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KSP2 Release Notes
Everything posted by Denko666
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There's good howtos here And you don't use make or GCC, KSP is not written in C++ but MONO C#. So basically all you need are the Mono SDK and MonoDevelop (now Xamarin), if you also want to make parts you'll additionally need the Unity 5.x SDK and a 3D modelling software like Blender and a bitmap editor like GIMP. But its all explained quite well in the tutorials, even though they use M$ Visual Studio, Xamarin studio is so much alike it you hardly notice the difference. i got it all to work on MacOS X, and i'm sure you could make a development environment on a Linux desktop just as well (so no need for buggy ol' Redmond software).
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the spacedock files are not deleted, but archived in a .zip if you really need them, just unzip and you're good to go. the IDs do not clash with @FendrinSpacedocks.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Denko666 replied to K.Yeon's topic in KSP1 Mod Releases
Xcllnt, i shall recline and burst with anticipation of 1.9 to be released! -
Good point... Then, i think, we should either: Merge the mods or Pull in spacedocks into ixswarpshipos or Remove the spacedock parts from ixswarpshipos and put spacedocks up as a suggested mod What's your feel on it?
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Denko666 replied to K.Yeon's topic in KSP1 Mod Releases
Hi K. Yeon Looking at the J parts lineup, i can't make out if the cargo bay opens up only on the top or also on the bottom. I'm asking because, if the Stail series is going to be discontinued, the J mk2 cargo bay that opens top and bottom is going to be abandoned too i assume. As you've seen in the photo series i posted, my shuttle carries a rover, which it lowers to the surface using winches. When the shuttle returns to the interplanetary stage in orbit, a robot arm would load cargo containers into the shuttle's cargo bay. But in order to do so, the cargo bay needs to be accessible from the top. So, in short: will the new J series have a top & bottom opening cargo bay? -
Hey UAL002, No, it should definitively recommend both @RoverDude's Alcubierre Drive and Community Resource Pack. I know the Community Resource Pack isn't recommended because i added it later on. And i haven't figured out how to add the dependency in CKAN Awesome Fenrir! I'll make a MM config that removes the docks in IXS Warpship OS when your mod is detected. Is that acceptable to you?
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It's all open source so, knock yourself out. I suggest you use github and issue a pull request. I can then add you as a contributor, and we can keep everything within the same mod. To be honest i kind of forgot all about the tech trees. I'll look into making a CTT MM config by the time i'm done overhauling the resource chain consumption quircks.
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The sole reason for that is that i haven't got my head around modelling and texturing for KSP yet
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It's Orbit Portal Technology (OPT). maintained by K.Yeon current version has been made KSP 1.2 compatible (v1.8.6) and the K.Yeon plans to have 1.9 ready by end this month with some very exciting changes and new stuff! That, T.G.O.L. Small Radial VTOL engines and the mkII Expansion is what i always use for spaceplanes. I wouldn't want to build one without them.
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My latest attempt at getting to Duna: https://flic.kr/s/aHskFCVmjm Courtesy of: - Orbital Portal Technologies: 'Juno' class SSTO/SSTS Spaceplane - Allista Tech: Advanced onboard computing systems, flight control and stability assistance. - Insanity aviation: Advanced spaceplane components and nuclear energy provisioning. - Umbra Space Industries: Life Support, InSitu Resource Processing equipment - Wild Blue Industries: DSEV 'Desperado' unmanned Interplanetary stage, 'Buffalo' rover, 'Pathfinder' mobile/agile exoplanetary camping equipment, Science platform and 3D Printing technology - Tanhiwa Tech: Extraplanetary construction equipment - Deepreeze Tech: Cryogenic suspension chambers. (you just can't keep 6 Kerbals sane and awake during a 100 day trip with nothing to do then stare out the window.) any other parts were just found lying beside the road....
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Thanks @allista! I tried what you said about toggling TCA together with the engines to switch between different plane modes, and it works! Really well actually... have a gander at this photoalbum of my most recent attempt to get to Duna: https://flic.kr/s/aHskFCVmjm. The spaceplane enters Duna's atmosphere like NASA's shuttle, using its entire lifting body as a brake. Then flies down further as a plane before eventually switching to VTOL mode to find an acceptable landing spot. Deliver the Rover and crew, then take off again into orbit, back to the interplanetary stage to get the rest of the equipment. Wonderful!
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Quiztech aeropack has cute little air powered rcs ports.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Denko666 replied to K.Yeon's topic in KSP1 Mod Releases
what is real anyway, what we consider impossible today could be perfectly doable next year... -
'Nearly not stupid at all' ...LOL that's a really cute way of putting that I've tested it out and i see what you mean. To get the reactor to perform better it needs to get up to temperature. Which it doesn't. Either because there isn't enough load to generate heat as a byproduct or because the PHC drains the EC too fast, eating up the input EC the reactor needs to keep the reaction going. Long story short, it's a balancing issue and i'll look into it. Maybe i need to use different reactor code... This is what i get for not doing play-through testing the thing. It looked soo good on paper tho.
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Do you have an engineer in the main hull? (also check how stupid he/she is... it makes a difference)
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Denko666 replied to K.Yeon's topic in KSP1 Mod Releases
When you activate 'advanced tweakables' in the options menu. And you then go to the VAB/SPH, when you right click on a part there's 2 options added: Autostrut an attach rigidly (or somethin like that,... i claim innocence for forgetfulness,... it was the sake! ). -
Convair NEXUS - super heavy Historical Launch Vehicle
Denko666 replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Super. I was afraid you'd had to dive back into the 3d design and resize everything. I'll just delete the mm config file. Not using it anyway. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Denko666 replied to K.Yeon's topic in KSP1 Mod Releases
you need to turn on 'advanced options' in the settings screen (outside savegame) to see this. Also unlocks the now built-in Fuel flow control -
Your mod hard at work: Squadron Flight tests
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Convair NEXUS - super heavy Historical Launch Vehicle
Denko666 replied to TiktaalikDreaming's topic in KSP1 Mod Releases
I hate to bring bad news already, but... ... The Aero Plug Engine for the Nexus II seems to be a size too big. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Denko666 replied to K.Yeon's topic in KSP1 Mod Releases
never used FAR (or NEAR) and with the 'Attach Rigid' option from KSP1.2 on i think even KJR is needed anymore -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Denko666 replied to K.Yeon's topic in KSP1 Mod Releases
OPT 'Stail' Multirole SSTO Spaceplane (left) and OPT 'Juno' Multirole SSTO Spaceplane (right) I can't help to still be a bit more sold for the 'Stail'... Even tho they both fly like a dream in 1.2 no complaints there! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Denko666 replied to K.Yeon's topic in KSP1 Mod Releases
Already tried the 'Stail' in 1.2 and it flies like a dream. combination J61 and linear aerospike gets me into orbit, but only just. And not without some understanding of AoA, air pressure, Thrust vs ISP and knowing the proper climb profile. So in my opinion: not overpowered. Near future, but not impossible. Re-creating the spaceplane with Juno parts now.... i'll try make some pics. -
My Hero!