claustro
Members-
Posts
23 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by claustro
-
Hello zer0kerbal, I am using this fine add-on together with a few mods nerfing SAS and reaction wheels, and as it seems, the command noses are lacking reaction wheels, despite them being mentioned in the description. Would it be possibly to add them to the configs - I did so myself, however, I am not sure about what would be the most reasonable values. Thank you!
-
EVO | Extreme Visual Overhaul for RSS | Beta 0.3 "Mostly Stable"
claustro replied to ItsJustLuci's topic in KSP1 Mod Releases
Ahoi there... I have been obsessing over this image for a few days now. Could you or anyone please identify where that area is? Panama? It's not exactly Florida either...- 323 replies
-
- scatterer
- environmentalvisualenhancements
-
(and 3 more)
Tagged with:
-
This isn't part of Tantares now in Colors it seems, is it? The variants do look utterly lovely. Where is it possible to get these?
- 22,647 replies
-
- 1
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
I do wonder how the fuel does reach the nozzles through that engine plate? Mhmmm... needs moar plumbing! J/k. I'm quite excited about your new N1! :) Wonderful piece of work.
- 22,647 replies
-
- 1
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
I get the allergy and aversion to nagging modders. But this was actually not the nature of my question. To clarify: I didn't ask for a E.T.A. I'm wondering how many work hours are behind creating a large, intricate rocket like the N1. Is "huge" closer to 100 or 1 000 hrs.
- 22,647 replies
-
- 1
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
Hello Beale, could you give a guesstimate how many hours it would take you to re-work N1? You've mentioned several times that it's "huge", what does this translate to in quantitative terms? Besides that, once again, thanks for all your efforts!
- 22,647 replies
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
[1.12.x] Near Future Technologies (September 6)
claustro replied to Nertea's topic in KSP1 Mod Releases
@theJesuit Glad to hear that others were wondering, too! Though, that shape cannot be that bad that one wouldn't use the mod. After all there were 'wonderful' concept rockets like this one, albeit not quite conical, its shape was curious enough: -
[1.12.x] Near Future Technologies (September 6)
claustro replied to Nertea's topic in KSP1 Mod Releases
The original preview image of NFLV is a bit of a riddle: Is it an edgy, conically shaped stage or is the perspective merely deceiving and its a regular cylindrical rocket? I just wonder what parts these are. -
[1.4.2] [Kopernicus] [Sigma Dimensions] Realistic Rescale 1.1.1
claustro replied to _Augustus_'s topic in KSP1 Mod Releases
@AlphaKerman As the description of the mod says: Kronometer is recommended to mitigate this: https://forum.kerbalspaceprogram.com/index.php?/topic/161218-131plugin-kronometer-v131-1/ -
[1.12.5] CRE - Stockalike British Rocketry [2.2][02/03/2021]
claustro replied to Beale's topic in KSP1 Mod Releases
OOO, will the X-15 (X-1?) from Taerobee get some attention, too? Would it even fit? I'll have to see... -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
claustro replied to Orionkermin's topic in KSP1 Mod Releases
@zer0Kerbal Well, then... I guess it's up for adoption. It's patches and some minor tinkering. But obviously you have greater plans for HGR! -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
claustro replied to Orionkermin's topic in KSP1 Mod Releases
Well, there is : -
[1.12.5] Restock - Revamping KSP's art (August 28)
claustro replied to Nertea's topic in KSP1 Mod Releases
Near Future Propulsion (engines and tanks) and Near Future Construction (truss elements with switchable xenon tanks) -
[1.12.5] CRE - Stockalike British Rocketry [2.2][02/03/2021]
claustro replied to Beale's topic in KSP1 Mod Releases
What a surprise, Beale! It seems like the spacecat cannot stop chasing mice! :D Nice new textures! -
If you use sigma dimensions, which I do assume: You should look for the .cfg which defines the rescale parameters and edit the "landscape" value to something smaller than it currently is. Might require some experimentation. If you are using RESCALE, it should be found in "2.5xKSP.cfg" For further explanation: https://github.com/Sigma88/Sigma-Dimensions
-
May I ask if it would be possible for you to create a version of the hab module with added window shutters like the cupola has? I think it would look like lovely for uniform esthetics. Or just in case someone thinks of making a micrometeorite mod ;D Apart from that: A great and appealing mod that you have created there, Well!
-
Given that KSP 1.8 is around the corner, with native DX11 support, using Unity 2019.2, will that deprecate your mod or just make your life harder, Shadowmage, to change all the code to be once again compatible? Just wondering what it means for the code of TU and if its a sigh of relief to you (YAY, native support!) or more a sigh of "OH-NO-ALL-BROKEN!"
-
edit: ah, i missed out on the DefaultShaderAssignments-LC-POD.cfg and the LC2-POD-MET.dss, which creates the lattice. Hello Shadowmage, I tried to create a personalized variant of the two-person-lander-can without the solar panels on top of it. I changed the .dds, hoping it would suffice to turn the solar cell grid texture grey. However, in KSP the grid itself is still being rendered. I exported the .mu to Blender but I found no trace of such a grid texture on the "plates" and they aren't part of the model list in LC2-Pod.cfg either. Could you maybe give me a little hint? I just <3 the very kerbal style of your lander cans.
-
My bad, I had the realChute mod in the vanguard folder, hence it lingered still in my setup and it's the cause of the transparent kerbal chute. I guess I will have to figure out how to instruct MM to remove realChute's EVA parachute for a compatibility patch. Thanks. I will add logs and a screenshot later on... sorry.