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Everything posted by Tecorian
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@TomKerbal: As you can see above, i´m working on a halfway realistic Duna/Mars-Mission. And i see, you do maybe the same. If you have something already built, what is your Mars-Staion looks alike? I´m not very happy with the most mods, cause in my opinion, every landing operation needs in a realistic way some kind of heat-shield. Any otherone with same thinking?
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Looks like a modern art paintwork - i like this pic - really!
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Rather unrealistic Landing of a Rover with electrical Rotors for flying (technically maybe realistic like a drone) on Duna. But decending sequence is more like KSP 1 than reality Obviously i used a combination of the Buffalo II and the Lynx (feline cats) mod, both are really great. Just decoupled from the base ship burning sequence for descending, decelaration to less than 550 m/s = i don´t need a heatshield separation of the propulsion part happy gliding chutes out at about 2000 meters time to cut the chutes an fly with the already started rotorengines looking for a suitable landingspot landed, ready for adventures
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Duna-Crew Lander descending Selfmade central lift for crew-boarding Landing in a dust-storm touchdown
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Semirealistic and selfbuild skycrane landing on Duna https://imgur.com/KzXdR94 Another sort of landing - truss-construct with parachutes and engines for a heavy Rover Expedition-Ship entering Duna-Orbit. Ion-Propulsed engines, travelling time about 145 days, 10 Kerbals-Crew, supplies for 4 years stored, two emergency landers attached
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[1.8.1 - 1.12.2] KSP Interstellar Extended 1.29.5 Release Thread
Tecorian replied to FreeThinker's topic in KSP1 Mod Releases
So, i have another question. This Alcubierre Drive (heavy) works very well for me together with "IXS Hull Reactor" - no problem at all. But of course, im interrested in building some custom ships - mainly because this IXS hull is technically fine, but not really a beauty (sorry) Regardless which kind of reactor (an combinations) i use, the drive works not a all. Can somebody give me a hint, which combinaton or reactor is should us for success? Maybe like for example, use the "beam core reactor" with generator x and use this "fuel" (antimatter y) and be shhur, you have this and that connected THX in advance -
[1.12] Other Worlds - A Story and Planet Mod
Tecorian replied to Pkmniako's topic in KSP1 Mod Releases
So i have this understood correctly - hope so. -
[1.12] Other Worlds - A Story and Planet Mod
Tecorian replied to Pkmniako's topic in KSP1 Mod Releases
Looks good. Will load this mod again this evening and try to reach all your goals -
Wow, this would be fine! By the way. your NX class is the finest ship at all to discover for instance the systems from @StarCrusher96
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Superb, exorbitant, genius! Best planet pack ever. Hardware has a hard time , still in orbit of Iores with my little fleet.
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OK, now running - Very good! Everybody should try your mod - it awsome! My Mistake was a data-fragment of the Kcalbeloh mod in the GameData Folder, i have not recognized. I have no idea, why Kopernicus gave me a mistake- info.
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Yes, i did, like you wrote it here, Kopernicus 198 installed. https://github.com/StarCrusher96/Kerbal-Star-Systems-2?tab=readme-ov-file But this kicked me out. Have reduced in the GameDate all unnecessary mods - so i believe. I have still some stuff like KSPI running, but no other PlanetMod. Therefore the question for a pic of the content of your GameData - at least your setup should running Despite, Kopernicus says naa, i believe, that anything else is causing conflicts. Cause your "old" KSS, as a crosscheck test yesterday night, which i have downloaded some months ago, is running without any problems.
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Just tried, i have got a conflict with Kopernicus. Maybe you can show us your GameData folder, which will run with KSS2 and what stuff does not.
