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Zeroignite

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Everything posted by Zeroignite

  1. My typical use-case for Gigantors is supplying the massive power needs of Kethane mining and conversions. They also look nice on space stations.
  2. Check the reddit subforum link on the first post. I especially recommend Tingle's pack --- mix and match the HD and SD versions based on how much free memory you have.
  3. I made a white texture replacement for the Mk1 Pod [universe Replacer]. Being invisible on the nightside was bugging me.
  4. I don't have a reddit account and don't really care to create one.
  5. Ok, here's an honest-to-Jeb part texture replacement! White Command Pod Mk1 Download I got tired of not being able to see the stock black Mk1 command pod on the dark side of worlds, plus it didn't seem to fit very well with the white/grey of other parts. This replacement is a fix. Texture size is the same as stock. Feel free to modify and distribute this texture however you wish within the bounds of the KSP EULA. Tingle, may you please add this to the reddit subforum for me?
  6. Well, until realistic fuels are implemented, you feed everything via LFO, and each engine has its own exhaust color. You can already get mismatched effects in stock with engine clusters.
  7. Ah, there is it. Having modulemanager.dll directly under GameData in the release download threw me off and I missed it. Thanks!
  8. Wouldn't this be entirely moddable now? Not saying it shouldn't be stock, but we have almost all of the effects we need
  9. Turn off SAS and RCS. They'll wobble a bit before the hard-dock. The faster you were going or the more off-center you were, the more jiggle there is gonna be.
  10. hm, any idea why stock parts that should be getting AblativeShield aren't? I checked the installation, and it looks correct.
  11. Bad advice. Kethane is less dense then LFO, so you waste extra mass in fuel tanks. Additionally, you lose some mass during the conversion process.
  12. I'm a recent 24-77s convert. Previously I'd used the radial 24-77 for small craft, but the stack version is kind of completely better. The only awkward thing is stock auto-fairings on decouplers being half-meter... good thing the procedural fairings mod has me covered
  13. Makes sense to me. I don't think I've seen a controllable craft automatically classified as debris on undocking or anything.
  14. Well, if you're able to dock, consider it an opportunity to add more warehouse space!
  15. I use extraplanetary launchpads for my big ships, launching everything from Minmus. What I've found to be the best strategy is to do a minimum delta-v Minmus/Kerbin escape about a week before the launch window, then hohman to wherever I want to go from solar orbit. It's easy and saves a ton of fuel relative to dropping back down to LKO.
  16. texture2.png is a bump map. You'll probably need to replace it with an empty image.
  17. Thanks for all the hard work, sarabian. Have a great time in Japan!
  18. That'd be fairly browser-dependent and require a silly amount of backend work. The Rules Page describes what each ribbon is pretty clearly.
  19. Indeed. Also the view from the top of that Arch is fantastic.
  20. The problem is that the internal g-force damage threshold is way too low. If I want to do a 60m/s2 launch (not really unreasonable compared to real-world unmanned launches), I should worry about parts breaking apart from each other, but having things like antennas implode in on themself is kind of silly.
  21. Perfect, thanks! I'd +rep but that currently seems broken.
  22. Conservation of Ninjutsu is a valid concern, and is why tried to make each wreath a challenge unique the the body in question, and one at least as hard as a Kerbin SSTO. Basically, in a lot of ways I already use the ribbons as an excuse to do interesting missions, and having more challenges baked-in seems like a good way to encourage that.
  23. Note, though, that the 0.21 procedural terrain put all the monoliths either below ground or floating above craters.
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