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JadeOfMaar

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Everything posted by JadeOfMaar

  1. What on Earth....... is "Twitch Automatic Installation"? We (at least I) do not know of this, let alone provide support for it.
  2. Install RCS Build Aid for that. They complement quite nicely.
  3. @daniel l. Parrot skeleton. I see what you did there.
  4. @Sahadara i'm sure this is a minor computational issue that happens sporadically, and regardless of GPP's presence in th install. It may be due to some issue unique to your CPU and KSP...?
  5. @nascarlaser1 you can try out this tiny LS. Kerbals consume one resource (but don't output any) and die if it runs out. It should be open to you to code a waste resource into it and change the LS resource once you have the skill to.
  6. I agree with IgorZ's stance and that there isn't much need to remove the stock lights from the utility category but if you really must have it, you can start with this. Unlike lights, though, this is standard practice with life support parts. @PART[X|Y|Z]:NEEDS[SurfaceLights&CommunityCategoryKit] { @category = none } Personally I'd like all lights in the electrical category, or a lights category of their own....... I really should write a patch for that.
  7. I spent my day just tweaking a handful of all-new Mk2 sci-fi parts to my liking, dealing with attach nodes and other little things in their part configs. Most of my effort went into getting the particles just right for both modes on the dual-mode aerospike. Performance-wise it's a little tame versus the beasts that are OPT spaceplane engines. I built these two spaceplanes to have fun while doing everything. This tri-engine cargo plane (the spitfire cockpit is among the new parts, and the cargo area scaled to 1.875m) was a load of fun and an engineering challenge. It's yaw control is poor and it has rear-wheel steering (medium wheels in back, a large wheel in front as the nacelles are low-slung and the craft needs to remain comfortably level while landed) but it makes a nice trophy craft while it lasts.
  8. Try it out and let us know. Expect to have a hard time with even a few other mods (part mods) because KSS is massive.
  9. KSP Interstellar (which you have installed) has a lot to do with thermodynamics and heat management. Perhaps your answer is in that mod.
  10. @TheKurgan correct. Delete GPP_OPM.cfg to keep OPM in the stock system.
  11. You shouldn't need to wait imo. All of KSS bodies have fixed flight globals, which means you can switch out star systems, and things in orbit of remaining bodies won't get shuffled to other bodies.
  12. Even without the visuals, the body textures are still very many and high quality. Try it and let us know. The general expectation is you'll end up playing a slideshow game and your CPU and/or HDD slowly melt and die, lol, or KSP still runs out of memory and crashes. Everyone's modpack and PC are different so the final answer "Is it playable?" is up to you.
  13. I was informed last night in the OPT thread that someone (using OPT, MKS and GPP) built an airplane (not a spaceplane) with just one engine, one of my custom jet engines and got himself an Iota encounter, and with it a gravity assist that would trap him in orbit. Lol-worthy and the height of epicness. Pictures of Gael, the aircraft and the orbit are in the post.
  14. This mod (with visuals) is for people can stand at a urinal and pi$$ cash and then order down a beefy PC like it was a pizza. o _ob Sweet and sour comment aside, I'm satisfied to finally see some KSS things up close.
  15. Sun biomes would be interesting. Galileo's Planet Pack does this for both of its stars. There are 9 latitude-centric biomes each.
  16. Actual planets? You're better off asking someone to make a mod like that. Squad will want a very, very good reason to add any little planetoids, let alone a dozen of them. What usefulness would they have to the community at large?
  17. That can easily be done, but it may require a mod, Kopernicus. This asteroid belt would be (as you ask) the same as the one between Kerbin and Duna (and hiding around Dres).
  18. @p1t1o It's very possible to create a planet with very steep cliffs and enclosed valleys, but it's not possible to have hollow places under the terrain. Caves and tunnels cannot be done. Increased atmo density within the valleys can be done by offseting the terrain height but then everywhere except within the terrain would be x kilometers above sea level and that has the potential to disorient some players and attract needless complaints about landing and false altitude readings.
  19. I got a little more familiar with part upgrades, as introduced by Squad for the DLC, with much help from the many examples of it in @Angel-125 'S MOLE mod, and added the NOS Rocket feature to Mk2 Expansion's J-58 engine (Mk2 Whiplash). I took no screenshots but the FX look like this earlier screenshot. Tall and straight flame with a sweet, wispy end. Don't breathe these fumes. One can end up laughing uncontrollably.
  20. Oooooh. I think I'll place a stake here. These are my kinda parts. If you may @Mallikas, please PM me the source. I'm looking to get into part making myself and your stuff may provide quite the headstart. Thanks, much.
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