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Everything posted by Nightside
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Nightside replied to TaranisElsu's topic in KSP1 Mod Releases
Are you trying to write a Module Manager patch or just add those into the part's config? If you are writing a patch, try asking over in the module manager thread, but if you are just editing the config, multiply the amount and max amount values by the number of kerbals that fit in the pod. You can leave off the "@maxAmount *= #$/CrewCapacity$" part. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Nightside replied to nightingale's topic in KSP1 Mod Releases
Can't wait to try! Great icons too!...free ice cream...mmm... -
Start with a rock only, then grind it into a wheel. A few more techs and you're in space. But seriously, it depends on what you are doing in KSP. If you like rocket science, then developing ballistic rockets in a historicalish way will be fun. Think about trying to hit particular targets with an uncontrolled sounding rocket. If you just like building stuff then what ever floats your boat...floats your boat.
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Nerf the Mk1-2 and 2.5m Lander Can?
Nightside replied to Waxing_Kibbous's topic in KSP1 Suggestions & Development Discussion
If you are trying to make the lightest, most efficient vehicles, then an extra half ton will make a big difference for most missions. But because planet sizes are so small in KSP, delta-V requirements are also pretty small. If weight was a major limiting factor then spaceplanes and massive mining landers wouldn't be so popular. I think it depends on what limitations make for fun design for you. Don't let a little extra weight keep you from making the awesome looking rockets you want. My solution though, was to use a Module Manager config to add a bunch of life support equipment and supplies to the 1-2 pod to justify the extra weight. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Nightside replied to Angelo Kerman's topic in KSP1 Mod Development
Recycling might require Extraplanetary Launchpads. Do you have that? -
Alien Space Programs - Dev Thread
Nightside replied to Whirligig Girl's topic in KSP1 Mod Development
Thanks! This will be fun. Now where are the good flying saucer parts mods???- 170 replies
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- ksc on laythe
- ksc on duna
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Nightside replied to Angelo Kerman's topic in KSP1 Mod Releases
I really like the direction you are heading with this. I really like bases because they can be a complex, multipart payload for a big mission and it is fun to put thought into realish challenges of space exploration. But I agree that it can become too fussy to actually manage. <Big Idea> Turn base management into a Farmville style iphone game, then KSP players can outsource base management to other folks who like to play OCD upkeep games!- 3,523 replies
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- geoscience
- colonization
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Sorry, I can't see what is going on, can you post a day time picture? (or maybe my laptop screen is too small to see it properly...)
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Nightside replied to Angelo Kerman's topic in KSP1 Mod Development
The mulch resource is a polite euphemism for what is really going on. -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Nightside replied to Porkjet's topic in KSP1 Mod Releases
To me, it looks like the Avionics Nosecone stuck on the end of the NCS Fuel tank Adapter (1.25 -> 0.625) -
I think it would be ideal to disable them, but hiding them might be fine. I've become a lot less RAM stingy in the post-DTL world.
- 720 replies
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- mrs
- modular rocket systems
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Nightside replied to Probus's topic in KSP1 Mod Releases
Thanks for the mod Probus, I'm having fun navigating my way through it all. Is it supposed to be installed on along with CTT? If so do parts with CTT configs find their way to the corresponding ETT node?- 1,028 replies
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- tech tree
- engineering
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nightside replied to Nertea's topic in KSP1 Mod Releases
CrossFeedEnabler, might still work, but requires a mod called CrossFeedEnabler, that is no longer supported. However, there is a new stock module called ModuleToggleCrossfeed which will do the same thing without having to install yet another mod. -
[WIP][1.0.5][Beta 0.1.6] N.A.N.A Wildfire
Nightside replied to kimiko's topic in KSP1 Mod Development
Wow, this sounds awesome, it also seems like it could combine with that new Kerbal Krash mod in very interesting ways. Looking forward to trying it, Thank you! -
Any mod for an offworld factory?(SOLVED)
Nightside replied to Shikashi's topic in KSP1 Mods Discussions
This might be a little closer to what you want. OSE workshop provides a 3D printing lab part and gives the regular science lab the ability to produce one part at a time, which can be assembled using KIS. It is perfect for adding on science experiments. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nightside replied to Nertea's topic in KSP1 Mod Releases
I believe your problem is with procedural wings, not Mk IV. However it even happens in stock especially when using very swept back wings. It has to do with where the wing attaches relative to the CoM. The issue comes up more frequently with procedural wings because they have such a large length connecting to the fuselage, so the midpoint can easily be in front of the CoM, even though the control surfaces are well behind. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Nightside replied to Angelo Kerman's topic in KSP1 Mod Releases
I think it is a bit of buggies inherent to KIS. In my experience anything carried (and) dropped on the terrain is prone to explosion. For me, it is much worse when running the game on lower texture detail, perhaps some issue with ground colliders not aligning, because my Kerbals also appear to sink into the terrain. Keeping graphics at the standard setting seems to make things dropped on the ground less likely to explode. The Pathfinder method is to use muncrete or other slabs bolted to ground, then bolt your first inflatable to that.- 3,523 replies
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The parachute icon should turn back to grey once the atmosphere slows your ship to about 250 m/s. Once it turns grey, it is safe to deploy your parachutes. However, if your angle of reentry is too steep, you may not slow down quickly enough to use your 'chutes. Make sure you are ascending at an angle, not going straight up.
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Nightside replied to Angelo Kerman's topic in KSP1 Mod Development
It should work fine. Make sure to get the most recent version from the Release Thread and install all the dependencies included with the download. -
Idea: Habitation Modules as Life Support
Nightside replied to Waxing_Kibbous's topic in KSP1 Mods Discussions
The Snacks mod is a fun alternative to the more realistic life support mods. The only way to add more resources for a longer journey is to add more hab modules. This ends up simulating the need for more living space on extended missions. -
Setup for fission reactors?
Nightside replied to Winderfo's topic in KSP1 Technical Support (PC, modded installs)
I believe you will need to wait until the mod is updated to work with 1.0.5, last I checked it's still in the works.