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Everything posted by KeaKaka
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タンタレス? (Translation cuz forum rules: Tantaresu?)
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Could it be this by any chance? I doubt it, BDB already has one.
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Мир There's also a litlle bug I've noticed, not sure if it's a mod conflict or something, but every time the the Kvant 2 airlock is reloaded, all attached parts are rotated 45°
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I love this so much, and it's not even that cursed!
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Quick couple of requests: Could you rotate the vehicle spawn position about 90° to what it was in the old mod? And would it be possible to raise/flatten the terrain around the JNSQ KSC to fix the floating trees and LC-39?
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I'm not sure if anyone has done this before, they probably have, but here is me absolutely roasting Armageddon. First, in the opening sequence we see the shuttle Atlantis in orbit, with an astronaut about 100 meters away servicing a satellite while wearing an EMU. My first problem with this is the payload bay on Atlantis is closed, meaning no on-orbit thermal control. Secondly, IRL the satellite would have been either attached to the RMS or to the satellite servicing platform in the payload bay. There is only one astronaut on EVA which probably goes against NASA guidelines, and then the action happens. A "meteor shower" occurs, shredding the satellite, astronaut, and causing the shuttle to explode. While I don't have too much problem in particular with this, the fact that NASA immediately knows that Atlantis "exploded", which would be practically impossible to know until debris or a black box was found in the following days, not immediately. Another thing that annoys me is that they keep saying Atlantis exploded, when the more appropriate word would be "destroyed". In a following scene, where the asteroid/comet/whatever is discovered, the reasoning why is wasn't discovered earlier is that NASA is only able to tract 3% of the sky due to budgetary reasons. Plausible but kind of ridiculous. I'm mostly fine with the next ~30 minutes. The shuttle launch is mostly okay, except for the launch of two shuttles at once (severe range safety concerns) and the roll manoeuvre where they just keep rolling. Also they detach the SRBs and the ET at the same time and the plumes don't do vacuum expansion. In the sequence with the Russian space station (which is just Mir with more trusses), it starts spinning and then magically has a uniform 1g throughout the station. O2 does not burn nor explode on its own. When they slingshot around the Moon while performing a burn it shows them getting up to 11gs of thrust, which is completely ridiculous, because where on earth are you going to get 107.8m\s\s of acceleration from? And finally, they would have needed to drill a lot further than 800 feet into the asteroid/comet/whatever the size of texas to split it in two. And realistically, if you did actually split it half, you've just got the plot of Deep Impact all over again There's probably a bunch I've missed but this is all I can do for now. But then again, this was a Michael Bay film, what did I expect?
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Hey, has anyone made SCANsat configs for Almaz-T? EDIT: Bion?
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
KeaKaka replied to Zorg's topic in KSP1 Mod Releases
Yes, there are Restock and Restock+ configs included in the mod. -
I know I'm not Benjee, but I know the thermal cloth was originally meant to replace thermal tiles and lower the weight of the orbiter, but they were still for thermal reasons (re-entry) and probably would not be needed on a shuttle not designed to return to earth. Thermal dissipation in space was accomplished by the payload bay radiators which would definitely remain.
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Sorry for the late reply, it's all Tantares except for the docking port, which is Benjee10's APAS.
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Do you see just the realplume plume or both the realplume and waterfall plumes? If you see both, delete the file named DIRECT_SSME_B.cfg in the location GameData/RealPlume-Stock/reDirect/ If you don't see the waterfall plume at all or you have tried the fix above and it still doesn't work, I don't know how to help.
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My how this wonderful collection of mods has changed since back then. also, VOSTOK!?
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[1.12.x] Near Future Technologies (September 6)
KeaKaka replied to Nertea's topic in KSP1 Mod Releases
What? These mods have been receiving regular updates. Your misconception probably stems from the date of the first post. If you look at the "last updated" line under the title of the mod you can get a better perspective. 1.12.X updates are coming, just give them time. -
[1.12.x] Near Future Technologies (September 6)
KeaKaka replied to Nertea's topic in KSP1 Mod Releases
Updates will come when they come, please don't pester the Devs.