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Everything posted by Friznit
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Squeeeeee
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Friznit replied to tony48's topic in KSP1 Mod Releases
Prime suspect is Outer Wilds Program, given it's another planet pack running alongside KSRSS I'd imagine that might cause a conflict.- 1,921 replies
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@Zarbon44too busy making Star Trek ships to send me a craft file. I'm pretty clueless so without his help I can't write it up on the wiki. (Same detail on the ISS Nauka module, though that looks a bit more straight forward. To be fair I'm well overdue another Tantares career playthrough ).
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Skyhawk Kerbalism - v0.1 (ALPHA RELEASE)
Friznit replied to CessnaSkyhawk's topic in KSP1 Mod Development
I like the concept. Science labs tend to be a bit of a catch all currently whereas I agree they would benefit from more niche roles. The Projects lab could have limited slots but support many different experiments that could perhaps only be switched by delivering "new science kit" to the lab. The kits could be a single part (e.g. science storage capsule with "stuff" in it) or require specific parts attached to the station/base before they become available (e.g. "black hole observatory" experiment needs a telescope fitted) - allthough that might create a painful network of interdependencies to maintain. It would be nice to have more progression in the various labs available in BDB (and stock). For example, early Mercury lab can only do a couple of projects, but not General Studies whilst GMSS labs are more versatile but commensurately more expensive. -
It's uncharted territory to some extent. It's up to us figure out the most efficient method then we'll send it to Bill at NASA so he can correct the docs from the 1960's. I'm sure he'll appreciate the input. Otherwise I'll put a guide on the BDB wiki. Come to think of it, they should be using the wiki build guides anyway, save themselves a fortune on SLS. Anyway, let me know when you've worked out which is the best approach and I'll write up the winning entry
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As @Zorgsaid I updated all craft files to use SAF fairings and bumped the version to 1.12.3 If you have old save games or your own craft files that you'd like to update, you an find and replace the old part names using a text editor fairly easily. What I do is make a new ship with the "offending" part in a simple build, look up the name in the craft file then copy, find and replace in my "broken" craft. With Notepad++ you can find and replace across all open files so you can quickly fix a whole bunch in one go.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Friznit replied to tony48's topic in KSP1 Mod Releases
I find the footprints often mysteriously stop working but a simple quicksave & load usually fixes it.- 1,921 replies
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Let me know when you get to the patches. I've added a few of my own which I can share to save you a little time.
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Stuck a Big G on top of SLS? Horrible but awesome. Throwing my opinion out there on post-Saturn revamp projects: I've just started working on a fairings and interstage guide and if nothing else it would be great to see some of the older interstages & adapters brought up to speed with the recent modelling & config techniques. There are several parts that I reckon could be rationalised and simplified using B9 Partswitch, reducing part count and making finding the right bit in a busy part menu a bit more logical. As for proliferation of Centaur types - my view based on trying to write simple guides for rocket building is that there's little value in adding different models unless they have a material impact on gameplay. Many real life variants only changed internals, which aren't modelled in KSP anyway and adding them all just complicates an already confusing evolution of rocket designs