

EvilSpace
Members-
Posts
42 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by EvilSpace
-
KSP2 after release will probably take not months, but years to fix, maybe even 2-3 before it is a stable product. But... even on release, it will be 100 times better than this indie game from 2011, where at the beginning there were graphics of the 20th century level and parachutes opened in space. The entire life path of KSP1 was like eternal suffering, the end of which is KSP2.
-
[1.12.X] Eisenhower Astronautics v1.1.0 - Stockalike Angara
EvilSpace replied to EStreetRockets's topic in KSP1 Mod Releases
This mod is too outdated (visually), if I were you I would use Near Future Spacecraft, it has a capsule that looks like a capsule from the old PTK NP "Federation" concept. In addition, Contares has a completely incomprehensible balance of the standard system (why?), But NFS works in x2.5 system- 187 replies
-
- 3
-
-
[1.12.X] Eisenhower Astronautics v1.1.0 - Stockalike Angara
EvilSpace replied to EStreetRockets's topic in KSP1 Mod Releases
Not soon, people voted to work on a dull mod for engines (SSME options for example), this discouraged me from using KSP. This is already an outdated game, and I am more than convinced that KSP2 in 3-4 years after the release will be better in everything.- 187 replies
-
No, my parts broke immediately after entering Jupiter's radiation belt. By "shielding" I meant the high quality of the parts, which makes them more resistant to radiation. So far, I've only decided to play with TAC Life Support and Kerbal Heath. There's even a plus to this, as the game has become less littered with a huge number of features.
-
How to play with this? I'm playing KSRSS x2.5, and I can't get close to Jupiter (Galileo) at all, the radiation immediately destroys my antennas and other details. And this is even with maximum shielding.
-
Modern game, modern spaceship, modern graphic.
-
After my testing of the lunar direct ascent lander, the main (and unsolvable) problem was the redundancy of the launch vehicle. In the realities of the KSP (x2.5), the alternative lander lunar direct ascent turns out to be approximately the same in mass as the legendary "Eagle + Apollo", which is why the meaning in Saturn C-8 simply falls off for the lunar missions of the KSP. The only place where Saturn C-8 can come in handy is either martian missions or delivering heavier payloads to LEO. The lander can, of course, be increased, thereby solving the Saturn C-8 redundancy problem, but this is beyond the scope of historical accuracy, since the "canon" uses the usual Apollo capsule. At the very least, I would rather not mess with it, but use the power of Saturn C-8 where it is really needed.
-
At the expense of the Nova C-8, this wonderful (yes, yes, I am very angry when this missile is considered unworthy of the BDB, while a bunch of garbage parts like the Nimbus or would-be spy laboratories are considered "useful") As a last resort, Nova can be built using SSTU or procedural parts (or both) Tonight I was able to sketch Nova proving that the idea is quite viable. I have 32GB RAM and I can install a lot of mods, but for people with less capacity, there is a theoretical way out - just remove the unnecessary parts of the SSTU, leaving only what is needed, thereby reducing the file size. Or use procedural parts. This is a very useful and convenient thing, it does not take up much space and, in my opinion, should be installed by EVERYONE for all occasions.
-
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
EvilSpace replied to tony48's topic in KSP1 Mod Releases
What about Parallax? do you plan to support it? in 2022, KSP 2 is released (perhaps finally with advanced orbital mechanics and axis tilt) and I don't think that it will soon become relevant to invest in the development of this mod for the old game of 2011.- 1,981 replies
-
- 1
-
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
Hello. A month ago, I wrote in the support thread about the inoperative function of changing the nuclear fusion mode (swap fuel) After downloading KSP-I 1.29.5 (I am using KSP 1.12), the problem still remains. I don’t know how long ago it appeared, but when you try to switch the fuel mode (whether it be a reactor or a NERVA-type engine), some kind of error occurs. Using the LMCR example, I want to change the Uranium-238 TVR to Plutonium TVR. As soon as I press "Swap Fules" - the part is completely unusable. After applying swap fuel Same with other parts My GameData (Clean install)
-
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
EvilSpace replied to tony48's topic in KSP1 Mod Releases
KSC Switcher (RSS and KSRSS) It also adds the rest of the world's spaceports.- 1,981 replies
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
EvilSpace replied to tony48's topic in KSP1 Mod Releases
Is it possible to do something in x2.5 in order to be able to make launches to the moon during the day? (because now KSCs such as Baikonur or Cape) pass over the plane of the moon exclusively at night.- 1,981 replies
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
The developer of this mod has already announced the termination of its support. In addition, this is voluntary work and no one is obliged to do anything. Plus Tantares is an arcade mod for Soviet rockets, if you want RD-7XX you should take a look at MAKS from Raiz space
- 22,713 replies
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
Beautiful and damn dangerous spaceship
- 22,713 replies
-
- 9
-
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
KSP Interstellar Extended Support Thread
EvilSpace replied to FreeThinker's topic in KSP1 Mods Discussions
You are absolutely right. For the same reason, I do not like Far Future Propulsion, despite the fact that the quality of the textures there is at the highest level - the balancing was created for casuals. An ion engine producing kilonewtons of thrust is an unacceptable phenomenon for me. Fortunately, the KSP-I is realistic in this regard. However, the annoying mistake of the KSP-I does not even give me the opportunity to switch the fuel mode! I hope this will be corrected in the future, since from now on the thorium cycle in a nuclear reactor on molten salts (for example) is simply NOT AVAILABLE. -
KSP Interstellar Extended Support Thread
EvilSpace replied to FreeThinker's topic in KSP1 Mods Discussions
HELP! "swap fuel" BROKEN I am using KSP 1.12.2 and a clean install (to make sure there are no conflicts) This applies not only to reactors, but also to nuclear engines of the NERVA type, when trying to switch the fuel mode to an alternative one. GameData: