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Everything posted by PCanas
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
PCanas replied to bac9's topic in KSP1 Mod Releases
I usually add mods directly in the Game Data folder, so I'm somewhat familiar with the way it works. I'll try to find out what parameter should be updated and I'll try to do it- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
PCanas replied to bac9's topic in KSP1 Mod Releases
I have 0 experience in modding, but how is that done? Config file editing?- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
PCanas replied to bac9's topic in KSP1 Mod Releases
Is it just me or the big airplane wings (I mean those really big, with red tips, I think - can't remember the name) have little to no lift? Anytime I build a plane I can manage to align the CoL and CoM with those wings, but as soon as I add anything to the plane tail, the CoL goes all the way back. I can post some pictures later to better show what I mean. edit: I'm using FAR.- 4,460 replies
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I didn't do it today, but I'll try to build the new Boeing Cargo Plane design. Looks like KAX and OPT will come in handy...
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The point of making the clone was simple the looks of it, the way the engine works is supposed to be the exactly the same as the original nuclear engine. I imght try a liquid fuel only version, but I'm not sure what parameters to change to keep it balanced...
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I created a Nuclear Aerospike... I don't like the design of the standard nuclear engine, so I cloned the Aerospike folder and changed it's config to behave like the standard nuclear engine, so basically, it's a nuclear engine that looks like an Aerospike. Neat Didn't test it yet, though...
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Hmm... doubt it. I have KAX and don't have those propellers and cockpit. Those counter rotating propellers, KAX does not have those, I think.
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Cockpit and propelers... where are they from?
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What's that big node between the solar panels and the fuel tank? (the one with the large docking ports)
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I guess FAR solves the problem...
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So... is this working in 1.04 already?
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962m/s I think the only mod that would change something is FAR. No cheats.
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I like that blue color... Any mod?
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
PCanas replied to PolecatEZ's topic in KSP1 Mod Development
Yes, I'm using Bowlfish's version. So, there's no solution? -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
PCanas replied to PolecatEZ's topic in KSP1 Mod Development
So I got this, but I'm having problems with the textures. I have the most recent version of B9 and Firespitter. I'm running ksp 1.0.4. Also, the engines (rotors and propeller) seem to ignite with full throttle instantaneously. For example, with normal jet engines, even if start the engine with full throttle, it will build up gradually until it reaches it's maximum. With the engines on thins mod, it doesn't happen. If you start the engines with full throttle, thet start at maximum instantly. -
After launching the second geostationary coms sat, I came to think about it better, and realised I need at least 3 antennas in each sat *facepalm* Time to redesign the sats and launch them again...
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Started a serious science save. "Serious" because usually I just mess around in sandbox. Also, launched the first geostationary coms sat
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Got bored and created this drop/escape pod (stock). Considering the design, it's meant to be used in planets with atmosphere. You can fit in your interplanetary ship and use to drop a kerbal (one way trip) into a planet. All you have to do is eject the pod at a relatively low orbit and then fire the sepatrons while pointing retrograde, until you lose enough velocity to fall into the planet. I tested it in Kerbin and was able to deorbit from 100km orbit with no problems. I toggled the aerobrakes as soon as I got heating effects, wich happened at about 50km high. the pod comes equiped with everything you'll need to survive reentry heating, the crash and, after that, try to contact some one out there. Needs testing in other planets. ]
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Made this refueling station. Nothing special, just for fun. It's not meant to be flown to orbit, since it's massive and has about 300 parts. To have an idea of the size, the orange tanks in the bottom (the one in vertical) are the stock orange tanks. A bit more info here.
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I made this station with the intention of putting it in a (very) Low Kerbal Orbit, like 80km or so. The point is to use it a refueling point for those crafts you have that can barely make it into orbit, or crafts you have that can go orbit just fine, but need that extra fuel to go somewhere else. Or you can just put anywhere you want. As you can see, it was not built to be flown into orbit, so you'll have to use HyperEdit or edit the save file. You can however try to fly it into orbit (good luck...), or separate it in several different parts and assemble it in orbit. I'm not sure, but it has about 300 parts. You can remove some of them, like lights and fuel tanks caps and maybe some struts. You'll need several mods, such as: - Near Future (at least solar, power, structural and fuels) - B9 Aerospace (fuel caps, lights, struts and RCS tanks) - Mk IV Space Plane system (not sure, but I think the RCS ports are from this mod) - Tweak Scale (som tank caps are scaled up) Some pics: It has several types of fuel and no space for crew. I intended to add crew space, but it would get gigantic... craft file Hope you like it
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Never seen the castle. What I've seen, however, is jeb without a helmet, in the Mun.
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Very good looking! What mods are in there? I can see Near Future... Anything else? The glow on the lighs is image processing or is it any mod?
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Yeah, when I say "under the hood" I don't mean that low lol So, what do I need to make a plugin/mod? A compiler? What language? How do I know what I have to program to interact with the game? How do I integrate it with the game, i.e., how do I make the game to "see" what I did? - - - Updated - - - And how do I program in/to (?) Unity and C++?
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That's the thing: I have no idea what it takes to make a mod, for example.
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Hi! I just read the "recruiting" thread for KSP testers and, out of curiosity, checked the form to apply. I imeddiatly noticed I don't know how to track most bugs and problems. So, my question is, what does it take understand the "core" of this game? I mean, what language(s) do I have to know, what concepts, what tools, etc... I understand you can change a lot by edit config files, but I guess that's not how you solve (or creat )bigger problems...