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GrandProtectorDark

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Everything posted by GrandProtectorDark

  1. Hmmm I really like semi futuristic engine packs which aim to be a bit more balanced. Nerteas Far Future technologies had always been my favorite (The one that's hidden away on his github). So I'm looking forward to where this mod will be going. (This mod also looks like it won't have all that unneeded baggage of complexity which KSPI has).
  2. Any Info on if it's possible to tell instantiator on which layer order to place objects when there are more than one added to a body (Like kargantua had it)
  3. Don't mind me. I'm just casually driving to the bottom of the ocean I think those parts are a little less buoyant than Stock parts. (Ore containers to rebalance the center of mass. It already sinks even without Ore in it)
  4. Check out nerteas FarFutureTechnologies (KSPI but in simple) which has an NSWR.It's only available on github because of issues with the stock heating system though. You've been warned
  5. I may used my words wrong. I meant to say/imply that nerteas cubic struts look like stock versions of Vens cubic struts. Very similar size/shape. Especially the strut to 0.675 adapter
  6. Tell me that nerteas parts don't look like the stock versions of vens truss parts.
  7. I found it quite amusing to notice that the new NearFuture Costruction truss parts, look nearly identical to some truss parts from Vens stock revamp.
  8. A simple answer would be to edit the descriptions yourself. Only need a texteditor for that. It would be a bit tedious though.
  9. Question, I couldn't find it anywere in the description of either this or the core. Am I Required to have the Core mod for the parts to "Exist" in my game or is there any specific plugin/dll story for which I have to have the core. I'm not really interested in anything other than the spaceplanes/capsules included here to be honest.
  10. Technically you could create a small moon sized body, then set it's equator veeery high above ground. Creating the illusion of a disk.
  11. Structural bits I guess. They are as useful as the grey structural bits. But in in white/gold Making a saturn V is a bit tricky. The engines, how they are arranged in the Saturn V, are actually not fully capable of lifting a fully filled max size tank. 5m parts aren't fully balanced to be just used as apollo style munrocket That sounds like a simple bug
  12. Dunno if it has been asked before. Is there any way to manually tell Career Evolution, which planets are which (homeworld/ eve analog/duna analog) I'm using a highly customised kerbol system, which slightly messes up the intended targeting. I do have tried to look into the cfgs, but I don't really get far with my limited knowledge alone.
  13. Btw, for when FarFutureTechnologies gets update in Soon™ amount of time. I found an error in the CTT patch file. The Nuclear ISRU is patched to be unlocked via the "nuclearRefueling" Science node. I checked the CTT config I'm using as well as the newest available one. There is no such tech-node as "nuclearRefueling".
  14. Ok, I did thought about it being made into a separate mod. To hear that it do is somewhat-ish possible, is interesting. Gonna keep an eye out if this gets to be a thing at some point
  15. Question, would it be possible to create a function to use bonvoyage with boats. I'd guess calculating the movement speed and range could be harder, since actual engines would be used instead of ec consuming wheels. But it would using boats much more convenient.
  16. The Expansion rocket-parts all load (mostly) fine in 1.3. Parts using variants, will load a bit weirdly, as 1.3 doesn't know about Mesh-switches. Which will result in all variants loading at once. Little very easy bit of Config editing and you can use those just fine as well.(though, none of the engines is gonna gave shrouds). LEM and the apollo pod(stock one), should work absolutely fine without any editing required. I've already Tried all of that, so I garantee, It works. I also heavily doubt it would actually go against the EULA/I doubt anyone would legally pursue you for doing so. You aren't Illegally redistributing any licensed contend, just editing some stock configs.
  17. This Centrifuge do looks quite Interesting compared to other peoples work. Though, the lack of an IVA do is a bit sad, but I do can Imagine that deployable habitat IVAs are a bit of a challenge. Might take some inspiration on how Nertea did it? Anyway, This mod do looks nice.
  18. If you add in a spark engine, the MEM has 1000 m/s of delta packaged withing it(according to KER). Which sorta-ish can be enough for pure accent needs. A decent stage needs to be assembled manually though.
  19. I've already more or less known about the heating issue(and I'm playing with full awareness of that risk). I semi intended my message to anyone else, Using this WIP mod, but also To nertea, that it is still functional in 1.4.1. I do hope, That the Heat mechanic gets fixed one day, for know, Nothing has exploded yet, which can't be explained by a lack of a sufficient amount of radiators. Edit: Shouldn't Antimatter tanks be the most resistant kind of parts?
  20. So, After A random attempt to look if Far Future Technologies Functions with 1.4.1. I can say, It sorta-ish does. The Antimatter Factory loads and also produces antimatter, all engines actually produce thrust,, the Fusion reactor works fine, engine charging works flawless, and tranfering the antimatter into the ship on the launchpad also works fine. I'm no expert, but there aren't any obvious problems. Don't know about the under the hood situation.
  21. Why didn't I notice earlier that you where making another mod. This really looks as awesome as your other stuff and I'm looking forward to add this to my giant mod collection.
  22. I really like the idea of Mesh switch being stock now. Fuel switch still has to be done by mods, but hey, It's a beginning.
  23. All replaced parts are still available as seperate parts to not break any old vanilla craft. Those parts are hidden in the editor.
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