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MatterBeam

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Everything posted by MatterBeam

  1. Hi. How do I modify .cfg files so that level 0 kerbals do not provide zero productivity? What steps must I follow to use your Launchpads .dll in a mod?
  2. Hi. The LoadOnDemand feature, does it interfere with The DynamicTextureLoader features on Add-On Releases? Also, I heard there might be problems with Scatterer leading to increased lag around Gas Giants. Is this still the case?
  3. This could be interesting. I imagine you'd need to launch every rocket with a fuelling apparatus, such as a docking port and detachable 'fuel reserves'. The problem is, you'd need a system that has a very low part count so that it won't bog down your rocket loading onto the launchpad.
  4. This could become very interesting. Is there some sort of version for the stock system? I play in x6.4 right now (for RAM reasons). Is there something I can do?
  5. I came here just for this. Isn't fuel capacity just a % of an estimated volume?
  6. While I find the current progress pleasing, I do have three important points to make: -However large your variety of fuel tanks and adapters, they can be entirely replaced by procedural parts for unbeatable freedom of size and shape. -The use of multiple parts in your project reminds me that if you use part model switching using FireSpitter, you'll be able to come up with something similar to B9 Aerospace parts: One part in the parts menu, but that can switch between different models for greater flexibility using a VAB part menu. -I strongly suggest you start on engines next. You only really need 6 models: 3 different type of reaction chamber to simulate the different rocket engine types (vacuum, lifter and hydrolox), and 3 different types of nozzle for various pressures. The rest is just multiple .cfg files with part resizing, or writing in Tweakscale compatibility. I can help with that.
  7. Is there a way to reduce lift so that it will only carry a payload to the original burst altitudes?
  8. What stats (thrust, mass) did you settle on?
  9. I know I don't post often, but I must say that I'm glad that you've managed to move to 1.0.5 and I thoroughly enjoy your progression in RSS/RO. Also, the rockets are beautiful.
  10. Hello. I have difficulty completing the third Waypoint mission, where I have to fly 'under' a set of 6 waypoints on the Island. I manage to fly very near the ground, under waypoint 1 on the runway, and the waypoint disappears. A tick appears in the contract completion log. I fly just under Waypoint 2, hanging in the air, and I complete it. Waypoint 3 is impossible. I fly through it, just under it, under 100m from it, even rolled on the ground under it, to no avail. What could be the problem? Waypoint 3 is at about 1600m altitude, situated just above a ridge.
  11. Is there a way in the cfg file to create a balloon that does not burst?
  12. I did a proper RP-0, RO,RSS career in 1.0.4, but it sort of broke down when I reached the limits of RP-0's tech tree (at the 90 science nodes, corresponding to about 1965. The larger engines were out of place ect. Otherwise, I sent probes to Jupiter and Saturn, landed on Venus ect.
  13. Hi. While designing an engine mod, often I've had the idea of creating an engine that uses a regular propellant (liquid fuel, intakeAir) alongside a massless 'propellant', such as ElectricCharge. How do Mechjeb or KerbalEngineer calculate deltaV in that case? Is there a workaround if they can't? Is there a way to create some sort of Generator module with its consumption of a massless resource tied to that of the propellant flow, outside of an Engine module that Mechjeb/Kerbal Engineer reads?
  14. Hi. 1) Which models from KSPI encounter the vertex problem? Only the Dusty Plasma reactor? 2) If I wanted to re-use this mod's models for another mod, what steps must I take?
  15. Looks quite nice. How did you fix the black textures on the SXT cockpit?
  16. You know the orange toroidal tank? The ROUND-8? Make a version big enough to wrap around 1.25m parts.
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