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Ok, I finally got around to the issue with the Small General Launch Base, it was the colliders for the leg option. I just removed them and moved the legs up so they match the height of the wheels. The fixed version is 2.8.1 and is now available.
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You'll have to use an action group for the launch if you want them to swing the other way, as staged animation can only use one animation, which is set at the default swing direction.
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Oh, sorry. Those are @Zorg screenshots, and I don't know what was used.
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The Soyuz Launch Base and associated accessories. All are found in the Soyuz Launch Base subcategory of the Modular Launch Pads stock custom category. They are in the CCK categoey too, but that doesn't have subcategories.
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Yes, there's a hatch on the elevator cars, and the elevator towers have crew capacity, so they can be boarded like any crew capsule.
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Oh, it's two ModuleGenerator part modules. One outputs the resource ElectricCharge, the other various fuel resources: MODULE { name = ModuleGenerator isAlwaysActive = false OUTPUT_RESOURCE { name = ElectricCharge rate = 100 } } MODULE { name = ModuleGenerator isAlwaysActive = false requiresAllinputs = false resourceThreshold = 0.001 activateGUIName = Start Fueling shutdownGUIName = Stop Fueling OUTPUT_RESOURCE { name = LiquidFuel rate = 36 } OUTPUT_RESOURCE { name = Oxidizer rate = 44 } OUTPUT_RESOURCE { name = MonoPropellant rate = 5 } OUTPUT_RESOURCE:NEEDS[CommunityResourcePack] { name = LqdHydrogen rate = 165 // 11 * 15 } OUTPUT_RESOURCE:NEEDS[CommunityResourcePack] { name = LqdMethane rate = 165 // 11 * 15 } }
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Sorry, I'm not the one to ask about kOS, I don't use it and barely know anything about it. I would say that fueling a rocket is a pre-flight thing, and not something that needs to be automated.
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@Cruesoe has made a .cfg for RP-1 that now includes Modular Launch Pads, you can extract what you need from that. I'm not making a .cfg as I don't use it. I have a custom stock category with subcats, that's what I use. The parts are titled in a way to group them together.
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Yes, based on images of the actual rocket and certain distinctive details on that BDB variant, the Centaur was rotated like that to make everything match. I should add that it's only the tank that's rotated, the engine mount can be left in the default placement position.
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Ex-Annapurna Video-Game Staff to Absorb Former Take-Two Indie Label
AlphaMensae replied to PDCWolf's topic in KSP2 Discussion
"Alive" as in continuing to exist and be available -
Ex-Annapurna Video-Game Staff to Absorb Former Take-Two Indie Label
AlphaMensae replied to PDCWolf's topic in KSP2 Discussion
Yep, the prime speculation was that a private equity firm and not a game publisher had bought the PD properties. Turned out to be correct, and now we have a name. Don't get too excited, all this team-up of Haveli and the ex-Annapurna staff may do is just distribute the former PD games, but if that keeps KSP alive then that's a plus at least. -
v2.8 is now on Spacedock, switching to Firedox worked (after one aborted upload).
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The Atlas I/II tower is how the new Saturn V tower will be like
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With v2.8 done, that's the last of the v2 updates, so it's time to start thinking about v3. This will be a very long term project. There won't be a separate branch on the GitHub for v3. I'm completely changing the folder structure, and putting all .mu files and texture images into one Assets folder, and having the part .cfgs in different folders. This is to eliminate a lot of repeated texture images and to allow the v3 parts to coexist with the older parts. The v3 folders will be added to the existing folders on the master branch, and as the new parts are completed, the old versions will be fully hidden. That way craft files will still able to be loaded so the old parts can be changed out. Once v3 is done, the release will not have any of the old parts, but the folders will be able to be copied into an existing v2.8 install if desired. Or just start fresh. The internal part names are going to be chnaged, both to establish a unified naming scheme (like how BDB does it) and to allow the old parts to coexist and be hidden without afffecting the new parts. This will be a full remake and revamp. Lots of stuff will be changed, some more so than others. There will be an SLS line of parts, dedicated Atlas V/Vulcan launch bases, and a remade series of general launch bases, focused on just one exhaust hole size (or maybe 2 in some cases). Nothing will use the stretchy launch clamp module legs as strucural members, but cosmetic legs/columns/pillars of fixed or adjustable height. And plenty more, including stuff I haven't thought of yet.
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