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Everything posted by Jimbodiah
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@ShotgunNinja i can upload what I have for myself. Right now I have patches for SSTU, Probes Plus. Bluedog DB, NF solar, NF electrical, Heat Control and maybe some others soon. My utilities tab is no longer ten pages long, this is a godsend!
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Akron, what is the correct name of the mod for patches? I tried NEEDS[Coatl Aerospace] but that doesn't work. Found it, CoatlAerospace
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OK, so this can be a cool mod, but it will need work from the community. Would it be possible to perhaps make a selection of new categories here (Community Catagories ), and have people make MM patches for certain mods, which can then be placed here for everyone to download? I have categories so far for Electrical, Solar, Thermal, Decouplers, DockingPorts, Antennas and am keeping only the definition for the category with the matching squad parts in the main patch, and adding separate patch files in a Mods directory for SSTU, NF Electrical, NF Solar, HeatControl (will do more later possibly). Maybe we can make a standardized basic set that everyone can agree on? Stoked about this mod!
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I can't figure why Squad hasn't made a few extra catagories, such as the electrical parts and decouplers. I guess they would rather introduce more useless things, than things people are actually asking for. Hope this mod does well, I will check it out.
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"Enceladus was discovered on 28 August 1789 by William Herschel, but little was known about it until the two Voyager spacecraft passed nearby in the early 1980s. In 2005, the NASA/ESA/ASI Cassini spacecraft started multiple close flybys of Enceladus, revealing its surface and environment in greater detail (NASA/JPL/SSI)". European Space History
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-30 (+)
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Re textures: The new Q04 texture is bigger than that of the other probe cores, i.e. zoomed in/less resolution. The other ones look great.
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Wow, looks nice! PS: The last beta release of P+ works just fine in 1.1.3, so start launching those probes.
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[1.2.2] Half Size RSS v1.7 (Updated 2-8-2017)
Jimbodiah replied to pap1723's topic in KSP1 Mod Releases
Awesome, pap! Thank you very much. [edit] It works, it works!!! -
Yes, there will be. These will be done during the second Science update. Thank you!!! Can't wait to see how you implement them
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I checked a couple of pages, so forgive me if this has been answered, but will there be ScanSat support at some point? I mean Coatl parts with Scansat functionality.
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[1.2.2] Half Size RSS v1.7 (Updated 2-8-2017)
Jimbodiah replied to pap1723's topic in KSP1 Mod Releases
Anyone know what altitude is needed for geostationary orbits? It's somewhere between 13K and 17K km, but don't know how to pin it down exactly. -
Gold foil is synonymous with space craft to most people, so it always does well. Gold foil rulez!
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Dude, chill out. I posted like 3 messages asking if the old engines could come back and when you said no, if the old ones would still work; which they don;'t for me as they have the collider issue (1.0.5 > 1.1.3) along with all the Unity crap that KSP introduced by their half-arsed update to Unity 5 making this game one of the buggiest pieces of code on the planet. I did a boatload of testing on your mods in the past and at the end was met with stuck-up remarks. Consider this my last message here, as I am only wasting your time anyway it seems.
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3.30 was the last 105 version, the engines work, but also get stuck in the LC tank upon separating (collider issues). So no-go on sstu landers.
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Because: LEM Single stage needs to much dV for the return trip. I tried making a lander with stacked hollow lander tanks, but they always get stuck on the engine when separating unless I make the hole so big that there is almost no fuel left and it just looks awful. yes yes: nag nag :)) I just liked the old landers and never used anything else. KSP/Unity complicating things doesn't help either, so not pointing at Mage, I just want my old landers back until Mage comes up with a new concept. Will test the 1.0.5 version engines later today and will report my findings.
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Myeah, this is what we're limited to at the moment. It's not really a 2-stage lander, it just drops a tank and most of the time it will get stuck on the engine (colliders). It's possible to offset the engines a little bit into the tanks, but nothing that will allow you to use stock legs due to the height of the bells. I'm using SpaceX legs, but they look funky most of the times. Above is a single-stage lander in SSRSS (1/10 RSS) when I was still playing that. Gratuitous Orion shot.
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Wasn't the only braziluan space program just strapping a socialist to a TOW rocket and launching that? I'll check github for the last 105 release re landers. Fasa doesnt have legs for the LEM either at the moment.
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Sorry, but no. They are simply unrealistic and I can no longer support them. Unrealistic or not, there is no alternative to make them 2-stage at the moment. Would the ones from old versions still work? I can just use those in the meantime. Bluedog will be coming out with a LEM soon, maybe FASA's pre-release will work, otherwise it's lego-landers.
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[WIP] Nert's Dev Thread - Current: various updates
Jimbodiah replied to Nertea's topic in KSP1 Mod Development
I had a ship blow up coming out of time-warp (part overheated and the ship blew up). Is this a stock thing in 1.1.3 or should I send logs if it happens again? Haven't played for a while and I found some other mentions of ships exploding after warping. -
Is there any chance to get back the old lander engines as "depricated" parts until the lander core gets an overhaul? I really miss using sstu for (multi-stage) landers.