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JadeOfMaar

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Everything posted by JadeOfMaar

  1. That's exactly right. I know my mod parts well to use them together and to "orbit" for brief periods in atmosphere. Interestingly, I have a spaceplane than can get an SOI change while still in atmosphere but I've never sent it to Mun. It doesn't have the TWR for landing in vacuum.
  2. I can almost see how this challenge can be done as I build hypersonics and have technically orbited within atmosphere, setting my Periapsis at my current position and Apopasis in space on the other side of Kerbin, but if this challenge is asking to circularize outside of atmosphere while only using jet engines, or do as I just described with stock engines, some serious, serious evidence needs to be shared in the OP or it will be easily dismissed as an utterly silly thing by everyone... And I'm using as gentle words as possible unlike some responses which may follow.
  3. I forgot to answer this earlier. Only Gael has anomalies and sadly, they're not going to appear on the other bodies in release 1.0.3.
  4. Alrighty. I hope you weren't too unsettled in the earlier discussion about this mod's license... Here's the Tweakscale setup. @PART[stickerh] { %MODULE[TweakScale] { type = free defaultScale = 100 } } @PART[stickerv] { %MODULE[TweakScale] { type = free defaultScale = 100 } } @PART[stickermini] { %MODULE[TweakScale] { type = free defaultScale = 100 } }
  5. Everyone looking to send base pieces off-world may want to check out this new mod. It literally lets you stuff your ship/base/station (from the SPH/VAB) all into a box and ship it to where it needs to be built. No dependency on Launchpads and no more worries about KIS storage, part count, part radius or fairings.
  6. Oh, right. But the option for simply or exceedingly larger decals will always be very welcome, for example putting something super big and bold on a 5m or wider tank or a MkIV or B9 hull piece. The scale options will only add to the awesomeness of the variety of your meshes. I have them setup to sit together in a separate config file and will post it here if you like.
  7. @blackheart612 just enabled Tweakscale on your parts. How do you want me to setup the scaling? Free mode (one slider fits all) or stack mode? (Locked to tank sizes)
  8. The OP and my guide post not too far below it will always say to use current/latest KSP, and version-matched Kopernicus. My post will mention, when it is brought to my attention, which mods don't work with current KSP. Sounds pretty nice. I'll remember that for the next posts in your mission log thread. Everyone's scaling problems will go away very soon. The runway angle has been fixed. No need to sweat.
  9. @Galacticvoyager Please don't post huge sections of text into the forum itself. Put it on Google Docs or Dropbox and link to it there. It's easier on the developer's eyes to open that kind of thing outside of the browser, and mobile users won't always get the blessing of a working spoiler tag. GPP being natively as big as Stock + OPM is enough reason to deploy a fleet of ships whose engines have super Isp. You're going to want to deploy something like the Odyssey again, that's for sure. Why do I think super Isp will be particularly needed in GPP? Colonize Ceti in the mid-game unless you get too spoiled by Iota. Colonize Leto. Someone posted that they want to deploy EPL there Ascend from Catullus. Gravity is not the scary part of Catullus. Round trips between Gael and the gas giants' atmospheric moons. The distances of Jool through Urlum. Retrieve Ore for contracts from that far. Throw a frosty pool party on Hox or its moon Argo. As far as Neidon. Circularize in low Tellumo orbit and then leaving Tellumo. Quest for Karborundum. [redacted] The only remarkable difference between Gael and Kerbin for spaceplanes is that the Stratosphere is a little warm which steals a sliver of performance from any turbojet engine on ascent but also current KSP changes the stock aero once again: mainly the pointy end cuts air better and the flat end drags harder, and hypersonic planes pick up less friction heat. No, there's no shame in doing something different but if you have a problem with spaceplanes all the time, it's time to go to Rocket School (see our featured Twitch.tv channel).
  10. @eddiew I can't answer that personally, but since Tellumo's atmosphere goes from 10atm ASL to 5atm @2km, will scale correctly in the update (Sigma Dimensions now properly handles atmospheres), and someone has just shown here that all-stock Tellumo ascent is quite doable, it's within reach of anyone to nail this in an up-scaled universe, moreover with KRnD and some serious air-breathing engines (...and a serious heat control strategy). Karbonite will be quite a help, yes. Now that I think of it, I ought to re-check my patch(es) for two or more of its parts. I don't think anyone will mind you turning off re-entry heat for the sake of story flow.
