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JadeOfMaar

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Everything posted by JadeOfMaar

  1. That is easily done. Many planet mods have moons of moons. And most planet mods that add stars have those stars orbiting Kerbol. Making an actual black hole is the hard part but a mod finally came about to make those a little easier if not just more visually accurate. The impossible parts are: Orbital precession: the orbit path moves and swings over time N-body physics: where objects are affected by gravity from every other thing that generates gravity such as in your example to slow the orbit of the solar system when it passes between Kerbol and the black hole.
  2. Ahhhh. Cool. I mightn't recommend those as then you have to deal with immense thrust torque and thrust vectoring and still having to sit through the majority of a Hohmann transfer. I bet you declined the Space Opera engines as your KerbFleet don't have any DiFranciumMonoAbsurdiumCrystal yet?
  3. Since you have mod parts in there you might as well stick a 2.5m USI warp drive in behind the deflector dish and zip over to Urlum and back in a heartbeat. You know you want to... I know I want to. And heck, I will.
  4. The man has spoken! By the way, @RoverDude is it possible that I may put my hands on the Karbonite converter parts? Two of the modules are named LH2/Ox, Ox/LH2 when I believe it should be LH2(+O2) and O2(+LH2) as Oxygen, not Oxidizer comes out of them. Perhaps condense them into one module with dumpexcess = true on both outputs.
  5. I've been meditating on that already but for the time being I wanted to hold a lot to the convention of the other styles. Maybe I'll stray indeed and try to make some peeling paint effects too. Amazing, huh. I'm seeing that for myself now, as you mention it.
  6. Okay I checked that post and updated the MKS link. I could link Karbonite to the Karbonite+ thread or to its GitHub but for now (due to uncertainty) I did not link it to anything.
  7. Thanks. I updated the burn look to go with it. With the new and finished orange accents I think it will sufficiently stand out from every other tank texture. If it's preferred that the bar grid on the normal vector remain orange -> white, rather than orange -> dark (see previous screenshot), let me know then I'll make thePR.
  8. That's not intended at all. The only thing you should meet is that when you're landing the terrain becomes really dark. @Galileo should have an answer for you. Sadly, I'm stumped.
  9. Lol! In particular, resource distributions were meticulously configured and not left to the will of the RNG, to make everyone who uses MKS think a little differently and a little harder when they mount up their drills. If you look in its resources folder you will find a cfg for nearly every CRP resource, not just Karbonite. If and when you find a place that has no Ore, no Gypsum, no Water... or nothing but Water...that is on purpose. There is so much Karbonite you'll be able to do things with it that no one has ever tried before or things that are generally impossible in other solar systems, and 4 or 5 places to get Karborndum. @Urses No one's bringing any argument or war between life support mods. With the amount of attention given to resources alone, every life support mod is well covered and should be at peace. About that asteroid belt... It's going to lose a bit in size. However, there are going to be asteroid belts elsewhere in addition to it. Custom Asteroids mod not required. You're welcome btw /Ninjasupport
  10. @voicey99 I don't know how to do a PR. This is my first time looking to commit something to a repo I'm not a member of. The Rock texture is slightly redder than the Dirt texture but if you need a unique color just drop a hex code and I'll adjust accordingly. Or how about this. Somewhat and somehow eroded or acid-sprayed. The gold paint that once was now revealing copper.
  11. And it was glorious. I needed a reason to practice texture switching on these kontainers. Now do I create my own branch in Github desktop in order to make a pull request...?
  12. GPP is indeed made for several of the USI mods. It's also about to become even friendlier to ART.
  13. @Gameslinx I wanted to mention realism and the impracticality of so many Earth like worlds early on. But this planet pack is heavily built in fantasy and the whim of its contributors. No offense at all intended. You can easily justify the extra worlds by having them first be toxic to certain levels as noted in my spreadsheet for the resource configs to come, but that your extinct aliens made immense investments into terraforming them for some extremely grand goal. Honestly, Sonus and Niebos should be ice planets or have oceans of poison. Those are too far from the sun and don't have silly amounts of greenhouse gas or a more massive companion to help their surfaces to stay warm. Telos can get away with being a close moon to Olu'm, receiving enough tidal force and irradiation to keep itself warm and its oceans liquid.
  14. "Real" is subjective, my dear red shirt. Early on in the movie Star Trek: Into Darkness, the Enterprise lurks at the bottom of an ocean while the crew attempt to stop an alien volcano threatening to extinct the primitive civilization living under it. Then the Enterprise effortlessly rises out of that ocean and fwooshes back into orbit. So cheaty means of locomotion are vital to a Trekkie craft if you ask me. They have hoverbikes there too, probably made by Kerbal Foundries. Incidentally, when I made a kerbal version of the Enterprise-D I learned that its design is possibly the friendliest to kerbal engineers. The nacelles and the CoM are aligned together with the middle of the neck. It was perfect, even if I didn't have a supposed super-cheaty antigravity shizzle-dizzle engine which @eddiew wants you to believe that I have. I take it that landing is unauthorized?
  15. Too many pics to be sorry. I don't think I've seen such a good-looking Earth in KSP so you win.
  16. Teasing, eh? It's gotta be really good seeing as Infernas is shrinking rather than growing.
  17. They're good enough. The extra stars certainly add to the imagery.
  18. @Galileo It looks alright in Photoshop...then I open it in-game and find it looks like a halo for a full moon. Maybe I should edit the main flare into a full moon for giggles.
  19. I hereby claim the first comment of this thread in the name of Reasons™ And I'm eager for screenshots.
  20. @AR3S_TGL Sorry fellow but there is nothing to this thread. You're not going to get anywhere by drawing attention to something very basic and which every planet maker has possibly already seen. The proper uses of this subforum are: Probing whether a mod idea is possible to make into reality; Learning about a mod or of mods in general; Sharing ideas that can ultimately become a mod or an improvement to it; Getting a mod identified if you know it exists but don't know its name; Getting a mod identified if there's a feature you want but don't know if there's a mod for it;
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