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Everything posted by Starseeker
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Playing around in Sandbox mode, I put, if I recall correctly, my second-ever keosynchronous satellite up into orbit. Inspired by the NASA Relay program satellites, I call it the Sync-1, and it rode atop a pre-made booster I've named the Mjolnir-1, as it's quite similar to the Thor-1 booster I made for low-orbit insertion. (I'm a big fan of pre-designed boosters, and I should maybe make a thread of the ones I put together in my next career- or science-mode game ) Here's some pretty pictures! Mods used: Restock Restock+ Near Future Exploration Near Future Spacecraft CryoEngines Waterfall (and associated patches)
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[1.12.x] Near Future Technologies (September 6)
Starseeker replied to Nertea's topic in KSP1 Mod Releases
ahhh gotcha! They've got quite an interesting, almost veiny look to them -
[1.12.x] Near Future Technologies (September 6)
Starseeker replied to Nertea's topic in KSP1 Mod Releases
Out of curiosity, what's the Cougar engine from NF Launchers based on? Given the looks of the two-chambered version, I want to say RD-191 (and RD-180 for the two-chamber), but I'm not certain. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Starseeker replied to Paul Kingtiger's topic in KSP1 Mod Releases
Ahhh, gotcha! And yikes, that's definitely a setback to put it lightly Good luck, and like Brigadier said, take care of yourself first!- 1,554 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Starseeker replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hey, out of curiosity, is this mod still being developed? There hasn't been any dev activity for quite a while now, and I'm not sure if it's just everyone taking a break or if it's something more foreboding for the future of this mod.- 1,554 replies
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[1.12.x] Far Future Technologies - October 9
Starseeker replied to Nertea's topic in KSP1 Mod Releases
This'd probably be the best solution, yeah; switch it, but have an optional patch to un-switch it to preserve compatibility. On another note: is there a particular reason the NSW tanks are 5 sub-tanks instead of 7? It feels a bit weird that there's so much empty space, and six-around-one has the same maximum diameter as four-around-one. -
[1.12.x] Far Future Technologies - October 9
Starseeker replied to Nertea's topic in KSP1 Mod Releases
Did some more playing around, and turns out I'd missed the fact that they do, in fact, generate significantly less waste heat when using LH2 as additional propellant. Oops! -
Doing some testing myself, and that's pretty much what I see as well! The terrier, poodle, and (to an extent) the swivel are all geared towards upper stages, so their plumes are gonna be fairly dim even at sea level, and vanishingly so in vacuum. Overall, I'd say things are probably working as intended
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[1.12.x] Far Future Technologies - October 9
Starseeker replied to Nertea's topic in KSP1 Mod Releases
Made a neat semi-torchship using the Z-Pinch fusion drives on afterburner mode! Masses in at ~630 tons, with ~350km/s of dV and a total burn time of somewhere north of 9 hours: Sadly, the engines are long enough that, even with autostrut to the frontal command module, they like to wobble around; also, the RCS thrusters are actually pretty low on fuel supply, so I might swap them out for ones using LH2. Overall, loving the work you've done! The modelwork is amazing as always, the effects are beautiful, and the new resource system looks quite interesting! Something I'm curious about: would it make sense for engines in afterburning mode to generate less waste heat? I feel like the LH2 being injected could be used to cool the engine beforehand (similarly to how chemical engines use their fuel for regenerative cooling), but perhaps the flow rates are too low for it to make any meaningful difference. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Starseeker replied to Nertea's topic in KSP1 Mod Releases
With mods that just add parts, you generally won't experience effects on existing craft when installing them; it's uninstalling that you tend to run into issues. Some mods that add mechanics that affect all craft (such as life support mods) can cause problems, but this mod just adds parts, so it should be fine. -
If the engines have patches for Waterfall, then yes, otherwise no. If the changelog for the mod that adds a given engine doesn't mention Waterfall, then that engine probably doesn't have Waterfall configs. As far as I'm aware, only Nertea's other mods have Waterfall support (as well as a set of patches for ReStock & ReStock+ support, linked in this thread's OP). That being said, having a master list of mods that have Waterfall configs would be rather helpful
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It'd likely have to be done per type of engine; scaling of the effect plume and the like isn't done automatically. However, if you have (for example) a set of RCS blocks that all have the same nozzles, you should be able to apply the same patch to all of those RCS blocks. I'm not an expert though, so probably shouldn't take my word for it ^^; (Should clarify that by "patch" I also mean the plume definition)
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Starseeker replied to TriggerAu's topic in KSP1 Mod Releases
Well, seems to work just fine, at least for Moho! Both time and dV were pretty much spot-on for a Moho flyby -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Starseeker replied to TriggerAu's topic in KSP1 Mod Releases
Well, testing it out now, it *seems* to work alright; it doesn't crash or obviously error out, but I'll need to do more testing to see if it's actually accurate. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Starseeker replied to TriggerAu's topic in KSP1 Mod Releases
Anyone know if this mod works in 1.10, and with rescaled systems? -
Thanks! Just a bit ago I decided to test if Sigma Dimensions still worked in 1.10, and so far everything's been working fine. Also, the original Rescale! configs are working fine for me; honestly, I'm not sure what the difference between the original and continued versions are.
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Quick question: do all the mods needed to do a rescale of the stock system (and perhaps system-expanding mods like OPM) work on 1.10.x? If so, what do I need besides Kopernicus (which I know has a 1.10.x version available)?
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Rather self-explanatory: are there any tutorials for how to prepare & import a 3d model into KSP as a new part, that aren't video tutorials, and aren't critically outdated? I have some 3d modelling skills (going to be having to relearn Blender with the 2.8x UI changes, but that's a different topic), and I'm wanting to know how to take a 3d model I've made, add the various... transforms I think they're called? (the things that mark locations of engine flames, thrust direction, etc), and get that to be a functioning part in KSP. However, the last time I used a tutorial, the part basically just didn't work.