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StickyScissors
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Everything posted by StickyScissors
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More "testing" (read: screwing around) has given great results, especially since some more designs of things can be dependant on only 1 mod now instead of the many previously installed ones. For example, my modular nuclear tug/long-duration cruiser/cargo mover.
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Really loving the station parts so far, even if they are textureless and lack some functionality as of now. VERY much potential these have. Frames: very good, NullRef's: nowhere to be seen. Both of those were -not- the case when building previous stations that crashed together 10+ separate mods. Some quick 3AM testing has seen no errors, and has produced some sweet cinematic screenshots Also, is it possible to remove the outer fuel line running down the side of fuel tanks? it seems particularly out of place on the side of structural-only tanks
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What kinda GPU are you running? I've never been able to run clouds without halving my already crappy average of 30FPS :/
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@Shadowmage I think i asked this a while ago but never got a response, but would you be against integrating solar panels into the lander fuel tanks? Maybe using the same ones that are already on the Orion SM, but only 2 of them instead of 4. Or maybe multiple types that can be swapped out?
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
StickyScissors replied to TriggerAu's topic in KSP1 Mod Releases
Yes, it will -
I really hope these station parts work out in one way or another, SSTU not having station parts and swapable Dragon capsule variants... is pretty much the only thing holding me back from nuking my install/save, and starting fresh with just SSTU, some essential Q.O.L mods and all the graphics enhancements my GTX 960 can take.
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I'm curious how it is proposed to land the BA-330's on the surface without any noticeable propulsion, and assemble them together without wheels, like that? I want to replicate it, but have no idea how to go about it while still looking realistic.
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[Old Thread] KRE - Kerbal Reusability Expansion
StickyScissors replied to EmbersArc's topic in KSP1 Mod Releases
yes -
[WIP][1.1.3] Farlo Planetary Pack
StickyScissors replied to StickyScissors's topic in KSP1 Mod Development
Seems to be working fine in 1.1.3, no new issues that i have identified. I intend on working on this a bit more, too, but my internet is still poo poo so updates will be a bit slower to be released -
Not to be rude or anything but...snapping parts together as is done with stock parts and learning how to use stuff (tankage adjustments, mounts, nosecones, etc.) by just screwing around in the right-click menu should not be all too challenging.
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
StickyScissors replied to TriggerAu's topic in KSP1 Mod Releases
Well, i did it that way in 1.0.5, (120d transfers, though) so that wasn't the issue. Again, it didn't matter what flight time i chose, i still got incorrect values. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
StickyScissors replied to TriggerAu's topic in KSP1 Mod Releases
It was to demonstration the blatantly incorrect numbers that TWP was spitting out. a 50 day transfer to Eve does not cost 1026m/s of Delta-v, it takes ~2100m/s -
[1.2] Procedural Fairings 3.20 (November 8)
StickyScissors replied to e-dog's topic in KSP1 Mod Releases
Working fine for me. -
[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
StickyScissors replied to shaw's topic in KSP1 Mod Releases
Yes -
There's a patches folder where you can delete that patch. go to GameData > SSTU > Patches and delete "StockParts.cfg"
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Can confirm, Texture Replacer is good to go. What makes you think it got abandoned, did i miss something? O_o As for Tantares. I gave up on using that a long time ago, with rampant part additions, name changes, and deletions for no reason other than "i didn't want to work on that pod anymore" (even though he starts new parts all the time???) i got frustrated and kicked them all to the curb. The SSTU mod (shameless plug incoming) replaced pretty much all other parts mods that i have used. SO MANY configurable parts to do so much with Edit: might've mis-read a bit there.
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Let me guess, you tried the UN-UPDATED official version instead of scrolling up on the last page here and using the unofficial recompile? Scroll up literally 3 comments, there is a working recompile. Not sure what part of "Don't spam and get the thread locked" some people are missing. Modders do this in their free time and will update when they feel like it, begging usually only annoys them.
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I..wha...i linked to the website via the image and didn't bother checking the website itself... My google-fu needs some recalibrating. Also, is it just me or does Russia not have an ITAR of their own, because they give out lots of inner details about their engines(it's not like anybody is duplicating them, though). Unlike in the US, where if you give out rocket engine info the US government will fry your ass to the best of their abilities
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an hour of searching and the only think i could find -resembling- a schematic of the RD-253 was written in russian and doesn't even look very helpful. Close up images, however, ho lee fük those are easy to find.
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You can already make a layout of engines in proton's shape. I wouldn't really count on a completely custom fuel tank and mount for it though, if it's only a single-use thing, shadow probably wont mess with it. He was hesitating even bothering with Soyuz for a while.
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That'd be the RD-253 and later versions of it being RD-275. Engines that would require a different fuel type other than LF/OX, Monoprop, or NTO to be realistic. It uses that nasty N2O4/UDMH stuff. Also, to figure out that performance gap thing, i saw a while ago you posted a spreadsheet full of existing and potentially planned engines with all their stats and whatnot, and im curious if that is still updated, because i assume that's what you compare new engine additions to.
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@tygoo7 Ehr, not sure if this is a known thing but, when i use the V2's thrusters, the capsule really likes to spin like the thrust is offset in some rotational direction.
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The particle emissions cease when you revert the game using F9 or Revert To Launch correct? I'm getting the same issue. Yes, the Gigan pod is an analogue of Cargo Dragon, which does not have thrusters other than RCS, it uses them to de-orbit in real life. It's about a 10 minute deorbit burn
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
StickyScissors replied to TriggerAu's topic in KSP1 Mod Releases
Good news, the problem fixed itself and TWP is actually giving me correct parameters now, woo! However, it -is- still throwing tons of exceptions and nullref's every time i use it, but they are harmless at this point. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
StickyScissors replied to ferram4's topic in KSP1 Mod Releases
This. mod. IS. AWESOME! I don't know why i didn't try this sooner. Much better than stock aero, and now i can glide capsules properly- 14,073 replies
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- aerodynamics
- ferram aerospace research
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