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Everything posted by Nightside
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TRANSMOGRIFIER - Real-size rockets - stockalike gameplay (ρ)
Nightside replied to Nightside's topic in KSP1 Mod Development
Thanks, the latest version linked in my previous post does resize and increase thrust and is specifically designed for 10x/RSS. If you get to orbit, post a pic! I'm open to feedback on the thrust power. I increased it a bit the last time I made changes, but didn't get a chance to test it much. I'd like to figure out a patch to increase thrust on lifter engines but keep it low on orbital engines. Maybe something like if ISP_engine/ISP_average >1 = lifter, give boost, if <1, reduce thrust. -
Ksp v 1.4.5 and RSS compatible booster mod
Nightside replied to Xd the great's topic in KSP1 Mods Discussions
KSP engines are underpowered and very heavy in order to increase the challenge of getting to orbit around a tiny planet. Since RO is not updated you can try: 1. Real scale boosters. 2. Smurff -
Surprisingly their Chicago Loop project is planned to be privately funded. It seems like they intend to own, design, build, and operate these loops. This integrated approach can improve efficiency in time and costs but does leave the owner with $millions of dollars at risk if something goes wrong. If they are building and operating without public financing as they claim, then they must be assuming that Loops will actually be profitable, which is not true of all public transit projects.
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This article suggests a cement binder. It also mentions that compressed earth blocks are not a new technology, so there would be studies on them in general. With regard to material properties, each batch, especially from different sources, would have to be tested to find minimum strength from a random sample. Not all souls would be suitable for brick making. I don’t know their recipe, but it would probably only work for very cohesive soil (clay). I suppose if you had a lot of sand and gravel you could just make concrete.
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This provides new assets. You can place them yourself in RSS.
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TRANSMOGRIFIER - Real-size rockets - stockalike gameplay (ρ)
Nightside replied to Nightside's topic in KSP1 Mod Development
So I finally got around to doing something with Transmogrifier. This is a patch that makes all the parts approximately actual-size and gives realistic size, mass and thrust to all parts. PRESENTING: Test release of Actual-Sized Transmogrified Rocket Overhaul or ASTRO is available on github. At this point it is a very simple mod to allow a stockalike playstyle with real sized rockets. RSS or 10x scale system is recommended. I'll make a proper OP for it soon. Requires Module Manager and SMURFF, not included. Don't use in existing saves, will break all craft files, etc, etc -
Test release of Actual-Sized Transmogrified Rocket Overhaul or ASTRO is available on github. At this point it is a very simple mod to allow a stockalike playstyle with real sized rockets. RSS or 10x scale system is recommended. This mod is expands on the Transmogrifier I made a while back but focuses it on real-scale systems. I'll make a proper OP for it soon. Requires Module Manager and SMURFF (not included). Don't use in existing saves, will break all craft files, etc, etc
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Terrainium - World building experiments
Nightside replied to Nightside's topic in KSP1 Mod Development
Thanks @Jesusthebird, I agree real underwater terrain would probably be a LOT more interesting than stock. Swamps are tricky because the the difference in elevation is very low, and the wave action on kerbin looks funny. It makes you realize how important plant life is. (Arguably plant life is important for other things than making video games look cool). I am making incremental progress on this, but I got a bit hung up trying to get it to work using Kopernicus instead of Kerbal Konstructs. I would prefer to use Kopernicus, since it is a more commonly used mod, and offers other features relevant to modding the planets surface, however I can't get MapDecal or MapDecalTangent to work at all. -
@AVaughan, wow, thanks for the ideas, i’ll Have to go back through this when I’m not on mobile, but definitely I will have to do surface attached engines, KIS, and I really like the idea of leaving the probe cores small. The difference between the size of the spacecraft and the launcher is one of the most impressive aspects of space flight, to me. @Tyko, I’ve actually already got generic resizing working in Transmogrifier. Alongside SMURFF, it gives pretty realistic performance. It should also work for most parts mods without any extra work.
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Will the delta 2 really be green?
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It looks like it’s already back up thanks to @Papa_Joe. you can’t keep a good mod down. (License permitting that is).
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I’m working on a “light weight” alternative to Realism Overhaul to use with RSS or 10x Kerbin. The mod will resize parts to realish sizes and resource volumes, but maintain the stock “LEGO-style “ rocket building experience. The patch should work for almost all mods. Here is my question for discussion: what “Real” features are important for enjoyable gameplay? Why?
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Nightside replied to Thomas P.'s topic in KSP1 Mod Releases
Quoting myself here since I never saw an answer - does Kittopia allow for changes in-game (or do I restart KSP)? I haven't had much luck using it. Also, is there a better place to get help with PQS features the information on github is not quite enough to resolve some issues. -
Industry and resource complexes for Kerbal Constructs.
Nightside replied to Aeroboi's topic in KSP1 Mods Discussions
The cool thing about kerbal konstructs is that it allows you, the user to build your own cities and buildings in the game without too much mucking about in config files or knowing how to make a model. -
Thanks @Phineas Freakand @Theysen!
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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
Well, Crtl-K lets you edit them, but it sounds more likely that the sea level changed. Maybe it has increased in 1.4.x or another mod such as Kopernicus has changed the sea level. -
I haven’t seen that. Is it just visual or is stuff moving around?
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I'm not using RO, just RSS, SMURFF and Transmogrifier (see link in my sig).
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@4x4cheesecake I'm not against a modded solution, but the problem I am trying to avoid is that KSP goes to a black screen when I switch resolution in the Settings screen of the Main Menu and I cannot get out without force quitting. I already start my game with a shortcut* that runs the game as a fullscreen popup window and forces opengl and hoped I could make it open with my desired resolution as well. * If this is considered "modding" by this subforum I can take my question elsewhere. I don't know how to do this, but I will investigate it a bit. It seems like other settings might change and not be current in both files.
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I play KSP on a powerful laptop with a relatively low-res screen, but sometimes I plug into an external monitor with much better resolution. Is it possible to have different shortcuts that will start the game with different resolutions? Edit: Problem description The problem I am trying to avoid is that KSP goes to a black screen when I switch resolution in the Settings screen of the Main Menu and I cannot get out without force quitting. I already start my game with a shortcut* that runs the game as a fullscreen popup window and forces opengl and hoped I could make it open with my desired resolution as well.
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They have to orbit the moon once to get enough science to unlock the parts for the EUS. ICPS: insane clown posse spaceship