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[1.12] Other Worlds - A Story and Planet Mod
Tecorian replied to Pkmniako's topic in KSP1 Mod Releases
So, i started this mod last weekend and got stucked an certain point. -
[1.12.x] Prakasa Aeroworks Pods and More Updated
Tecorian replied to linuxgurugamer's topic in KSP1 Mod Releases
Thx a lot, DeadJohn, i didn´t knew that. But i use lazy painter to get some RGB and especially metallic look onto OPT, MK4 and so on. Maybe i should install SimpleRepaint for this issue again - the last time i used it (log time ago), i found only some "normal" colours. -
[1.12.x] Prakasa Aeroworks Pods and More Updated
Tecorian replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi linuxgugugamer, love this mod, very nice work! Are you still here active? If so, maybe you can tell me / us, which RGB you used for the different pods? So we chave the chance to adjust the colours of the other parts to the pods for better immersion. -
OK, problem from above solved. for some reason i had mounted two weapon managers from BDA armory plus, when i was testing this mod. Everything works fine, the firepower of some guns are -uh- unexpected
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Hello Everybody, so, installed this mod - and - everything looks on 1st sight good. All parts installed and visible. I can assemble all weapons to any kind of (space)ships, but firing the waepons doesnt´t work. The target-Hud always look/is locked to the cockpit section of any ship and in doesnt fire at all. So, maybe, this seems to be a user mistake by myself, but i have no clue to solve this little problem. With @Stock BDA armory plus weapons everything works fine for me. Any suggestions/hinds for me?
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Sorry for late reply! Thanks very much for giving the RGB Data. Of course my ships are not looking so cool than yours, but finally, they have a similar colour
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Hi, it´s me again with just one question. Maybe you can name the exact RGB of the colours bronce-gray and blue-gray at your NX class ship? I´m totally fascinating of these colours but trying to match them fails for me. If so= Thanks a lot If not= i can understand this also
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Looking for an alternative Spaceplane-Mod besides OPT and MK4
Tecorian replied to Tecorian's topic in KSP1 Mods Discussions
Hi Dead John, thanks for reply and also for the tipps! B9 aerospace looks good, i did´t had this mod in my personal Radar. Especially the HX Pack is very interesting for me. THX I will try this this evening. Tweakscale I already know and yes, it works fine with OPT and MK4, also for colouring mods. I´ve tried to put in some pics of my ships, but the it doesn´t work for me, maybe cause i´m a newbie here. The main reason for my question is, because all my ships looking very similar, generated with some cockpits from the mods named above and i need fresh stuff. They are mostly big versions of some OPT parts, up to 5.000 to of weight. If anyone else has another tipp... Thanks By the way: The IXS cockpit looks also great, but seems to be without lights? -
Hi Community, playing KSP 1 for years but not often looking around in forums, i´m actually playing some interstellar missions. Building mostly up to now ships with the OPT and MK4 mods, combined with an FTL Engine, i´m looking for some alternative for bigger ships. The expand-mods for MK2 and MK3 i already know, maybe there is some new stuff out there, maybe older stuff, i don´t know. So, any hints or links, you may recommend? THX in advance for reading and answering.
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Hello TheShadow1138 thanks a lot for the reply. (and sorry for my bad english - i´m a wood-farmer way up in the tyrolian mountains at nearly 1.000 m above sealevel) I can understand very well your focus on modeling the StarTrek vessels. Your results are overwhelming, i´m very exited about the Miranda class in the future, cause this type of vessel i like very much. And also, i can hardly imagine, how extensive this work is for you, doing all this modelling is another world for me. So i will patient to see if you find time for this little issue at some point. For your greatwork, i wish you the best and a lot of success. Best Greetings!
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Hi TheShadow1138 First of all, thanks a lot for this great mod! The Ships are incredible, looking great in any situation. MyFavorite: NX-05 Atlantis To be honest, i use the your impuls-engines for the shuttles as main-engines for ship-constructions with OPT or MK4 and others. Makes the Kerbal-World much easier with these VTOL capabilities... But these special for StarTrek Vesels designed engines are looking sometimes a little bit strange. So, therefore my question or suggestion, if you maybe can develop a small impulse-engine mod maybe with formfactor MK2 for general use. For myself i have no clue how to do something like this, i´m only user of mods... THX a lot for reading this.
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