is still open, I would go for B. A front door would be realy nice. If I may suggest, for the upcoming part, smaller window on the cockpit would make the mkIV look bigger. And its kinda big, so it should look big. -
Hello RoverDude. First of, awesome work! I realy like what you did with MKS/OKS. I am realy entusiast about those modular inflatable part, great stuff. I noticed that You didn't include storage for TAC resource in them. So I decided to take a look at your life support system. I like the single resource system, its better, but I have some issues with the Life support status, in VAB is empty box, it doesn't update when I had/remove supply. I have to lunch the ship to see how much time I have left. Is it normal or do I have a issue with my install? I also have some suggestion (like all my suggestion, its extravagant and allot of work): I like the idea of riots when out of supply. But instand of having the original team immune to it. Its the badass that should be immune. Right now, the only thing that badass do is smiling all the time, that would be something that make them valuable. Also. instand of having a fixed 15 days without supply. It would be great if it was proportional to (Braveness + Experience) / Dumbness. Just to go a bit furter, hard mode: Badass could have a chance to control the panicing crews and ration them for a longer period. ( Voice acting: Jeb is Captain Kirk and Valentina is Hellen Riplay. On Hellium of course). If Badass don't manage to constrain the panicing crew, and over time it will happen, they will riot and start to randomly destroy stuff, crash into something, head straight back Kebin and burn all the fuel etc... Crew selection is a serious business. - - - Updated - - - Deep freeze does that with dedicated part. You might want to take a look at it, good stuff.
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Thank you so much!
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Humm, I guess I will have to switch to RSS then. I can't stand to play with stock scale, Its not fun.
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Quick question, does RSS work in career mode? Kerbol 6.4x, 3.7 and 2 all crash on first orbit. If there is a work around, could it work for 6.4x ? ( I am playing with new horizon rescaled to 6.4x. kind of like the flavor. )
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KOSMOS 3/14/2015 RD-170 Family Released!
RedParadize replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Thanks allot. Oh do you still have the missing part for the RD-191V somewhere? -
What is your primary 3D modelling app?
RedParadize replied to CaptainKipard's topic in KSP1 Mod Development
Yes. Their main use is art, design, lookdev, normal/displacement map generation. But its mostly for organic stuff. Not suited for rockets -
[WIP] Nert's Dev Thread - Current: various updates
RedParadize replied to Nertea's topic in KSP1 Mod Development
Hello guys. First, you guys are awesome. This mod is great. Second, if I may interject about cost balancing, its ok if reactor cost alot, but the large one are a bit too expessive. On the other side radiator should be relatively cheap. Radiator are not state of art technology after all. Their cost should be cheaper than any home made radiator could be, people should feel encourage to use them. Edit: Oh, I almost forgot. Utility tabs is way too crowded, did you concider carrying your reactor and solar panel to a different tabs? I know you can create new tabs, OSE and KIS did it, I think your stuff deserve its own tab. Edit 2: The YZ-1 create alot of drag, regadless of its orientation. And when connection break, there is a bug, center of mass and camera start drifting behind the ship... -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
RedParadize replied to ObiVanDamme's topic in KSP1 Mod Releases
I realy like the idea of your mod, and with the help of KIS, I can now built rocket in a more restrictive manner than Extraplanetary Launchpads. I like Extraplanetary Launchpads, but I feel a bit cheaty to be eable to produce anything anywhere, and ready to lunch. With OSE+KIS, if I want to build something big, I will need to bring many kerbals to built, lift and place parts. And, I have to say thats the possibility of requiring different resourse is a awesome idea. I have a questions, and suggestions: ( thats when I become anoying... my apology...) 1: Do you plan on upgrading the interface? Right now, the amount and kind of resource required is not specified. Also, without way to short parts, its difficult to find what I am looking for. More part I add, worst it is. The worst is that I often don't know them by their name. Thinking about it the game itself rely on icons. I don't know how difficult it would be, but KIS already have a interface that use Icons, something like that would be amazing! 2: Do you plan to add more parts? I know I can add them myself, but I can't resist to think it could be done procedurally. With the possiblity of requiring different kind of resource, that could quickly become realy interesting, specific modules could require different resource. Also, the tech level could also influence the requirement for advanced materials... I am dreaming big here... -
That would be intresting. But you might want to keep it as modular as possible, something we could adapt to different need. As a side note, I would realy like a conformal bay for it, that would be realy nice! Btw, I made so many lander with your capsule. Most of them had the fuel tanks mounted on top and 4 engine and landing legs cliping on the bottom edge of the capsule itself. They where single obviously.
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
RedParadize replied to ObiVanDamme's topic in KSP1 Mod Releases
Does OSE work in 1.0.2? -
I can confirm the bug is related to having the Engine as the root part. Edit: In fact, its not that, If I switch control wiht "command form here " to a docking port, then it work.
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Humm, I don't think picture would help. But I could clarify my problem! The problem seem to occur when the engine is the command pod itself or maybe the root part. Basicly the engine is trust limiter fall to zero when I activate TCA. The issue only occur with the Lander and the Ranger form Endurance mod. Again, as far as I know they are the only one to have engine built in the command pod... When I will be back home, I will do a quick test, I will test the lander as a non Root part. I will then be eable to say if the bug is related to having engine as root. If its the case, I guess it will be a good place to start. I might be eable to come with a work around that don't involve fixing this awesome mod.
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Hello. I have a smal bug to report. I have a small problem with your mod while using endurence mod. What sadden me is that it was working just fine in 0.90. It was very usefull, specialy for the Lander, I could accuratly balance the lift engine when taking off, and cary heavy weight under it as well (I have hidden some engine at the bottom of rear leg). Since the last update, I cannot use the main engine of the lander and Ranger ( the one incorporated into the Command pod) Unless its set to "manual control". Would you mind taking a look?
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thank you soo much!
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KOSMOS 3/14/2015 RD-170 Family Released!
RedParadize replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
In 0.90, all my rocket had URM part in them, I was using almost exclusively your engine. The aesthetics was great. The way that Fuel extention works was a tad limitative compared to procedural fuel tanks, but it looked so cool. I wished for intermediate length and diameter. Ended up doing the diameter myself. Sadly they were some bug, like the collision box not at the right place after a load. or the rocket always listed as 36m long in career. And unfinished stuff as well... Like the RD-191V. I realy liked your stuff. But I can understand, you have been doing this since the begining. -
Quick question, does it mean that a version of kerbol 6.4x would be possible at this point?
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[WIP] Nert's Dev Thread - Current: various updates
RedParadize replied to Nertea's topic in KSP1 Mod Development
That sound soo cool. Make me want to try to have to pipe heat for a non ablative heat sheild to the top of a capsule and try a reentry! I know, will not work, but I am still gonna try it! I wonder... With a "small" pluggin, something that generate heat from on energy consumtion, like electricity, combustion and even Kerbal metabolism, we could have a very nice heat management chalange here. Its not a request for you, just something I always wanted in KSP. -
[WIP] Nert's Dev Thread - Current: various updates
RedParadize replied to Nertea's topic in KSP1 Mod Development
This is the dev tread. Assume that it will!