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Everything posted by DarknessHasLost
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Hello There @linuxgurugamer
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Squad chimp as playable character
DarknessHasLost replied to mikey117's topic in KSP1 Suggestions & Development Discussion
only Jeb with Jojos styling, and no space suit. -
Squad chimp as playable character
DarknessHasLost replied to mikey117's topic in KSP1 Suggestions & Development Discussion
No Blasphemy -
[WIP-PROTO] Dark Days - Eternal Black.
DarknessHasLost replied to daniel l.'s topic in KSP1 Mod Development
Having an Atmosphere is mainly relient on proximity to your big gravity source. The sun Sucked Mercurys right off, but the outermost planets are mostly atmosphere. -
I always hire new kerbals for missions that i dont intend to recover, i happen to supply half of my own rescue quests.
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[WIP-PROTO] Dark Days - Eternal Black.
DarknessHasLost replied to daniel l.'s topic in KSP1 Mod Development
I'd like more playability for KSP, my first real campaign playthru i started about a week back. a new system with new science, new worlds, and just the general difficulty of finding my way around would be interesting. btw, do any of these planets has atmospheres, its something i have to watch out for when using my Probe Systems. -
[WIP-PROTO] Dark Days - Eternal Black.
DarknessHasLost replied to daniel l.'s topic in KSP1 Mod Development
could you also make a side mod with just the system, placed further out as a planet pack. navigating a dark system would be interesting -
I will introduce the Black Hole Tanks Mod. (As soon as i have a picture of its modal i will upload it) The Black hole tanks mod allows one to use the Two tanks (One LFO and the other Ore) to hold large volumes of material (such as Ore and LFO) in a Smaller package than would normally be required. Make by Daquan Kerman the two tanks Dry mass is 20 tons (in order to discourage intrepid SSTO Users from adding 15 Mamoths to it) but holds an amazing 12000 LF and 14666.67 Oxidizer. the Ore tanks wet mass has yet to be determined. The tanks do retain their full wet mass, as in order to also discourage its use as a main stage fuel tank for it is meant for Satellites and ground stations Im trying to build some support and would happily accept anyone willing to help me test the tanks. I am also accepting anyones help in modeling, New ideas, or even just Balancing. All suggestions for parts would be happily accepted. https://github.com/Darknesshas1/DK-BHTanks Benjamin Kermen (My cocreator), Linuxgurugamer (Helping us with the .dll) and I are working together on this mod. It is my first so i have no clue what i'm doing, and am happy for all of the help they're providing
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Boat propellers!
DarknessHasLost replied to Razorforce7's topic in KSP1 Suggestions & Development Discussion
I'd be nice if they made any parts meant for boats -
Edit active vessel in VAB
DarknessHasLost replied to Blackline's topic in KSP1 Suggestions & Development Discussion
that isn't a good idea. First, how do you build and attach the created parts. Second, In flight is unreasonable, if you want to fix an orbiting vessel, invest in Docking ports, and then get yourself Extraplanetary Launchpads -
Help identify a mod from pictures
DarknessHasLost replied to KSSAries's topic in KSP1 Mods Discussions
It looks like its got some B9 too -
I thought of a great concept for a mod, but realized everything i had to do to make it and realized "Damn, this takes too much work", and need a lil' bit of help with making it a reality. My Idea is to make a fuel tank that can hold more than its share of fuel. "One day, While Daquan Kerman was working on his new Experimental Engine, The Black Hole Drive, accidentally failed miserably, instead making a fuel tank. He soon realized that this fuel tank was holding way more fuel than should be possible. He took this new tank, and hoping that it would return the fuel put into it, Succeeded in creating the BH001 Black Hole Tank. Unfortunately, Due to its shape, it happens to be an aerodynamic nightmare. The other difficulty's with the tank, it retains all of its mass, and requires power to keep its fuel accessible. he soon realize it would work well for Planetary bases and refueling stations, and began marketing immediately." Its About 3.5 meters wide, and in the shape of a D20, and requires 20 EC/s. I think it should, at max hold about 10,000 fuel (LF with the correct proportion of Oxidizer). I want it to retain its mass so people don't launch it as a main engine and give it a base mass of 15-20 Tons. I also want to make one for ore. BTW I really like my stories (the Part Desc.) and would like to keep them if at all possible. The other two stories follow "After have made more than a usable amount of money off the BH001 Drive, his assistant questioned why Daquan had put the 001 after BH. Daquan also wondering this, headed out to the back of his office to the original BH Tank, Decided to throw a rock into it and see what happened. Surprisingly, it went in. Daquan, borrowing a truck from one of his employees, decided to see how much would fit, and again found it held way more than an object its size should. He quickly patented the BH002 Ore Tank, bought that employee 3 brand new trucks, and began selling again." I think the LF/O tank should be a 550 science, and the Ore a 1000. comment if your either interested in coding, or just want to see this come into existence.
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[1.12] Extraplanetary Launchpads v6.99.3
DarknessHasLost replied to taniwha's topic in KSP1 Mod Releases
It drops metal as kind of a logic thing, You ever seen the Shreading machines on youtube that can turn a car into dust. that is what the recycler does. then it gets changed back into rocket parts. its supposed to add a level of difficulty. its not too hard of a fix though. change the Recyclers CFG, under that material, change Metal to rocket parts -
[1.12] Extraplanetary Launchpads v6.99.3
DarknessHasLost replied to taniwha's topic in KSP1 Mod Releases
you'd have to edit the Smelter, thats the part that handles the Ore to metal conversion. -
i got a 300 ton craft to Low Eeloo orbit, it had a 3000 Kerbal Cap, It was just my Mechjeb control core, sitting there, alone, it was a 35 year transfer, I just ended up making a Brick of Hitchhikers in LKO with EL, spent an hour with MJ launching 40 Kerbal cap rovers, transfering the crew, then burning up the left over pod with Low atmospheric passes. Rip EL
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Mods in Stock
DarknessHasLost replied to Choctofliatrio2.0's topic in KSP1 Suggestions & Development Discussion
I think Mechjeb should be in here along with Infernal Robotics. MJ allows less experienced players to understand Orbital transfers (How i learned) and More experienced players a to skip all of the node execution hassle. Infernal Robotics allows for more complex vehicles like Crane rovers, A lander in a Can (the Engines folded into a protective shell), Rotating Gravity wheels (like 2001: A Space Oddessy), Cooler space stations, and just more interesting crafts in general. I'd also try a Simpler Extraplanetary Launchpads. I save so much time just building the craft in Low Eve orbit instead of sending out 40000 crafts to make my base. -
[1.12] Extraplanetary Launchpads v6.99.3
DarknessHasLost replied to taniwha's topic in KSP1 Mod Releases
yeet -
[1.12] Extraplanetary Launchpads v6.99.3
DarknessHasLost replied to taniwha's topic in KSP1 Mod Releases
you probably built too much for the physics to handle, or a craft too small. the release fucntion acts like a decoupler, and may had destroyed parts as it was creating -
Radial IRSU
DarknessHasLost replied to DarknessHasLost's topic in KSP1 Suggestions & Development Discussion
First, my concern for the IRSU is weight, second i dont use LS so that timewarp doesnt matter. i need LF/O for my tiny vehicles. i grab asteroids for my larger vehicles and just glide to everywhere.