Scotskerb
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Everything posted by Scotskerb
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Hi. I found this amazing mod that generates n-body orbital mechanics known as Principia, by @eggrobin. Even the planets work with the new mechanics, knocking each other's orbits around in a quite interesting fashion, the same way it's done in real life. It even reworks the Jool system to make sure the moons don't go completely out of whack. The problem is, it only seems to work with stock KSP. There are many planet packs out there which do not get reworked for compatibility with this mod. What I am doing with Planet Patches is adding a patch for each planet mod I come across that has unstable orbits with Principia, repositioning the unstable bodies to make them stable. Modified Planet Packs: Planned Planet Packs: I am open to requests. In fact, I plan on building this entire thing on requests Requests I will not take: Half-baked mods - what I mean here is, mods that are so in-development that they can't even work properly on their own. For example, if the SOIs are insanely sized in a way that completely messes up one's ability to travel. Kopernicus mods from before KSP 1.2.2 - sorry, but the earliest KSP version for Principia is 1.2.2, and I really can't go back further than that, unless the mod does work on 1.2.2 or above. Other than that, I hope to take every single request that I can! Download - Github
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- gravitation
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I have the same question. With my case, I'm trying to create an engine that, instead of using ignitions, uses electricity. Basically, when you throttle up, it instantaneously consumes an insane amount of energy. After the initial ignition, it generates electricity instead of consuming it. This is a concept of my own where an artificial mini-supernova (mininova?) propels the craft by shooting matter out of the nozzle at relativistic speeds (which, as it may sound, would be extremely efficient).
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Maybe you could even add a star system with an insane number of planets and no room for moons... like Trappist-1, but several times as many planets!
- 330 replies
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- starshot
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When you're done revamping the old bodies, could you add some new ones? Or even new star systems?
- 330 replies
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Scotskerb replied to KillAshley's topic in KSP1 Mod Releases
Somebody try landing on Etal with stock parts and post a video of it; I'm really curious. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Scotskerb replied to KillAshley's topic in KSP1 Mod Releases
I'm playing New Horizons in career mode, with stock parts and Contract Configurator. You have just made me deeply afraid of what is to come (I'm currently working on landing on Serran). -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Scotskerb replied to KillAshley's topic in KSP1 Mod Releases
So I built a simple craft in the VAB to prove my point, with 5 wheesley engines, which are one of the weakest jet engines you can get; according to Kerbal Engineer, the TWR (on Titanus, not Kerbin) stays above 1 up to an altitude of 40 km on Titanus, with over 80 km/s of delta v. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Scotskerb replied to KillAshley's topic in KSP1 Mod Releases
Okay, but when it says "immensely thick atmosphere and crushing gravity", I feel like that ought to pose a challenge. Besides, it is an oxygen atmosphere, which means jet engines would work quite nicely. Could the pressure at least be substantially greater than that of Eve? -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Scotskerb replied to KillAshley's topic in KSP1 Mod Releases
I have an idea! Why not push the limits and make Titanus's ASL pressure close to 4,000 kPa? Or at least push the limits of what kerbals on EVA can take, if that's lower. Don't question my logic; this is a great idea! -
I believe he is also using ResearchBodies.
- 51 replies
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- scott manley
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It would probably be a bit difficult to maintain a base on Duna. Just a bit, though.
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Actually, in a vacuum there's nowhere for the heat to go, so it would be so slow you wouldn't even notice.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Scotskerb replied to KillAshley's topic in KSP1 Mod Releases
Yeah you're right. My crew is leveling up fine now that I've progressed. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Scotskerb replied to KillAshley's topic in KSP1 Mod Releases
Is it possible you could create an expansion to this mod that adds new star systems that fit the style of New Horizons? -
Parts would have minimum temperatures, and some would passively radiate heat. When minimum temperatures are reached, the parts wouldn't explode or anything. They would merely stop functioning. However, based on a setting in the difficulty options, if a command module or spacesuit reached minimum temperatures, the kerbals could be at risk of freezing to death. Different kerbals would have different time limits for staying below minimum temperature, basically like gee tolerance. Something else that should be added would be parts specifically meant for heating the spacecraft. Drills, converters, fuel cells, RTGs and active engines would passively generate heat. Liquid fuel tanks and idle liquid fuel engines would have an incredibly low minimum temperature. Landing legs and airbrakes, as well as xenon tanks and ion engines would have a fairly low minimum temperature. Wings (whose aerodynamics would simply not work quite right when too cold), command modules and passenger modules would have a medium minimum temperature. Probes, batteries, solar cells and reaction wheels would have a high minimum temperatures. Finally, surface temperatures. Planets would all have ground temperatures, including the ones without atmospheres. However, part temperatures would be affected by the ground much more slowly than by the atmosphere. Therefore, you could probably last on Eeloo or Minmus for days without a heating system. You wouldn't have to worry too much about Jool's moons, as they are heated by tidal forces. With Duna you would probably want a heating system, seeing as it has an atmosphere. Also, unlike atmospheric temperature, surface temperature would change depending on whether it was day or night.
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- temperature
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Scotskerb replied to KillAshley's topic in KSP1 Mod Releases
Maybe you could make Kerbin orbit close enough to Sonnah to make it tidally locked? Also, I seem to be experiencing a bug where my crew won't level up, and I suspect it may have something to do with this mod. Can you check on that? -
Well, based on a conversation I had with electricpants, I don't think Sigma Dimensions likes your mod. I'm fine with updating it every time.
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- planet pack
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Well, what you could do is edit the top post and put a link to my post accompanied by a warning. Also, I can take your updates and reconfigure them into updates to the one I made.
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- planet pack
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You're right. It did explode. However, I was able to safely zoom out far enough to easily see all the stars. Therefore, all that's needed is a warning to not zoom out all the way, which, unfortunately, I did not take the time to include in the folder. Anyway, here it is: https://www.dropbox.com/s/y792417h49u5g6s/Constellations 2.1.2 Real Distances.zip?dl=0
- 522 replies
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- planet pack
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I think a Sigma Binary patch should be made for some of the binary stars.
- 522 replies
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Well, RO has several guides on its forum thread, including how to fly spacecraft with RSS and RF.
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I'm going to guess that the culprit is Dimensions.
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I think the TrES-2 and HD189733 systems should be added, just because of their amazing planets. And Kepler 438 and 442 for their Earthlike planets.
- 522 replies
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- planet pack
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Another Star System
Scotskerb replied to Scotskerb's topic in KSP1 Suggestions & Development Discussion
I'm actually not entirely talking about challenges. I'm pretty much only interested in the challenges that involve exploring new worlds. Also, I really don't think the warp drive should be added regardless of whether we have a new star system. You'd be surprised at how far you can go with just stock parts and a computer that isn't built for gaming. Speaking of my computer not being built for gaming, I will note that when I use mods I get constant lag. Also, with star mods, the sun-tracking solar panels tend to just clip into the spacecraft and stop working, so I'm limited to using RTGs.- 22 replies
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- more stars
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