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Everything posted by Derb
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I think you mean TantaresLV Github, ya sneaky Pete. That new open lattice decoupler is real nice. I might just put a tweakscale on it - will surely look more reasonable than the Soyuz decoupler scaled to 3.75m!
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The VA parts have been updated but are not in a formal release yet (I think that's also why the regular green is not there yet, it needs redone). Download the latest version of the Tantares repository, not from the releases tab to get them with ungarbled vintage green. https://github.com/Tantares/Tantares Not all the colors work for the cylindrical modules for now - I think I asked Drakenex to add this because they previously had no colors at all. It is possible to delete the ones that aren't from the configs if you don't want them to show up though.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Derb replied to Ven's topic in KSP1 Mod Development
@Kerbas_ad_astra I'm also using your updated version of this mod. I have one issue that is easily overlooked - there is a plain untextured white 'cap' covering the top of the RT20 solid booster. Beneath it exists the standard 'end tank' texturing of the RT10 and RT5. I think that it should be removed for now - it appears that Ven was planning to make a change to the top of the RT series engine tanks but never finished or put this cap on as some placeholder. -
What is the source of those top antennae?
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Soyuz heat shield shroud now works, but needs to be applied to TKS heat shield as well. I also notice that the military green color is now missing from the return capsule, return engine, return control block, and heat shield of the TKS. (Temporarily removed due to changes to the parts?) All good so far otherwise - I'll let you know if I find anything else. P.S. I love the new Soyuz colors.
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In that case, what's the deal with that Mercury capsule, and how do I get my hands on it?
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Now there's an idea! Removed the stock switcher from the heat shield - the fairing still won't retain the color.
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Soyuz and N1 are working just fine. Beale didn't add stock color switching to those though - that's where my suspicions arise. I suppose one could try adding stock color switching to those parts to test it. I might figure out how to do that.
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You seeing it now? I feel like it very well might be some conflict with the stock color switch, firespitter, and toggle-able bits like fairings.
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Still having the problem with 1.4.3. Are you using the latest version of Tantares with the stock color switch options?
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Derb replied to Nertea's topic in KSP1 Mod Releases
Tried, but no luck. Must be something else. -
@Beale: Did you revamp the Soyuz rocket colors? Looks good, though I do miss the orange stripe.
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Is that a new signature in anticipation of the 2.0 release you got there?
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Beale is a machine-modeling modeling machine. That engine looks great - time to give it a test run.
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From what mod are those giant solar panels?
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The other section with the monoprop engines can can be left attached to a station.
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I believe the LFO engines are for re-entry of the capsule, after separation from the cargo block. The monopropellant engines are for the orbital operations. The docking port is 'forward' although the craft is launched facing the other direction, with the crew in the re-entry capsule (for emergency abort).
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That is 1960s futurism as all get-out. Did NASA provide any reason beyond using their own design in rejecting this?
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As in reduce the values to 75/50% of stockalike scaling? I would say no - should be scaled consistently with all your other parts. It would feel very off to have normal scaling for smaller parts and impotent 5m, especially with other stock balanced 5m part mods also installed. Why use Beale's Energia tanks when SpaceY/KW/NF 5m tanks are twice the fuel for the same size? Because they are real pretty of course. But beautiful, not as useful tanks would just make people angry I'd think. As for engines, I see where you come from with the 1.25m diameter being more powerful than the stock SSME, but one must realize that engine is part of a larger assembly that is engines+engine mount - I don't see myself using it on 1.25m stacks on its own, probably just in various clusters for larger stacks. Using it on a 1.25m stack may seem "overpowered," but it's down to the player whether they want to do that or not. It drinks fuel and is heavy anyway, so it really isn't the best choice for a size 1 stack even with the power. In any case, consistency is key - all parts should be balanced by the same standard, whatever it be. EDIT: RE: Possible LH2: If you do go the LH2 route, it would be very generous to implement an included extra patch to allow the engines/tanks to run on LFOx or LH2Ox per user preference. Personally I find LH2 kinda ehhhh.... Often I don't have fun dealing with the restrictions imposed by not being able to mix and match tanks and engines to my heart's desire due to multiple fuel types, especially when running with few mods and perhaps just one that even has an LH2 engine at all.
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Bottom tank is going to be very, very useful being so much larger than a stock orange tank.
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But what flavor is it? That beige doesn't look very trustworthy to me... In all seriousness, it looks great!
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Anyone having a problem with the heat shield shrouds not retaining their color when put on the launchpad? v1.4.2