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Everything posted by The Dressian Exploder
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Show off your awesome KSP pictures!
The Dressian Exploder replied to NuclearWarfare's topic in KSP Fan Works
I believe those are from the Kerbal Foundries mod. -
Yes it does. The Tantares soyuz docking port will even dock with the BDB version!
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- totm march 2020
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There's nothing specific that Kerbal Atomics does to other nuclear engines so it should be fine -note though, that while Kerbal Atomics' engines run on LH2 from CryoTanks, MK3 Expansion's will use LiquidFuel like the vanilla Nerv.
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[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
The Dressian Exploder replied to JadeOfMaar's topic in KSP1 Mod Development
Probes Before Crew, a mod which rearranges the tech tree so that uncrewed vessels are usable before crewed ones. -
[1.8] v1.0 Chrayol Design Org. - ISRO Mod
The Dressian Exploder replied to DylanSemrau's topic in KSP1 Mod Releases
Looks to me like it's mostly parts from Near Future Exploration. I don't know if it's a replica of a historical satellite though- 89 replies
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- totm march 2020
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The Third Great Number War: The Long Haul!
The Dressian Exploder replied to AtomicTech's topic in Forum Games!
P -48- 29,923 replies
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I think editor clutter is something to consider here -a giant 5m battery isn't going to be needed during the point in a run where your largest tanks are 1.5m. And still, there are technical challenges with building a battery that big. As far as I'm aware all the LFO tanks have similar fuel densities, and it takes several techs to reach the bigger sizes, so surely larger batteries would have their own technological challenges too?
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I think the last thing we need is more speculation on what the new stuff the BDB team is cooking is, but another possibility I havent seen mentioned might be the Integrated Program Plan. I'd definitely be super interested in seeing where they take it, especially with stuff like the early shuttle designs.
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[1.12.x] Far Future Technologies - October 9
The Dressian Exploder replied to Nertea's topic in KSP1 Mod Releases
If you don't have Rational Resources Parts as well as the actual plugin, that might be a good place to look. SpaceDust should also allow for harvesting of resources in space. Heat Control is pretty much a necessity for FFT, as you've identified. That should pretty much have you covered. -
Has anyone else had a bug where starting tech parts are impossible to unlock because the entry costs can't be paid (either through a faulty button or it showing up in Science mode) On an unrelated note, how did you manage the conversion of a YongeTech tech tree to a stock tech tree? I'd be interested in making some configs for this tree using ksp-techtree-edit.
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This looks really nice, definitely gonna have to give it a try! Have you considered CNAR or Knes compatibilty at all? I think it'd fill out the lineup of historical rockets nicely. Another thing that might be worth doing, if it isn't already the case, is mapping all the techs in the tree to stock techs (i.e using the same name as them in configs) so every mod has at least some level of compatiblity. You might also want to consider testing with AlphaMensae's Modular Launch Pads, which adds its own tech nodes.
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[KSP 1.6.1] "Streamline" Engines, Fueltanks and RCS
The Dressian Exploder replied to NESD's topic in KSP1 Mod Releases
Do the 'aerodynamic crew tubes' have any crew capacity, or are they just structural like those in SSPXr?