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Nightside

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Everything posted by Nightside

  1. Ah, I guess I read too much into your maniacal laughter.
  2. Why, do you think it won’t work or that there isn’t a demand? I mean, they have all the pieces... just strap em on and light em up! But maybe they can’t afford the test launch without a customer...
  3. Falcon Heavy Payload: 10 tons of rabbit feet to the moon.
  4. It’s ok, SpaceX flies with a clover on their mission patch, so I think it breaks even.
  5. dGreat idea @Jerec81, KSP has a way of getting people to think big! There are a few I've seen around the forums but haven't played with much myself that might get you part way there. It wouldn't be hard to remove the SAS functionality for pilots or probe cores and make it like a Level 0 pilot that has to constantly hold the controls. If you haven't found it yet check out the external tools part of the forum: https://forum.kerbalspaceprogram.com/index.php?/forum/35-tools-and-applications/ Maybe not quite what your are looking for, but still interesting.
  6. Alternatively you can use Module Manager to create a copy of the part in a new size, but this way you can customize the other values such as mass and crew capacity.
  7. @RaiderMan, SSTU adds a lot, and it can be hard to track down all the bits and pieces. Fortunately SSTU parts have an extremely well organized naming system, however, you will need to install Malah's QuickSearch modlet in order to take full advantage of this (the stock search system seems to show me everything except what I'm looking for). Once you have QuickSearch, type "SSTU" in the search bar and only SSTU parts will show up. Now type "SC-C" and the Orion-style parts will show up. SC-B gets you Apollo-alike stuff, SC-A gets you the soyuz parts, etc... The rest of just come down to a tanks and SRBs and tweaking the tank sizes, fuel types, etc to get what you want.
  8. Hahaha! Well sort of, I found these: Also you can download the Porkjet replacement parts, those have some upgrades that you can use as an example.
  9. Thanks @Aelfhe1m! I didn't know I could nest HAS like that. I've dealt with parts that don't use MODEL in another case, but this patch is specifically for SSTU and I think everything in there uses MODEL.
  10. How do I find nodes that do not have a name field defined? I want to add a field to the PART node depending on what model is defined, but the MODEL node is defined by "model = ...", not " name = ...". This is my best guess, but it doesn't work. //Apply "Test1 = 1" to all parts that do NOT have model = SSTU/Assets/EmptyProxyModel @PART[*]:HAS[@MODEL[~model[SSTU/Assets/EmptyProxyModel]]] { %Test1 = 1 }
  11. If you do not have Toolbar mod, you can turn off particle physics in the SmokeScreen Settings config file and turn down # of particles a bit. This requires a restart of the game.
  12. There are only about 6 tanks that show up in the sidebar of the editor. However, once you place the tank (try the MFT-A) and right click on it you will see that you have nearly infinite set of combinations, including different nosecones and mounts and even recoloring.
  13. +1 for your paint skills. I’ve had this thought too, and even briefly tried to build a launcher out of IR parts in game. I quickly gave up on that though, ha. Although 100m/s of DeltaV might be achievable, it probably won’t be that useful. A rocket needs almost 100x that to get into orbit. Also, the high acceleration over a very short distance would require a much stronger rocket, and limit your payloads. it might be helpful in a very small sounding rocket, or for launching from an airless world though.
  14. Maybe Subaru is getting into the satellite business.
  15. Hi @Jerec81, could you clarify your question, please? Are you trying to have multiple players communicating within KSP, or simulate it externally?
  16. @Rudolf Meier really cool idea. It looks like you would need to model flexible suspension as well as the clamping if the craft are meeting at off angles.
  17. @PakledHostage this looks fun, I’m surprised I haven’t seen it before, are you still maintaining it?
  18. @Shadowmage I installed the full packange with PBR, and it works great even on Intel Graphics (DX11), with no noticeable change in performance. I have to turn off anti-aliasing to keep the clock green (but I have to do that even in a stock install), so I will spare everyone's more refined eyeballs and not post pics. I could probably turn the anti-aliasing back on just for screenshots, but I didn't try that. Thanks for your work!
  19. Not sure whether to post here or over on the TU thread, but what is the compatibility of the new graphics options with intel graphics cards? Do I need to do anything special to during install of the latest SSTU or start up of KSP to make it work for a non-nvidia system? I haven't had a chance to try anything yet, but I'm hoping to sort it out before I get a chance to play this evening.
  20. Wow, that thing really does some acrobatics after separating from the rocket. It seems strange that they aren't bothering to test parachutes at the same time.
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