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Everything posted by Nightside
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Kerbal Konstruct doesn't work with RSS 1.8.1
Nightside replied to Firecowbruh's topic in KSP1 Mods Discussions
1.8.1/RSS/Konstructs definitely works. I made a mod that adds 600 runways around the world. try removing any additional KK packs, particularly those that add new bases. those bases are targeted to Kerbin, not Earth, and could cause problems.- 3 replies
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- kerbalkonstructs
- rss
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I designed a crewed interstellar spacecraft
Nightside replied to alfa0152's topic in Science & Spaceflight
Check out Frank Herbert’s Destination: Void, the colonists may not have a choice. -
If you want to unravel the mysteries of ancient space daters, just go play Outer Wilds.
- 7 replies
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- kopernicus
- planet mod
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Mars... Future Robot Mining Extraction Base?
Nightside replied to Spacescifi's topic in Science & Spaceflight
To be pedantic, we are actually veneraforming the Earth. No need to travel to Venus, just wait here for a few decades. ... There are lots of aspects to human nature. The urge to explore has been a major influence. There are lots of justifications for exploration, such as pursuit of knowledge, resources, treasure, glory, labor, etc, but essentially there will always be people willing to push hard on the limits of technology to do something and go somewhere new. -
I designed a crewed interstellar spacecraft
Nightside replied to alfa0152's topic in Science & Spaceflight
@alfa0152, why do you need 1600x1600m sail if you are pointing a laser at it? Couldn’t it be much smaller? Or Is it also working as a solar sail? Why does it need a second sail for braking? Why not just use the main sail? -
[1.8.1 - 1.9.x] KerbalKomets - Add komets to your game!
Nightside replied to Angelo Kerman's topic in KSP1 Mod Releases
There needs to be a special mod Valhalla subforum where mods that have been implemented in-game can retire honorably. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Nightside replied to Ger_space's topic in KSP1 Mod Releases
Not really, are you trying to place statics and/or build bases? Or are you talking about the optional "economic" features of some buildings such as resource merchants, etc? For the first, I'd recommend installing an existing, up-to-date static pack from the first post of this thread, and seeing how it works. For the second, it is probably best to just ask specific questions here. -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
Nightside replied to sarbian's topic in KSP1 Mod Development
Yes, but only just at launch time. -
Will it be magnetized after reentry?
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You are on the right track. Make sure to challenge the “name =“ field to you new name, or the game will get confused.
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There are some many mods that do so many different things that it is impossible to have a blanket statement for your question. It seems like many mods were not affected by the 1.8 to 1.9 change and so many modders never needed to update and mods that still work in 1.9. Conversely some mods updated to 1.9 will work in 1.8 but if the mod uses something new in the latest KSP it won't be backwards compatible.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Nightside replied to Ger_space's topic in KSP1 Mod Releases
To set specific pads you need to patch the Runway Configs in GameData/Mechjeb2/... -
For Questions That Don't Merit Their Own Thread
Nightside replied to Skyler4856's topic in Science & Spaceflight
As I recall, the measured thrust of the EmDrive was due to a flexing power cable. Maybe they are working on building an extension cord to space. -
[New] Space Launch System / Orion Discussion Thread
Nightside replied to ZooNamedGames's topic in Science & Spaceflight
My hot take: They've been working on this thing HOW LONG and they just now tested it? -
[1.8-1.10.x] BDAc Team Icons (update 2020/9/19)
Nightside replied to SuicidalInsanity's topic in KSP1 Mod Releases
No comments for a year, I guess it was flying under the radar! Thanks @SuicidalInsanity -
Yes the texture is placed/aligned/wrapped in the 3D software. that’s about my limit on that subject, you can find more info in the add on development forum.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Nightside replied to Ger_space's topic in KSP1 Mod Releases
Look in the mechjeb settings for examples of how to define a landing zone. -
I’ve never seen that before!
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Relativity Space (future launch provider)
Nightside replied to tater's topic in Science & Spaceflight
This is relativitly good news. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Nightside replied to Thomas P.'s topic in KSP1 Mod Releases
Welcome to the forums @ricardo_. Please look at the first post of this thread for instructions on what information you will need to provide for anyone to be able to help you. -
Most parts consist of 3 files. .mu - the 3d model of the part .dds (or other image type) - the texture that is used on the model .cfg - the "rules" of the part. @Lack's wonderful work on SXT dates from when the game was severely RAM limited. Reusing Squad's textures saves a lot of loading time, and provides visual style consistency between the mod and existing parts. The MODEL node points to the model and texture file, but the way that texture is wrapped around the 3d model is determined in the .mu file itself. If you are looking to do something similar you will have to work with 3D modeling software.
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Here is some documentation: https://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Model_Parameters
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1a. I thought this was a limitation of KSP? 1b. This might be useful to me. I have a long neglected project (See "Transmogrifier" in my sig) which is basically an add-on to SMURFF which resizes models to realistic dimensions and recalculates resource capacities as well. 2. Oh, yeah. Good idea.
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What problems would this solve? Would existing patches still work?
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What You Need To Colonize Dinosaur World
Nightside replied to Spacescifi's topic in Science & Spaceflight
As @Spacescifi hinted up thread, you could get a jump start on evolution by bringing fruit crops, which are more edible to humans than most plants. The downside of this is that since these are the only flowering plants on the world there would be no native pollinators. You’d have to bring your own.