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Everything posted by Daniel Prates
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Ok, will try them simultaneously and see!
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Nyan Cat in the loading screen? Am i tripping?
Daniel Prates replied to milosv123344's topic in KSP1 Discussion
That showed up in my loading screen too.... april fools joke? -
Cool! I love soviet-a-like parts. Its redoundant to have contares and tantares simultaneously then?
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A relative of kodos and kang? Pla clarify me something. The soyuz and almaz vehicle parts i saw in the last pages are from the tantares mod?
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MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Daniel Prates replied to Citizen247's topic in KSP1 Mod Releases
You really ahould consider "ckan"ning this! -
[1.9.x] QuizTech Aero Pack Continued
Daniel Prates replied to linuxgurugamer's topic in KSP1 Mod Releases
Oh no way, you nailed it already! Changes seconded! Kudos! -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Daniel Prates replied to Citizen247's topic in KSP1 Mod Releases
Very nice! -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Daniel Prates replied to Citizen247's topic in KSP1 Mod Releases
Very cool. Look like the English Electric Lightning. Tell me, is this just the one part, or it includes the fairings that complete the "razor" of this razorback? Btw, "stryker" cockpit mods did something similar, with the "two nodes in the back of the cockpit to attach a specific fairing" and whatnot. Those razor parts fit your cockpit? The cockpit looks great btw, congrats! -
[WIP][Plugin][1.0.5] NIMBY - Restricted Recovery - Alpha1
Daniel Prates replied to magico13's topic in KSP1 Mod Development
Ok! This deserves its own thread though! -
[WIP][Plugin][1.0.5] NIMBY - Restricted Recovery - Alpha1
Daniel Prates replied to magico13's topic in KSP1 Mod Development
The forum says this is a "quite old" thread, but I see a brand new version just popped out in space dock. Please correct me if there is another thread to this. On to the subject: WOW! What a great idea for a mod. Is the "mobile beacon" working? -
Thanks anyway Zuko!
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Happens to me too.
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[1.9.x] QuizTech Aero Pack Continued
Daniel Prates replied to linuxgurugamer's topic in KSP1 Mod Releases
Between 1 and 5, me thinks, if the idea for the part to be a merelly stabilizing element. More and if becomes a proper lifting motor! -
[1.9.x] QuizTech Aero Pack Continued
Daniel Prates replied to linuxgurugamer's topic in KSP1 Mod Releases
Yeah 10kn is too much.... -
[1.9.x] QuizTech Aero Pack Continued
Daniel Prates replied to linuxgurugamer's topic in KSP1 Mod Releases
Yeah I have a mod, dont quite remember which one now bur will post later.... which has an atomic engine that runs on atmosphere intake only. Though personally I dont aprove the concept as I think it is probably impossible, it does work only above a given speed. If thar coukd be done here, the intake-only option would be more realistic! -
XCOM PROJECT MONTHLY REPORT Monthly rating - terrible! You have not succeeded in dealing with the alien invasion and the council of funding nations have regrettably decided to terminate the project. Each nation shall deal with the problem as they see fit. We can only hope that we can come to some accommodation with these apparently hostile forces, and that the general population will come to terms with the alien visitors. PS: older players will get this!
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[1.9.x] QuizTech Aero Pack Continued
Daniel Prates replied to linuxgurugamer's topic in KSP1 Mod Releases
Since most engines have alternators, it is actyally a good mix and a challenge to make it depend on the main engine. Of course, engines running on 'idle' or underpowered would make use of the thrusters a dangerous thing, as it would drain all batteries very quickly. I actually like them that way (high EC consumption), it generates a challenge to develop craft that are overpowered not just to reach better performances, but to sustain secondary RCS systems. That is just what I imagine a wingless craft to be: moved and stabilized by very powerfull engines and thrusters, but unneficient as it gobbles fuel to power all those fans and engines and stabilizers... -
[1.9.x] QuizTech Aero Pack Continued
Daniel Prates replied to linuxgurugamer's topic in KSP1 Mod Releases
I think it would have to be A LOT. The part generates a lot of thrust - half a dozen of them can easily take a several tons craft off the ground. So it is implied that if the part is juiced on electricity, the usage would have to be very high to match such a powerful engine. Say, at least two ec/sec or so. Your standard wheseley engine alternator produces 4 ec/s, so to have several thrusters working at once would only be viable in more powerful craft. -
Pilots Suggestion
Daniel Prates replied to CuAnnan's topic in KSP1 Suggestions & Development Discussion
That is what I just said, I beleive. -
And is there a reason why there is a delay, with a red light, between firing two stages, like say activating a decoupler for a lower stage and then activating the engine of a uppet stage? Is it just for game immersion? I think is cool, hsving to wait that 1 or 2 seconds, but i see no practical reason for it.
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Drifting maneuver marker
Daniel Prates replied to A_name's topic in KSP1 Gameplay Questions and Tutorials
Isnt this because the maneuver marker always points to the path of the maneuver as it was when you planned it, whereas the other markers move inside the actual orbit as it is deformed by the burn? Specially in long burns, there is always gonna be a difference between, for instance, actually burning prograde and burning inside the path of a prograde maneuver pre-stablished. I imagine so, since as the burn goes, the conic path of the maneuver stays the same but the actual orbit will change shape while you burn. In my perception the maneuver node remains static. At least that is the impression had! -
Landing Legs Position
Daniel Prates replied to Cornholio's topic in KSP1 Gameplay Questions and Tutorials
Some tweakeables are not that well explained, such as spring strenght, or transmission and dampner ratio in some parts provided by many mods. Its not clear whether moving a spring strenght a given direction is increasing the strenght or decreasing it....