Jump to content

MrRoMe

Members
  • Posts

    10
  • Joined

  • Last visited

Everything posted by MrRoMe

  1. Hi everyone! I am writing on behalf of a university team working on the design of a reusable lunar lander architecture. We are looking for modders who might be interested in making a custom mod of our lander in KSP, and we plan to use those models to create a video. The video accompanies a 5-7 page abstract which will be reviewed by members of the aerospace community, including those from SpaceX, Blue Origin, Aerojet Rocketdyne, NASA Johnson, NASA Langley, etc., and you will be credited. Our goal is to have the final version done by December 10th. Please let me know if you are interested and available! DM me with your email and modeling experience so I can provide you with the details.
  2. - Better Shields - Kerbin physicists from the CGI department have discovered how to contain an energy barrier to temporarily protect vessels from external damage. You know what this means - shields up! Better Shields is a mod that alters the wonderful Kerbal Krash System mod by EnzoMeertens. It introduces a new shield resource to all parts - shields are drained during impact or reentry, and may be recharged using electricity. A cyan/blue glow is visible upon impact indicating the part was shielded. This mod is heavily based on and inspired by Kerbal Krash System. It redistributes the config files of KKS and modifies KerbalKrashSystem.dll. By installing BetterShields you will have the functional KKS mod also. A few errors may pop up during loading but do not seem to affect gameplay. Module Manager is required but not included, please install separately! DOWNLOAD - GITHUB
  3. I haven't tested, but compatibility with 1.2.2 should be good, as long as you have Procedural Parts for KSP 1.2.2. Let me know if you have any issues
  4. I am working on dynamic crew capacity currently, but it turns out to be more complicated than I thought. I wanted the crew capacity to just be ( constant * volume ), but could not find the variable for volume, especially since it is dynamic. Any pointers towards how to access volume for Procedural Parts will be helpful!
  5. Wow, never knew that correlation But no worries, all PPods have a crew report and science storage module just like stock pods Will be sure to check the dev section, thanks!
  6. Thanks! Yes they do, but currently the IVA is set to the Mk1-2 pod IVA since I have very limited knowledge beyond cfg editing any tips and suggestions are super welcome!
  7. Procedural Pods Tired of monotonous command pods in KSP? Want to go to space (or not) in style? Introducing Procedural Pods, your one-click solution to fancy Kerbal canisters! With Procedural Pods, you can create command pods of any shape and texture, as long as they are available for Procedural Parts. Use this to imitate real-life capsules, or create your own! Review by Kottabos Thanks a lot, Kottabos! Pictures Procedural Command Pod with airlock door by Tiktaalik's Airlock Collection A white procedural pod with decorative parts during propulsive landing VAB editor view These look normal... And safe... But you can do something whacky also! Alien egg with Kerbals?... ... Or a habitable apartment! https://imgur.com/a/w5PSL Dependencies Procedural Pods requires Procedural Parts to be installed to work. Recommended Mods Tiktaalik's Airlock Collection - for EVA capability. Freedom Textures - for more texture options. Other PP texture mods also apply. Compatible Mods (should have the same compatibility as Procedural Parts) Real Fuels (PPods is balanced for RF) Tweakscale Short-Term Plans - Dynamic crew capacity and dynamic SAS power relative to size - Procedural probe cores? Long-Term Plans - Custom textures - Dynamic IVAs Download https://github.com/MrrRoMe/procedural-pods License: MIT
  8. Hi, first of all, hats off for making this wonderful rescale! I've been enjoying it a lot with my career build recently. I noticed that many .cfg files included a debug code for Kopernicus that set ExportMesh = true. I removed those codes and now I am getting ~45 FPS as compared to ~35 FPS before. I'm not 100% sure these two events are correlated, but in case they do, I hope this helps!
×
×
  • Create New...