  11. And my pilot, Nancy Kerman from my attempted Dres mission! .......She's in a better place now. Lol Duna Orbit I'm happy for her.
  12. You may seem slow but it looks like you've gone all out. You're just casting a really wide net (seriously, launching probes at 5 planets at once) instead of chasing just one prey at once, so to speak. You should name your other lander I.N.A.M.E.L. (Iota Nominal Alternate Medium Exploration Lander). I myself haven't gotten to play casually, with helping to ensure that everything is in an appreciable state. My word, man. That English. xDDD But there are so many new options for Tellumo ascent vehicles compared to options for Eve ascent. You, my friend, have shown quite the experience with one of these options... And @Plummet has just shown his experience with another option. Yea I'm waiting to see the Catullus craft. I'm waiting!
  13. Howdy @Jeb federation. Welcome aboard.
  14. Sounds like a plan. Take your time with the beta release and include EVE for sure.
  15. I can't help with code but I think this alone is the problem: PNGs are being used as normal maps. ScaledSpace only access DDS images.
  16. @nebuchadnezzar I don't think this one is as bad as the others. The OP has posted chunks of code in the kopernicus tutorials threads and is making progress. I do agree that starting the thread with a poll for a name is approaching things the wrong way, and I've commented that 7 stars will be a stretch for an apprentice modder. @Axilourous I can't help you with code as I've submitted my own planets to TWG for debugging. But I can tell you this. You cannot use PNG for a normal map. Normal maps can only be DDS images and you'll need someone who makes planet textures to derive them from your heightmaps. I was just corrected by TWG.
  17. You're right. The in-air booster is complete overkill and I've known it, especially the Classic version that needs Oxygen. The motive for that is from my tendency towards hypersonic craft-- actual ones that keep on accelerating past Mach 6 on jet engines. I do intend to overload on LiquidFuel in the DeOxy version as I intend for it and my tuned J-60 to be able to use any atmosphere for propulsion and not burn Oxidizer the entire time. I may do as I did to the J-61 as well and nerf it a little more to make it better complement the HAE-02, or in any case still have a very unique performance curve to the other jet engines. (Currently it's still single-mode and low-end acceleration is greater and it flames out at Mach 5 instead of Mach 7+)
  18. Poster made them...and the chassis too. Test-flights in foreign atmospheres (or above them). And test-drives in them too, with the Karbonite edition of my DAKAR vehicle. Can't use this on Kerbin because Kerbin has too little or none in its atmosphere (or anywhere for that matter).
  19. @Raideur Ng !!!! What the actual, man??? ...I like it Here's another little thing from me, making full use of the J-60 engine as I want. Codename Stealth/F-15, this new concept shuttle leaps from the launchpad and into space like an angry Kryptonian. There's too much TWR available to this craft at nearly every step. I should add cargo space somewhere and let it hold some real weight, or some more tankage and make it capable of planet-hopping. The Classic edition wears the homeworld flag and has the J-92 for its in-air booster. From Mach 1 to flameout from no IntakeAir (or apoapsis in space and full throttle no longer needed, whichever happens first) the Shcramjet shcrams non-stop. Once in space, currently, it has 3000 ~ 3800m/s dV remaining. The DeOxy edition wears other worlds' flags, adds the short Mk2 to 2.5m adapter from Mk2 Expansion and uses the J-60 with "DeOxy" secondary mode as its in-air booster. Like the Shcramjet, the Screamjet screams pretty soon after takeoff and until Mach 5 where it (intentionally) flames out. Unlike the former edition I can't easily add a cargo bay because of the length of this engine and it's clipped fairly far as is. It also adds parachutes because I had quite some trouble with aerodynamic stability and touchdown at safe speeds in really thin atmosphere.
  20. Attention!™ To everyone who gets their KSP endlessly stuck on the empty Loading Screen: Please ensure that when you install this mod, that everything that's supposed to be in the GPP folder is actually in there and not beside it or elsewhere. KSP will see these things as other mods or simply missing. This practice applies to every other mod.
  21. Your repo is primarily stored online...but I wouldn't bother with the browser's interface much. In-browser, the dev team can comment and chat on individual commits and share notes, and even co-develop a wiki for documentation.
  22. No it doesn't. It has its own resource definition. It might be the same definition as in Interstellar Flight Inc.'s LS.
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