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VenomousRequiem

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Everything posted by VenomousRequiem

  1. Oh, yeah, there are several engines in BDB with separate verniers. @PART[bluedog_LR91_mod1]:NEEDS[RealPlume,SmokeScreen] { @MODULE[ModuleEngines*]:HAS[#thrustVectorTransformName[thrustTransform]] { @name = ModuleEnginesFX %powerEffectName = Kerolox-Upper } PLUME { name = Kerolox-Upper transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 plumePosition = 0,0,0.9 flarePosition = 0,0,0.9 fixedScale = 0.75 energy = 1 speed = 1 } @MODULE[ModuleEngines*]:HAS[#thrustVectorTransformName[VernierTransform]] { @name = ModuleEnginesFX %powerEffectName = Kerolox-Vernier } PLUME { name = Kerolox-Vernier transformName = VernierTransform localRotation = 0,0,0 localPosition = 0,0,0.1 fixedScale = 1 energy = 1 speed = 1 } } Here's a good example of how it's executed.
  2. @KvaNTy Some people don't want their mods used with others, besides, I don't play with it but I've seen TAC used before, and I see little difference between this and that. If you really want your launches to fail, I don't know what to tell you. And again, with RT, I haven't played with it but I've seen it used, and I see little difference between that and this. I'm not trying to be rude, I'm trying to say make a compromise. Shame on all you! You'll get your grubby mitts on your 1.1 version whenever this poor KSP store user gets access to it. @ShotgunNinja Just tried it out a little bit before bed. Absolutely everything I'd expect from this kind of mod! Totally adds a lot more challenge! Should be required for RO. @NathanKell Why aren't we funding this??
  3. Wow... that's some advanced stuff... In related news, until it actually comes time to do it, I've apointed myself the one who will deal with A****o related questions, as I'm a lot more tolerant and don't quite have the power to cancel the mod. If you have something to say regarding A****o or S****n, please direct them to me.
  4. Wow, this looks like a lot! I'll have to try it out some time!
  5. I know this is an odd request given the contents and goal of the mod, but is there any way you could make a 1.25m and 0.9357m inline parachutes? Ones to go under the APAS and CBM docking ports for crew/resupply craft? Update: @Schtiebuu if @benjee10 finds out what causes this awkward bug, he'd be an absolute hero. That same bug haunts the dome antenna from BDB... Some parts just... do it.
  6. There's something about that 2.5m capsule... I really enjoy it!
  7. I don't think Titan IV's shine has been released yet. Titan II should be shiny. Ask @CobaltWolf. He seems to be busy... He sent me picture of a... wet sock.. or something? I don't know but I don't think he's currently available.
  8. Ooooor, if you noticed, ullage and retro motors are a separate article in the roadmap. We'll probably have one interstage with no ullage motors, and allow you to place them yourself. Interesting bit of information, though! I reckon the first and second stage ought to be 6.125m despite my pleading... But before we get into a discussion about size, let's cross that bridge when we get to it. Edit: @Sgt.Shutesie The latest dev update already has that! Go pick it up!
  9. I noticed the Hypergolic-OMS-White plume was re-done by the RP people. Instead of just a flare, they're not a flare and a plume, if you know anything about real plumes. I had them configured with the plume out of the question, so when they were added they simply sat in the middle of the thrustTransform and were way too big. Anywho, enough about that, here's one working with newer versions of RP.
  10. Any chance of a version that doesn't require RealChutes/AnimatedDecoupler? AD is broken in 1.1 I believe, so the version you released's decouplers don't function, and I don't like RealChutes very much as not a lot of things are compatible, and I've had experiences where incompatible chutes were full on broken with it installed.
  11. Could you make one with an 0.9375m forward node, but keep the 0.625m aft node?
  12. @OTmikhail I was going to come up with some designs for the probe service module and engine, aye. Any ideas, besides the Ranger engine?
  13. Maybe playing on a technically unsupported version isn't good for a first impression. Exhaust plumes not showing up? Do you have realplumes? Or maybe smokescreen but no realplumes? Everything worked fine for me when I played last night.
  14. A little update on the situation... I see now that all of my visual mods I like to use have updated to 1.1, and holy crap, here's one for the front page.
  15. Yeah, that and HSS.. It's absolutely infuriating playing in this stupid baby tiny planet. I need it to be harder! I miss my inclination changes! ;-; Ah, but let's keep that kind of talk to their respective threads, or more preferably muffled all together.
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