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Everything posted by The Dressian Exploder
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I have been very responisble with this new lander can part
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Those landing legs are (Re)stock landing legs clipped into the lander can, if I'm not mistaken.
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Are the Proton, Blok-D and R-7 revamps included in this update or are they still being worked on?
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Oh my, what a strange, beautiful contraption! Careful now, or people will start asking for Uragan! (wink wink nudge nudge)
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[1.12.x] Apoapsis Motors: Delta V, Done Dirt Cheap
The Dressian Exploder replied to Starseeker's topic in KSP1 Mod Releases
Excellent!- 21 replies
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
The Dressian Exploder replied to JadeOfMaar's topic in KSP1 Mod Development
I'm not sure what the intended method of using the thermal engines is, but the way I'd go about it is by having the heat sink parts essentially convert System heat into ThermalPower which the engines can subsequently run off. Instead they seem to rely entirely on the ThermalPower only produced by some of Sterling's reactors, which uses the old Core Heat system and have no SystemHeat configs. This should, in theory, work (until the engines overheat) but doesn't really allow for heat sources other than Sterling's own reactors. I suppose the optimal solution would be some method to run the engines directly off of System heat, though I don't know if that's possible EDIT: Having taken a better look through the readme, I think I understand the system better, but SystemHeat integration is still pretty suboptimal -the glaring issue being thermal engines overheating far, far too easily. Heat sinks being able to generate ThermalPower from system heat would be pretty cool and allow for some interesting propulsion methods like running a spacecraft off of Ore or, well, any heat source outside of this mod. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
The Dressian Exploder replied to JadeOfMaar's topic in KSP1 Mod Development
Just asking about the mod's SystemHeat configs, they seem to be a little odd. The 1.25m Thermal nozzle seems to generate a rather absurd amount of SystemHeat considering its whole deal is transferring it into a propellant -at full throttle it overheats in only a few seconds without ludicrous amounts of cooling. Additionally, the heat sinks are integrated with SystemHeat but seem to have very little actual interaction with it. I suppose what I'm asking is how the parts are meant to be used and how SystemHeat factors in? -
[1.12.x] Periapsis Motors: Sepratrons Expanded
The Dressian Exploder replied to Starseeker's topic in KSP1 Mod Releases
Brilliant work for a first-time modder!- 19 replies
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Perhaps determine engine MBTF based on its ISP? 1 hour was mentioned earlier which seems fine for most chemical engines but for aircraft engines, ion engines and far-future engines like those from DSEV, KSPIE and FFT may be expected to burn for much longer than an hour.
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It's likely not something that'd ever make it to the mod, but I thought I'd share the Lunar Module Test Article as a cursed skinned LM for your perusal. Speaking of things that won't get into the mod, I still don't get the hype around C-8 but even though it's been shot down before I still think an LLRV/LLTV would be very cool to have.
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[1.12.x] Near Future Technologies (September 6)
The Dressian Exploder replied to Nertea's topic in KSP1 Mod Releases
Do Near Future Electrical's nuclear reactors support SystemHeat? EDIT: There were additional configs under an Extras folder of one mod or the other that I hadn't installed. It works with SH now! -
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For Starliner, Boring Crew Services already exists having been made by the elusive DylanSemrau. It's proper good stuff, though I don't know about the IVA.
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Seeing Polyus like that makes me wonder if anyone ever tried making a BDArmoury compatible laser for it...
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JNSQ is balanced with stock part balancing in mind -if it is balanced for stock, it is balanced for JNSQ/2.5x and vice versa.
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[1.3.1] SilverWolf Aerospace 0.1
The Dressian Exploder replied to SilverWolf's topic in KSP1 Mod Releases
I believe 1.10 changed something to do with the kind of .dds textures required -most mods already used it but some didn't, hence the broken textures. I'm pretty sure whatever it is that needs to be done can be done by oneself, but I can't remember what said thing is.