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KSP2 Release Notes
Everything posted by coyotesfrontier
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Made a comet base: Comets are huge, the base is only barely visible in a shot of the entire comet: Also noticed an interesting thing with comets and vessels attached to them: They don't seem to have a load range of 2.3km, instead a much larger range, in order to prevent pop-in given their massive size.
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I highly doubt I'll be that. This isn't EA or Microsoft we're talking about, the worst we'll get is a few cosmetic reskins for multiplayer.
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[1.12.5] Restock - Revamping KSP's art (August 28)
coyotesfrontier replied to Nertea's topic in KSP1 Mod Releases
Breaking Ground's art is pretty good, I don't think the devs of ReStock are willing to put in a lot of work for a minor upgrade. -
I definitely think more fuels should be added, as long as they are distinct and not over complicated. Nertea's mods are a good example of this, all of the fuels that he adds (argon, lithium, hydrogen, etc) have different use cases so they don't feel pointlessly similar. For example, Argon has less efficiency then Xenon, but is much cheaper and its engines have higher thrust then their Xenon equivalents. Lithium is extremely expensive, is unlocked at the end of the tech tree, and its engines require a ton of electricity to use, but its thrust and efficiency are unmatched. Hydrogen has extremely low density and forces you to place double the tanks then LiquidFuel for the same mass, but the engines that use it have much higher ISP. I'm very much in favor of life support, in addition to habitation limits (so you can't stuff a kerbal in a MK1 pod on a 10-year journey), as long as it's possible to make automated resupply missions. Life support shouldn't be that strict by default, you should be able to do missions without sacrificing a ton of your deltaV for life support hardware. In addition, it should be challenging (though not MKS-level hard), to create a self-sufficient base, especially one that produces more life support resources then it consumes.
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[1.12.x] Near Future Technologies (September 6)
coyotesfrontier replied to Nertea's topic in KSP1 Mod Releases
You're intended to use it with ReStock, which adds a black variant to the stock 3.75 shield -
[1.8.1 - 1.9.1] Kopernicus Continued
coyotesfrontier replied to prestja's topic in KSP1 Mod Releases
You sure they didn't mean "footprint" as in memory footprint? -
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
coyotesfrontier replied to Gameslinx's topic in KSP1 Mod Releases
@Drupegod02 If you aren't getting a response, there's probably a good reason for it. Act mature, try to fix the problem yourself, and do not spam any more posts about it.- 1,650 replies
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[1.9.*] GTIndustries (Updated 04-02-2020)
coyotesfrontier replied to Warezcrawler's topic in KSP1 Mod Releases
Ah dang, I have no C# coding experience. There's no other way to add additional modes that I know of, other then possibly how RealismOverhaul does engine variants.- 94 replies
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[1.9.*] GTIndustries (Updated 04-02-2020)
coyotesfrontier replied to Warezcrawler's topic in KSP1 Mod Releases
I'll try to contact @Nertea and see if he's able to add support.- 94 replies
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[1.9.*] GTIndustries (Updated 04-02-2020)
coyotesfrontier replied to Warezcrawler's topic in KSP1 Mod Releases
I'm attempting to add alternate modes to KerbalAtomics engines, and there's a persistent issue I'm running into. Essentially, after first starting up an engine, all possible modes are enabled at once, instead of just one: Switching the mode fixes it, but it comes back if you disable and reenable the engine. I'm pretty sure it has to do with DeployableEngines, but I'm not entirely sure.- 94 replies
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[1.8.1 - 1.9.1] Kopernicus Continued
coyotesfrontier replied to prestja's topic in KSP1 Mod Releases
Hallelujah! -
Assuming you worked at SQUAD, how would you improve the Kerbol system, assuming there were no engine or codebase limitations whatsoever? Stuff like giving Vall a subsurface ocean, or having dust storms on Duna that blow your craft around.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
coyotesfrontier replied to Thomas P.'s topic in KSP1 Mod Releases
It intentionally won't let you load. -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
Ooo! Nice! Any clues on what kind of engine it is? BTW, by atmospheric, I didn't mean a jet engine, I just meant able to be used in-atmosphere. -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
Nertea, two questions. Are any engines with sizes smaller then 2.5m planned, and are any atmospheric engines planned? These were large gaps in the original FFT, but I can understand why they both weren't included. -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
Looks fine for me. -
Unfortunately, there's no legal way to do this at the moment.
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[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
I highly encourage you to keep the MH and NSW engines in the mod, Nertea, regardless of what Cochies says. The serve a very unique roll that no engine in FFT does, and I've used them on many ships due to their usefulness. -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
Utterly amazing, Nertea. As today is my birthday, this is probably the best gift I could have ever gotten. I can't express how excited I am for this! -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
No way... With the mention of fusion reactors in the SystemHeat OP... Could it be?!?!? -
[1.8.x, 1.9.x, 1.10.x] Jet Sounds Updated
coyotesfrontier replied to linuxgurugamer's topic in KSP1 Mod Releases
Nice! Does this work with RealPlume? -
totm nov 2023 SpaceX Discussion Thread
coyotesfrontier replied to Skylon's topic in Science & Spaceflight