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Nightside

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Everything posted by Nightside

  1. Is DM1 launching from the same pad as this mission?
  2. Welcome to the forums @rocketpark. Real Solar System should be working fine in 1.6.1 (just make sure you are using the right version of Kopernicus for your KSP). RSS is an incredible mod in its own right but you will soon realize that stock rockets are too small, weak and heavy to cut it in the real world. The most realistic experience will come from a full Realism Overhaul install, but that is still back on KSP 1.4.5, so you would have to download that version for the full experience.
  3. Check out the OP and maybe the wiki of Smokescreen.
  4. Thanks for finding that, I hate link hunting on my phone. it is interesting how little variance there is day to day.
  5. I saw another article on this today showing strange air pressure spikes at 7am and 7pm, every day.
  6. Great idea. TF always felt unfinished. I look forward to trying it out.
  7. At a bare minimum, what are you must-have mods for playing KSP? I used to have a good list, but I think I lost track of some of my favorites, while others are no longer needed, please suggest your favorites! Minimalist mods should meet some of these parameters: Fixes a bug or incomplete feature in the stock game Improves performance Stock-alike appearance, or no visual Suitable for most play styles Provides a basic missing feature (such as Basic Delta V prior to 1.6) Optimizes workflow Here is my list at the moment, many of these would fit into multiple categories. BUG FIXES/Incomplete or missing functionality Consistant Variants - Improves variant system Variant Persist - Improves variant system Double Tap Brakes - Allows parking brake without using mouse Quick Search - Makes part search actually work right EarlyBird - Makes Warp to morning an adjustable setting. SimpleFuelSwitch - Extends building options and removes duplicate parts. PERFORMANCE OPTIMIZATION Hyperspace.dll - Faster game start time INFORMATION Basic Delta-V - As of 1.6, improves performance of stock dV system and extends functionality Basic Orbit - Unobtrusive orbital info NavBallDockingAlignmentIndicatorCE - Stock-style display on the navball makes manual docking a breeze Radar Altitude - Altitude gauge shows distance to ground rather than sea level Kerbal Alarm Clock - Useful for when it comes time to leave Kerbin, but it would be nice if it was integrated into the Tracking Station Window better. OTHER SafeChute - Auto un-timewarp before touchdown Permanent Clamshell - For those who never don't want clamshells VABReorienter - Allows the player to align rockets to always launch east, for example.
  8. Do Don’t forget Snark’s Missing History mod, until you upgrade to >1.3.1.
  9. That looks like the normal tracking station. Are you thinking of this mod?
  10. Awesome. Those look great. I'd be interested in using those as Kerbal Konstructs statics. In fact I think I remember something about Angel125 working on a way to have crafts build Statics in his Pathfinder mod, instead of trying to rely on large buildings that are actually crafts to not start sliding or bouncing around. Unless you've worked out a real KSP miracle with your KSP Wheel work, I don't think crafts can be trusted to load and unload without blowing itself up, especially a massive dome sized structure.
  11. Make sure you look at how Real Plume itself modifies engines - its kind of a layered effect that was tricky for me to figure out. (I never quite did actually, but I was able to add new effects).
  12. I can’t open that link, so I’m just guessing but I think the ships being sorted by planets is from dMagic’s mod.
  13. Graphics mods can add a lot of "atmosphere" to the game but they sometimes have a bad effect on performance. I would recommend adding only one at a time and play the game to make sure the performance is still acceptable. Also, avoid CKAN if it is causing problems, some mods are not compatible with CKAN. Some mods have special instructions, read the first post of the mod's thread and ask a specific question in that thread. If that doesn't help, ask here again!
  14. @HereComesTheBoom, you might be interested the effects of this mod, which have a MUCH longer trail. They still do not persist for minutes, but it might be helpful for figuring out how to make a bigger trail.
  15. Just noticed the arms to push open the service bay, nice touch !
  16. Nah, Starship will be the rescue mission.
  17. Any one have a suggestion for a mod to make the Japanese rockets? I know CryoEngines has the main engine, but what about the SRBs, and other parts?
  18. Now they just have to get back to Florida one more time. Do we know anything about the survival chances of the center core?
  19. Looks like @Spaceception is going to need to update the title of this thread!
  20. Does rescale factor work for you ingame? I've had some trouble with these older models that use mesh and have a scale factor of 0.1, but I can't quite remember what the issue was. What ever it was I know I did figure out a fix in Transmogrifier. If you are thinking of doing a lot of these you might consider multiplying the node positions by your rescale factor.
  21. Have fun! Meanwhile does anyone know of a Static pack that adds anything like the now famous Boca Chica rocket tent?
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