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Everything posted by coyotesfrontier
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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: such nuke, wow
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: such nuke, wow
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: such nuke, wow
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: such nuke, wow
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: such nuke, wow
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: such nuke, wow
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
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[1.12.3] Restock - Revamping KSP's art (Feb 25)
coyotesfrontier replied to Nertea's topic in KSP1 Mod Releases
If people keep asking about it it won't happen. -
[WIP] Nert's Dev Thread - Current: such nuke, wow
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
They're getting moved to CryoEngines and converted to methalox, matching their models. I'm not sure how to link to Nertea's roadmap, but it's near the bottom of page 107. He details his plans for the future there, in case you want to know what's coming up. -
[WIP] Nert's Dev Thread - Current: such nuke, wow
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
Nertea has outdone himself, as always. I'm finally able to make an accurate 1.875m falcon!: Full album here: https://imgur.com/a/7e9kkPO -
With regards to the R.A.P.I.E.R, several mods (Mk2 Expansion, Near Future Aero, to name a few), have two SABRE-like engines for each size category, with one having higher thrust and the other efficiency. When assigning plumes for them I tend to give the thrust ones hypergolic plumes, and the efficient ones hydrolox plumes, distinguishing them easily:
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.10] [3rd Jan 2022]
coyotesfrontier replied to Poodmund's topic in KSP1 Mod Releases
That's incredibly annoying, Photoshop is an extremely expensive program that many can't afford. Could you convert them into another DDS format for the next release?