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Aerospacer

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Everything posted by Aerospacer

  1. @NESD - Wow, really excellent and playable work! Respects, man.
  2. Changes will be saved in mod's files, regardless of the game save files.
  3. Yes, it's really power help for floating craft, especially with mod's parts. But please note, the part's buoyancy depends from part's collider volume. So if part haven't collider, then will be drown anyway. Here yesterday's tests and examples where this mod not working:
  4. @Mlg Dank Meme lord Road car's speed ~10 m/s, train speed approximately a twice more. Both really solid and unbreakable, and can to damage your vehicle. So be care on road.
  5. Yes, of course. It is. And was. ) Agree, I fixed this. Also I fixed the BC-1 pod CoM position for increase of survivability after reentry. And some decrease mass of NGE-45. New link: https://www.dropbox.com/s/8z68pkzm11rrig7/BargainRocketRec-A2%2B.zip?dl=0 At now I can to admit this build done (for myself, I'm sorry for my bad english in part descriptions). Next stage - adaptation to localization, but I still didn't mastered this stuff and ready to give this mod anybody who want to continue it. In what sense? I think, you may to do this yourself. Welcome and feel free
  6. @Tux1 - try to begin a new career and rechecking. (I've seen a similar glitch, it happens if you continue your career after reinstalling the mod - tech tree screen use a part places from its cfg, not from rearranging tech tree file - but it just a visuality). Rechecking again in my KSP - after beginning new career working correct.
  7. Deleted. Use tte original Kerbin City from his main tread: and patch it with Restoring Patch from https://www.dropbox.com/s/jobexspp2afvush/Patch-for-KerbinCity.zip?dl=0
  8. To @linuxgurugamer and community. I upload the editing version of BRPR in dropbox: https://www.dropbox.com/s/sgyq2pd6x1hnjet/BargainRocketsA2.zip?dl=0 It working quite good, just probably need to some correct the descriptions in part of the Literate English. Both unmanned pods now floating, but some combinations with other parts still can to sink though. Engines characteristics and max temperatures of commandpod (and some other parts) was lowed intentionally, due to using low-tech materials and wishing to increase of mod's hard level. _____ Changelog _____ 1. Many of the parts parameters was changing and tweaking for balance. 2. Added the 4 new parts: 1) BBQ-2 probe with built-in reaction wheels module, based on BBQ-1 model and changed texture (selfmade); 2) radial-attached reaction wheels device, based on clock model and it's changed texture (selfmade); 3) rusty structuralPanel, based on stock structuralPanel1x1 model and new "rusty panels" texture (found on forum); 4) small solar panel from Rusty Star Rocket mod (thanks to GagaX for permission). 3. The tech tree is reedited, career now start from unmanned pods and used in begin steps only BRPR parts. All stock parts remaining in tech tree and open in later steps.
  9. Thanks, but please wait 2-3 days, I want to done some minor tweaking and add a solar panel part (by GagaX with his permission). I will upload it asap.
  10. Please find 'Where is" in OP spoiler I hope, you have latest Kerbal Konstruct installed. Also, new vesions of KSC++ have simply road (Ghost road) from KSC to Kerbin City - ~112 km.
  11. The idea is right. But imho Z-200 is more tech part and must be added later. My propose - just increase Stayputnik's electric capacity to 100 (may be 80?).
  12. "СПРИНТЕР" ? (Звучит неплохо, но в целом имхо не совсем вяжется с уровнем тяги и ускорения от ионников.) "ВЖИК" по смыслу вроде ничего так. ) Не знаю что каноничнее, но слово "абляция" уже немного занято.
  13. @Lo Var Lachland, here link to original Kerbin City thread, and link to patch download. If you have already installed KK, that's all you need, just read the instruction
  14. Minor update version of KSC++ - v4.1. CHANGES: 1) Move the Railway Station some left - for compatibility with Observatory of ResearchBodies mod (due to @Ger_space request and respect to this must-have mod). 2) Some rearrange of buildings near the Station and palms.
  15. @PaganoCristo, I have the same problem too, when I try to switch from TR to TRR, so I return to TR (new build for 1.3 working good as before).
  16. Airlock Plus всё ещё в списке требующих перевода? (точнее, он в обоих списках)
  17. Another interesting SSTO challenge - how much payload you can deliver to LKO in cargo bay of your singlepanteric workhorse? Reasonable tech level limit - science160. Example: Stock career SSTO CarPanTer-1. Description: Light single-pantheric stock career SSTO for satellite missions. Career tech level - Science160 (2 technologies required) Payload - 1.5-1.6 t (maybe up to 1.8) + decoupler Crew - 1 Engines formula - 1P + 2Ter Parts (for empty cargobay) - 25 Launch mass - 15.95 t (with 1.5 t payload and decoupler) Empty mass - 5599 kg Cost - 13 943 kerbucks (filled, w/o cargo) 360 m/s dV and some excess LF on LKO after dummy cargo drop (circular 72km orbit). Experimental science satellite, initial mass 1615 kg, dV=3030 m/s. Flight album:
  18. Not only now Version 0.4.3 (with stock fixed gears and spark engine) were used for tests. Btw, I have a proposition - decreace a "Pitch Stabiliser" lift from 0.42 to 0.3 (match with equal mass elevon), and increace of hull lift from 0.3 to 0.42 (more suitable to its size). /Picture for compare/
  19. @Starslinger999 KSC++ v4 compatible with Kerbin-City, Kerbin-Side, Kosmodrome, KSC Floodlight, Wenchang Satellite Launch Center, TOP SECRET!, SM Marine Static Pack, South-West Launch Site and probably with some other static content. Kerbal Cities technically may to use with KSC++, but road to its City initially was made through the KSC++ buildings. In addition, "Kerbal Cities" static pack extremally lagging for my PC, reducing performance up to 1,5-2 fps, and I can't play with it.
  20. @Starslinger999 Of course. No need to update. All static content without special function (launch pads, refueling etc.) since 1.0.4(?) now working normally and need to update only Kerbal Konstruct mod.
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