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PickledTripod

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Everything posted by PickledTripod

  1. It would be really nice to have a "Clean up GameData folder" function. When uninstalling mods CKAN often leaves empty folders in GameData, which can cause weird behavior since most ModuleManager configs look for mod folders for dependencies. Sorry if it's been asked before, there are 88 pages in this thread and didn't want to read through all of them...
  2. Kind of, but for 3.75m capsules like the Taurus HCV. There's the ShadowWorks stockalike SLS mod but it's made specifically for the Orion capsule in that mod with a boost cover. I'm making something that will be more universal, without an adapter cone or cover to fit any capsule, and separated into two parts: a strong solid motor to lift heavy capsules with a 0.625m attachement node on top, and an advanced micro LES with monoprop attitude motors for small capsules like the Mk1 pod. And if you put the micro LES on top of the big one, it gives you the Orion two-stage tower with separation motors and attitude motors.
  3. That's awesome man. This with look great with my 5m SLS, if only I could find an Orion-style launch escape tower... I might actually make one myself, I have some ideas for a dual-stage LES with integrated attitude thrusters and separation motors.
  4. I haven't played career in 1.0.5 yet but AFAIK the Kiwi is vastly cheaper and unlocked much earlier that the Vector. Very useful for early game expendable 1.25m launchers, I like that engine. I think that question belongs in the main SpaceY thread though. EDIT: sorry for reviving this discussion which had been pretty much settled, somehow when I clicked the last page button it took me to page 7 and I thought your post was the latest in the thread.
  5. Hey Bones, have you seen the new pictures of the Space Launch System NASA published when it passed critical design review? The SRBs got a pretty cool new paint job. I believe there's already a mod out there that retextures both the Kickback boosters and the 3.75m fuel tanks to the new SLS colors, it would be really nice to somehow add options for that on your 1.875m and 2.5m boosters. And why not Titan 3 booster textures, and all black like ATK's proposal for the SLS Block 2's advanced boosters. I know that the current texture is basically copy-pasted on every segment so I don't know if and how it could be implented without significantly increasing texture size so maybe it would have to be a SpaceY Expanded feature. Another idea I got would be nosecones with built-in sepatrons, that would be quite useful.
  6. This is a simple MM config that allows engines to be activated when "shielded" (e.g. when inside a cargo bay, fairings, etc.) to get rid of some annoyances with shielded state detection. Useful for engine clusters inside a procedural fairing, missiles inside a Mk1 structural fuselage, etc. Or just for cheating if you like to. Download at KerbalStuff: [url]https://kerbalstuff.com/mod/1269/ActivateWhenShielded[/url] Requires [URL="http://Requires [ModuleManager.](http://forum.kerbalspaceprogram.com/threads/55219)"]ModuleManager[/URL]. This config file is licensed under [URL="http://www.wtfpl.net/txt/copying/"]WTFPL Public License[/URL].[URL="http://www.wtfpl.net/txt/copying/"] [/URL] Thanks a lot to NathanKell for making this possible in KSP 1.0.5.
  7. Seeing as this thread has over 11,000 replies I'm not going to read though all of it, but is there a compatibility issue with the Trajectories mod in 1.0.5? If I switch to map view in atmosphere with a shuttle or SSTOs the wings just explode, from aerodynamic stress according to F3. It does that even when the vessel is sitting on the pad, at 0 m/s. There are a few messages in the debug log that seem relevent: [Log]: Trajectories: Initializing aerodynamic model... [Log]: Updating vessel voxel for Procyon Prototype [Log]: Error in mesh triangle; triangle plane components are NaN or triangle is degenerate; FAR unable to use this triangle Error in mesh triangle; triangle plane components are NaN or triangle is degenerate; FAR unable to use this triangle [Log]: Std dev for smoothing: 3 voxel total vol: 1377.48897996264 filled vol: 654.651918644401
  8. That part of the tank looks like the flag overlay.
  9. Hey Bones, I finalized something I 've been wanting to do for a long time: a Mk3 Space Shuttle with a 5m external tank, 2.5m booster and Cryogenic Engines. It flies like a dream and looks awesome, thanks a lot for the orange foam texture in one of the recent updates!
  10. Thanks a lot, things were a bit buggy with the duplicate modules... Unlike the guy above I'll keep using your mods, tweakable torque and gimbal are the most useful things ever.
  11. I tried playing with my 1.0.4 GameData folder in 1.0.5 earlier and was getting logspam that caused my game to run at 9 FPS on average, but now it's all good apparently... Thanks for the quick update!
  12. What I'd really love would be different black and white stripe patterns like in SpaceY Expanded. Also the Ariane beige and Titan metal from FTP would be cool I guess.
  13. I don't know what are your plans for the next update but 7.5m external reaction wheels would be really useful. Rotating a 1000 tons payload is a bit of a pain in the ass right now.
  14. The shape. The current nose cone tanks don't really looks shuttle-ish and there's no bottom dome tank. I know, it's a bit petty but I just want a nice looking 5m external tank.
  15. Oh my, I didn't expect the update so fast. It all looks very nice! Any chance you could add 5m Shuttle-like dome and cone tanks like those in Fuel Tanks Plus?
  16. Hey Bones, looking at the SpaceY Expanded stuff I noticed how much your modeling and texturing skills improved since you first released MRS and later SpaceY. Do you plan on doing any remodeling some day? Or do you have cool ideas for new parts? EDIT: Also an orange foam texture for the 5m tanks would be great, my CryoEngines + SpaceY shuttle would look sooooooo much better.
  17. Could you also make one for QuizTech Aero Pack while you're at it? Pretty please?
  18. Seconding this old-ish request with a twist: use InterstellarFuelSwitch to make all cans and mini-packs switchable between supplies+mulch, mulch only and fertilizer.
  19. I think it's a good thing if modders coopereate togheter to make sure that their mods are all compatible and balance each other. People like Nertea, RoverDude, Porkjet and NecroBones all make "stockalike" or "stock expension" mods that fit well with the original balance or the game as well as its aesthetics, players will often use their mods together so it's only natural that they would considerate other mods when balancing their own.
  20. That sounds great, in fact the patch I made for myself last night does exactly that. // Realistic rebalance of the Penguin line of engines in SpaceY-Expanded to better fit on a game with LH2 engines @PART[SYengine*mP*]:NEEDS[CryoEngines] { @MODULE[ModuleEngines] { !atmosphereCurve {} atmosphereCurve { key = 0 360 key = 1 250 key = 6 0.001 } } } Thanks for being so considerate of everyone's particular whims and fancies Bones
  21. Well the problem with that is that I also use Nertea's cryogenic engines. They have even higher Isp but they fit well in the stock balance because the fuel is much less dense, your Penguins give me way too much delta-v because of the combination of high Isp and high-density fuel and basically make cryo engines useless on large upper stages. If you want to keep these values that's fine, I'll just patch them myself to 370 or 360.
  22. You know, 390s is a very high specific impulse for a liquid fuel engine. Since 1.0 most stock engines have realistic values, it doesn't go higher than 350 (which is close to the theorical maximum for RP1+LOX engines IRL), even 380 like in the last update felt a bit too efficient to me.
  23. Is there any way I can make a patch run before ":Final" patches but after everything else?
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