ra4nd0m
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Everything posted by ra4nd0m
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
ra4nd0m replied to RoverDude's topic in KSP1 Mod Releases
Hi @RoverDude so it seems that KonFabricator is broken in all languages except English. It is caused by using hardcoded "engineer" string in if statement. Instead of this it would be much wiser to get that string from loc file There is a temporary solution just to switch game language but i hate it because it defeats all my hard work localising all the mods i use. So please maybe a hotfix can be quickly made. -
[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
So how much ec it produces and at how big thermal output? -
Sooo if crew launch for some reason had been cancelled the Pegasus deorbits itself? Does things such this ever happend in ETS? But 6 Rl-10 design is amazing. Something i've done in ksp myself to provide MOAR thrust.) BTW I think you made a little mistake. Webb sits in L2 point of Sun-Earth system which is approx 1.5 million km away while the moon is only 384k km. So Apollo should wait in L2 point of Earth-Moon system to provide adequate conditions for such a mission.
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Wow this is crazy! So pegasus is somehow cryogenicaly cooled or they are launched like gemini agena target vehicle? So how does this stack is supposed to look like? Aren't thrust vector will be retrograde relative to crew like in nasa's saturn venus mission proposal?
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So Apollo block V looks very similar to orion capsule while the mission profile is essentially our world artemis just without lop-g. So I assume that crewed missions will be launched atop Saturn H003?
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Hi @Nertea. Is there any exposed funcions to check if cooling is enabled or disabled in this plugin? And if so then is it possible to easily switch cooling on or off codewise? I've decided to write a bridge between this and SystemHeat like a fun side project 'cause you know there aren't any radiators on those tanks so heat should go somewere…
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Same here. It's summer session time for all students across the world so good luck and don't catch too many retakes!)
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Thank you for this truly amazing series. It was my gateway into the amazing world of ETS and made me love this amazing game and community even more. Your timely return with the series also helped me to get back in the game after almost half a year hiatus. Looking forward to Artemis!
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Wow this boi is so small compared to real-life module).
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[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
Well this stuff is mostly perfect. Everything has been mostly ironed out when systemheat was in active development. -
Thanks for an answer! But I have another question!) For docking between Freedom modules APAS is used correct? So why are they continue to use Apollo docking system between mission module and capsule?
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So how does block 3 apollos acomplish soft groud touchdown? Are they using brake motors like souyz or inflatebles like starliner should?
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So, launch both module and facility as one piece on M02?
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A quick question. How do you plan to launch kibo and exposed facility? On two seperate M02s or in stack on H03? If on separate launches will exposed facility recive OMS or will there be a tug to deliver it? Also it was not quite clear to me how do you moved z00 truss from challenger front port to the top of the module?
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[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
Well thay said that there was a lot of placeholder art so maybe they just used what was on hand for testing puprposes? (I hope) -
[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
Just please make sure we don't need ReStock 2 to fix ksp2's art style after release… -
[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
Well let's hope they show us some designs in their diaries more offen. -
Of the nuclear age
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[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
Well I know about an NDA but i'm not asking about anything that can actually be forbidden to tell just about overrall feeling of developing an entire GAME it's not just mods you know it's whole next level! Yeah having Nert as a team member is both a really wonderful news and a safeguard from having awthul artstyle). -
[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
Is KSP2 so much better than this? -
[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
Yeah this stuff makes perfect Eve ssto -
[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
So i guess no inline variant? (No offense) -
[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
Wow Is this big thing supposed to be new 1.875m thingy? This shroud somehow gives me wierd disturbing feeling like it hides something terrible inside. BTW are loc files already on git? -
[1.12.5] Restock - Revamping KSP's art (August 28)
ra4nd0m replied to Nertea's topic in KSP1 Mod Releases
Never wanted to offend anyone. Please forget about what I said.