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Everything posted by coyotesfrontier
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[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
I'm guessing it's not a part of the lab at all, and both of the two parts Nertea showed above are independent from it. -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
@Nertea, sorry if this is a bad question, but what are your thoughts on 1.12 being KSP's final update? -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
Jesus christ, leave him alone. He does all this stuff and you people never stop heckling him for more. -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
I don't think Nertea likes screenshots of his mods before initial testing release... -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
They look more like fabric now, as opposed to some sort of shiny white rubber. -
[1.12.x] Engine Lighting Relit
coyotesfrontier replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer, could we see the implementation of pressure and engine mode controllers in the future? Right now, engines can only have one configuration per engine, which causes problems with newer versions of RealPlume as well as Waterfall, where most engine's plume color varies with atmospheric pressure. As well, many engines have different plume colors for different fuel modes, such as the VASIMR engines from Near Future Propulsion. -
Hello, I'm trying to add a Sabatier reaction to the stock ISRU, but I don't know how to find the proper ratio. KSP's density system is extremely difficult to wrap my head around. Here's the setup I have now: https://pastebin.com/TMwdkZ0H Obviously this is completely incorrect, I was wondering how I could find the proper values.
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[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
@Nertea, I made EngineLight configs for the new methalox engines: https://pastebin.com/ADQjGKye -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
You'll also have to download the dev version of waterfall for the engine exhaust to work, same process as with cryoengines. -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
that Deinonychus description... -
totm nov 2023 SpaceX Discussion Thread
coyotesfrontier replied to Skylon's topic in Science & Spaceflight
For most aircraft that might be a problem, but rockets are a different story -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
The chart isn't entirely accurate, as the bottom row is comparing two boosters with a sustainer. It's a shame there aren't any mods with hydrolox booster engines, they're pretty rare in real life but that hasn't stopped people from putting other rare engine types into KSP. -
totm nov 2023 SpaceX Discussion Thread
coyotesfrontier replied to Skylon's topic in Science & Spaceflight
Super Heavy Heavy! -
Muffled sound effects in vacuum?
coyotesfrontier replied to coyotesfrontier's topic in KSP1 Mods Discussions
Oh, wow, awesome! Last time I checked the mod just did engine effects. Thank you! -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
@Nertea, is there any particular reason you're including the control wire mount on the Raptor, when you don't usually include them in your engine models? Also, what's the naming scheme like for these engines? We have aquatic mammals for the kerolox engines and volcanos for the hydrolox ones, I can't think of a middle ground between the two. Maybe dinosaurs to fit in with the raptor, or just birds like the old methalox engines in NFLV? -
Is there any mod that muffles sound effects when in vacuum? Many realistic space movies and games have this, but Kerbal doesn't.
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[1.12.x] Far Future Technologies - October 9
coyotesfrontier replied to Nertea's topic in KSP1 Mod Releases
Looks like I found my new desktop background... (Also, can you share me your TUFX config? It looks amazing!) -
Most of the metals on the periodic table are a boring grey. Gold is one of the few with a different color, making it very valuable along with its rarity. However, gold's coloration only appears unique in the visible spectrum. In other wavelengths it loses its uniqueness, and other metals take the crown of having a unique color. The eyes of aliens would only be able to see in the wavelength outputted by their star, which would be different then what human eyes see. Therefore, a different metal then gold would have a unique coloration to their eyes, and be valuable. I'm curious to see what metal would have a special color to aliens that have evolved under the light of a class-M red dwarf, but I'm not sure how to do the calculations.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
coyotesfrontier replied to Gameslinx's topic in KSP1 Mod Releases
@Gameslinx, is the ScaledSpace shader still planned?- 3,121 replies
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[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
Sky-high thrust and efficiency, sounds like a torch to me. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
coyotesfrontier replied to RoverDude's topic in KSP1 Mod Releases
Can we get lights for the Atlas domes in the next update @RoverDude? It really bothers me that they don't when all of the other crewed parts do.