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SkyFall2489

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Everything posted by SkyFall2489

  1. Not sure, I usually play wit 50% reentry heat in the difficulty settings so my spaceplanes don't melt. Pretty sure you'd want to be holding surface retrograde (assuming you don't have any mods that add wind or something). Also you might want to do multiple aerobraking passes or otherwise try to keep your periapsis fairly high compared to a reentry from LKO.
  2. I think parallax continued actually has mac support
  3. I tried deleting it - it didn't help. I'll go over to the kerbinside thread.
  4. I'll be trying it - main issue I foresee is that I'd need to delete all the other example bases in KerbinSide because none of them will work with JNSQ's different terrain (maybe they'd sorta work but you'd have bases in the middle of the ocean and stuff half underground) EDIT: After some testing, I'm encountering an issue where KSP hangs on loading audio files when KerbinSide Remastered is installed (but its examples folder is deleted). If KSR is removed, some parts of the KSC don't render because they're missing. @SpaceOtter if you have time, could you provide a list of all statics from KSR that you used, so I can try and cut everything else out of KSR and see if that works?
  5. All the :FIRST patches will be applied first. Then come the main bulk of the patches, followed by all the :FINAL patches. You can use :AFTER[mod_name] to get a patch to run after every patch with :FOR[mod_name], and there's also a :BEFORE which does what you'd expect.
  6. I think the idea is that the air needs to be compressed first - otherwise you could just pile some RCS on an intake and fly for free.
  7. Maybe it would be possible using Kerbal Konstructs to shape the terrain? if this is feasible, could I request it as a feature? Flying down stock Kerbin's rivers at mach 2 is really fun.
  8. Just wondering, does JNSQ Kerbin have any rivers like Stock Kerbin does? I don't see any from the tracking station but they might be too small to see from there.
  9. I tried this mod out on MacOS (ARM, not Intel), but my game slowed to a crawl (1/4 of normal simulation speed) even when just sitting on the runway. I assume it's because KSP / Firefly can't make use of Apple Metal shaders at the moment. Is optimized MacOS support anywhere on the roadmap? I also have a couple other mods - would JNSQ, Kerbal Konstructs, or Waterfall cause any problems?
  10. I assume it should... I've never really done anything contract related though.
  11. what is this exactly? I have never really looked at mods related to contracts, but for the most part this seems reasonable as a configuration file. Do you want to modify an existing configuration, or create a new one? and what mods does this relate to exactly?
  12. Yknow, I probably should have linked this in the OP - I'll do that
  13. I mainly refer to this: https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook It's where I got nearly all the info for this thread.
  14. I don't think klaws can attach to the ground or structures like the Tylo cave. And I don't know how the ground anchor will handle such a thing. Maybe the island airfield tower could be a good place to test the use of ground anchors on upside-down surfaces, if it's possible? For something like a mun arch base, you can place a ground anchor on top of the arch and hang below. If the cave roof isn't too thick, it might be possible to offset a claw facing downwards far above the vessel, use timewarp to clip the base all the way through the roof, and then have the claw come down on a ground anchor. Who knows? Only one way to find out!
  15. I know this has been asked before, but I'm also interested in trying out the Shuttle Challenge missions in KSP1. Is it OK for those to go in this thread?
  16. I didn’t mean all the parts, just some of them
  17. If possible, when launching the tug to deorbit Centrifuge I, could you put a second tug on the same rocket to help with docking Centrifuge II? With my current design, it's not gonna be easy to get the thing to dock on its own
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