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Overlocker96

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Everything posted by Overlocker96

  1. I have made a Radiation Config for FFT, updating the old one that only had 3 engines.
  2. @linuxgurugamer I wrote some configs for 1.875 Engines left in Restock Plus (Same engines as Making History) and the Methalox Engines from Cryogenic Engines (some of them already made previously as LF engines in Near Future Launch Vehicles).
  3. I'm really excited to test the game in early access and help the developers and community improve the game so it enters release candidate status as soon as posible
  4. I love the new NSWR engine, thanks for the hard work Nertea, looking forward to see what you do with FTT! I also like how it is easier to get the fuel, compared to the Fresbee, having a bunch of Ore mined and Enriched Uranium is enough to have 1 or 2 of the 5m big tanks full. I had built this ship in orbit using the new EL and shipping Ore and Enriched Uranium from a mining base at the Mun.
  5. The 5m Centrifuge "Cronus" has the hatch of the center module, rotate with the rest of the ring. It isn't supposed to do it right? Also 3 questions: The big 5m cargo modules cargo config is a place holder no? Because it has the same cargo volumes as the biggest 3.75m cargo module. All the new 1.875 and 5m parts don't have a compatibility patch with TAC Life Support appart from placeholders no? I mean the hydroponics module producing food and such. The Cronus will have 14 Kerbals as the Mercury? The mass is the same also, so I suppose is another place holder. Thank you so much for the great pack of mods you have made over the years, I love all the new parts, so if you need more time later, after the 14th August, to finish anything, take your time.
  6. Here you go : I'd put them in a txt file so no one accidentally clicks an spoiler and sees the locations.
  7. I also tried Galaxies Unbound, and the same happens in a lot of celestial bodies, most of them have 3-4 gates in a matter of minutes. The funny thing is that Eeloo has the most of them, I suppose that the furthest planet of the original Kerbol system, is the one with the most gates because of a bug or different spawn rate. So Eeloo in Stock, Plock in OPM,...
  8. The same happens to me, also some of the Gates Spawn inside each other The Gate Spawner really likes Plock My log is pretty similar, there's a lot of objects with NaN parameters in its orbit, like Alt, ObT, Radius,... KSP.log
  9. I have read the above problems, and I think it has something to do with having the Max Autoshutdown Temp of reactors on engines on 1000K by default. Most engines perform at a 100% at 1300K, so it will always shutdown no matter how many radiators you put on. I have realised this yesterday
  10. Is this ammount of Radiation near Jool "Surface" supposed to be a feature?
  11. What are the plans for the Interior of the BFS? I mean, what reference for the Interior do you use? I have found this BFS cutaway, but is the 2017 version, still looks good as a reference.
  12. The only "issue" I have with this mod, is that the New Mk1-3 Pod have the handrails in both sides of the ladder stick trough the BPC. same with the windows and Z clipping, other than that it works fine.
  13. Do you have plans to update the Interstage Plates to use the new system added in 1.4.X as its used in Making History Expansion? I mean, the Engine Plates of making history where you can change the number of nodes and lenght of the interstage, so an example of the system is in those parts. I think is called Module Dynamic Nodes and the Module Part Variants for the lenght.
  14. It looks like the last update (1.4.2) fixed old Engine FX bugs. Now all Engines and RCS Thrusters work fine, except the MPR-1R "Fog" MonoPropellant Engine, that uses the same FX as the EVA RCS, and that effect seems oddly big for the tiny engine.
  15. Except for some of the Engine FX, like the Albatross, that is backwards... I suppose its because of the deprecated old particle FX model.
  16. VX Series II configs! I always wanted that those engines had Real Plumes Also, I always replace the RS25loop sound with the sound_altloop2 from KW, because RS25loop is about 14Mb is size... and the space that takes can be used to install some few Mb mods...
  17. My ISV Venture Star is taking shape thanks to this mod. Only propulsion section made, for now...
  18. I agree with this, I always have downloaded the default MRS mod, and deleted some of the parts that I think doesn't fit very well on a stockalike installation with other mods: - Fuel Tank Folder: Because if you have installer Fuel Tanks Plus and Color Coded Canisters, most of them are already there with better textures; also the radial mini tank have variants in the SpaceY mod; and the 0.625 Jet tank is stock now. - Docking Helpers, personally, I have never used this ones... other people that are not so used to docking may use this. - Cargo Bays: Really useful, but I think that the should have some color change to match the services bays of SpaceY. - RCS Blocks: Useful stockalike addition, 45 degree ones and 5 way (Apollo Like) ones; unless you use RLA stockalike, because it has already a bunch of stockalike RCS Blocks. - Jet Engines and Intakes: Stock KSP already has a 0.625m jet engine, and the same for air intake. 0.625 turbojet is useful as is its pointy intake, but black models should really be updated, they are still the old ksp non-Porkjet look. - Various Adapters: They are somewhat useful, but if you use other stockalike mods like RLA, there are already 1.25 to 0.625 adapters. The rest of the parts are pretty "integrated" with otehr stockalike mods as well as the "Necrobones Family Mods".
  19. This is what can be done with this awesome mod! Falcon 9 First Stage "replica" (Has only 7 engines I know ). Landed in the SpaceX Barge with point accuracy with a bit of help from Mechjeb. Mods used for the replica: Kerbal Reusability Expansion, Fuel Tank Plus, Color Coded Canisters, SpaceY Heavy Lifters, SpaceX Drone Barge (KK Static).
  20. I always wanted to do the Normandy SR1 with OPT SpacePlane Parts: Tomorrow, I'll try to make the Tempest Using the new H Fuselage
  21. Yeah, I had the pic for the Northern UFO, and I didn't know about the second Green Monolith...
  22. Here are the new easter eggs: Moho: Green "Moholith" | -66.77 -51.62 Also there's a anomaly at the North Sinkhole, but there's nothing there, this anomaly is only for location. Eve: Green Monolith | 33.10 -146.59 Gilly: Green Monolith | -67.76 163.09 Kerbin: KSC Mk1 Pod Memorial Monolith at the Mountains West of KSC | -0.6 -80.7 Island Airfield Northern Monolith | 35.57 -74.98 Southern Highlands Monolith | -28.81 -13.44 KSC-2 | 20.58 -146.41 Desert Pyramids | -6.51 -141.69 Mun: Armstrong Memorial | 0.7 22.75 Small Crater South Munolith | -9.83 -5.87 Mun Arch East of Armstrong Memorial | 12.44 39.18 Western Mun Arch | -12.44 -140.82 East-Side Crater Rim Mun Arch | 2.47 81.51 Northern Mesa Munolith | 57.66 9.14 South Deep Hole Munolith | -82.21 102.93 South Pole UFO | -70.96 68.14 Minmus: Old Monolith | 23.77 60.05 Green Monolith | -0.22 45.41 Duna: Curiosity Cam (New Model!) | -30.34 -28.81 Duna Face | 17.06 -85.46 Duna SSTV Mountain (Now sound is above ground!) | -66.05 -160.88 Duna Green Monolith | 0.23 151.94 Ike: Green Monolith | -31.30 16.50 Dres: Green Monolith | -31.30 16.50 Laythe: Green Monolith | -9.77 162.41 Vall: Vall-henge | -60.3 84 Green Monolith | 33.42 164.41 Tylo: Tylo Cave | 40.2 174.14 Green Monolith | -15.14 108.63 Bop: Dead Space Kraken | 68.2 118.4 Green Monolith | 6.24 -81.27 Pol: Green Monolith | -18.75 16.30 Eeloo: Green Monolith | 44.34 -62.69
  23. There's some new easter eggs now in version 1.2 (well the prerelease builds), and I'm not talking about the new dishes around Kerbin, I'm talking about green monoliths on near all the planets and moons that didn't have any easter egg. I'm still researching and scanning the planets but tomorrow I can show here some pics and the locations...
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