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Posts posted by PalowPower
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How many Energy does a warp drive need??
I have two antimatter reactors (from KSPI-E) on my craft, which are producing a ton of energy, but my warp drive still says it has not enough energy. plz help... -
1 hour ago, Minmus Taster said:
I don't think you can say h**l here
Is h*ll really a swear word?
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12 hours ago, TheShadow1138 said:
I hadn't thought about using Waterfall's new distortion feature for the warp drive. I'll definitely have to see if I can get a good effect with it, and if so it will be included. The Phoenix actually already has Waterfall effects, they're not the greatest right now, but they're there.
I really like the NX-01 as well, though my favorite Enterprise is the Sovereign class Enterprise-E. Have a look at the newly geometry complete (unless I realize I forgot something) NX class starship:
It really has turned out really well, much better than I had originally thought. Now will come the long/tedious process of unwrapping and texturing.
The Model looks impressive! Unwrapping is harder than a demon in GD for this model lol
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12 hours ago, Angel-125 said:
Yup, next update will have distortion effects.
Yay
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16 minutes ago, Angel-125 said:
To get the warp effects you need to make sure that each EFFECT node in ModuleWaterfallFX has the parentName set to the name of the 3D model. So for the S3 Warp engine, parentName = s3WarpEngine. You can find the name of the model in the IXS Enterprise's warp ring's MODEL node. You won't be able to set the bowShockTransformName since that requires a custom 3D model.
I don't know if you are going to change the Warp Effect for the Warp Drives since Waterfall has Distortion effect, but i can try to add the Effect. I think i just would need a few days because ModuleManager Syntax is weird and i need to read the Waterfall wiki
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The NX-01 is one of my favorite ships in the whole ST universe.
How about adding a Waterfall Patch to the engines. would look nice. And since Waterfall has a distortion effect, it's perfect for a warp drive
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On 5/9/2021 at 7:06 PM, Raptor22 said:
Wow! This ship looks Impressive. What Mods do u use? And Maybe Carft file plz...? I'm not good at building Beautiful ships
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Every time i try to launch a Vessel with OPT Parts, kraken destroyes the Vessel instant.
Is OPT Broken?
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After i installed some Mods, KSP took so long to load. Stock KSP loads in like 10 - 20 Seconds.
And there are only 59 Mods. Can someone help me please?
LOG: https://mega.nz/file/1GgmiaLQ#ooN9lAcaxOx49EfXIt0a1kBG_yenysMs58mQNqlvOG0
Also: KSP Takes very long to load it with mods on my new PC (it's like 2 or 3 Month old) but my PC is pretty good i guess. -
Hey!
My friend and me are Searching for a Mod that adds like two Systems But they should be near Kerbol because we don't want to user Warp Drives. I just can't find Those Mods. Do u know some?
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@Angel-125 Waterfall has now a distortion effect! I saw it in StockWaterfallEffects https://github.com/KnightofStJohn/StockWaterfallEffects/releases
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DSEV doesn't work for me. Most of the Engines aren't working.
Like the Torch drive:*Cheated myself into Orbit
I also installed the dependencies.
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On 4/23/2021 at 5:54 PM, ktosiu said:
I'd love to! However the idea grew a little bit beyond the controllable vessel and now I have a small collection of alien parts under development. Expect a development thread sometime soon.
Finally an Alien Tech Mod!
Btw. Ik that Blueshift is also an Alien Tech Mod (I just mean Real Alien Stuuf, like Alien Engines) -
1 hour ago, Grimmas said:
It's for scanning asteroids and comets. You can blame Squad for this one - the asteroid part is actually called PotatoRoid in KSP.
I think Squad loves potatos.
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Is Potatoscanner for the Graviolium? Btw. funny name.
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3 hours ago, JadeOfMaar said:
Don't expect Angel-125's modules to work properly or at all, though. I have first-hand experience and I've seen similar reports from others who tried.
Yes, I changed my mind. Patching the Warp Drives etc. isn't easy....
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Oh, Patching TweakScale to a part seems pretty easy
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7 minutes ago, Grimmas said:
You'll be fine. If you have programming experience then you're already by definition overqualified for modding KSP parts :-)
Just read the ModuleManager wiki first, the syntax is a bit weird.
Thank you.
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33 minutes ago, Angel-125 said:
I don't use TweakScale, nor do I have time to learn it. But if you create a patch and would like to share it then I can post a link to your patch.
I can do that, bcuz what to do in quarantine lol. But the Problem is... I'm just a Java Dev and don't know how to add TweakScale to a Part
Edit: But I will try my best to patch it
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Another thing.
Can you pleas add TweakScale compatibility. I was going to build a massive ship, but the Warp Coils were to small...
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This Mod has a lot of potential.
Will you also add Deflector shields, so "real" shields like in Star Trek?
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There are a few Mods, but non of them are compatible with 1.11.1. Can you send me the Forum post, curseforge page or whatever?
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Please Update...
I can't find a shield Mod that is 1.11.1 compatible...
[WIP] (1.9.1 - 1.12+) TrekDrive - a Star Trek-like Warp Drive by ShadowWorks v0.99.1w NX-Class (10/08/2021)
in KSP1 Mod Development
Posted
sry, didn't knew that