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@colmo_ni
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Modder's muse
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VoidCosmos started following colmo
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Called it, a looooong time ago....:)
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0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
colmo replied to silverfox8124's topic in KSP1 Mod Development
NASA have made available, amongst other things, an Earth atmospheric model. This may simplify the job of finishing this ambitious mod. https://www.nasa.gov/press-release/nasa-releases-software-catalog-granting-the-public-free-access-to-technologies-for/ -
I suggest you check out @Eleusis La Arwall's Keridian Dynamics. The fundament part, a concrete base which works like a launch clamp, could be used to construct permanent, ground attached structures (anything connected to its node doesn't auto-detach if you accidentally stage it). One problem of the fundament with EPL is it was difficult to get it to spawn exactly level. Would that be an issue with this mod?
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I've wondered why more people haven't used the editor myself. Perhaps a popular YouTuber or Twitcher could do a solid and do a tutorial. The editor is a bit finicky but it's perfectly usable.
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Many small Windows programs work fine on Linux via Wine. I suspect it'll be fine.
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
colmo replied to Angelo Kerman's topic in KSP1 Mod Releases
Who doesn't love a good death zeppelin? I suspect the weapons on an airship would be more likely on the underside, for both centre of gravity and arc of fire reasons. Top opening would work great for helicopters though. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
colmo replied to Angelo Kerman's topic in KSP1 Mod Releases
I started blabbering about floating Eve bases in the HL thread: I love the gondola design - it's generic enough not only to create rovers, but trains. I reckon with the right bogey parts (see KSPWheel mod), rail statics and use of Smart Parts, it would be possible to create a train that runs like clockwork, within the confines of physics range limitations (so circuits and short hops). I note your mod isn't on CKAN - I often find mods for the first time there. -
I note in the video that orbit inclinations are highly variable. I'd suggest making inclination the sin/cosine (however you prefer) of whatever random number is being generated, to bias them towards the plane of the ecliptic. In the generator, it mentions red stars and dwarf stars - I'm presuming these are red giants and red dwarfs, respectively? For realism, the stars in a life-bearing cluster will tend to be low-mass. Giant and supergiant stars would probably no longer be part of the same cluster as one that evolved life (they'd be white dwarfs, neutron stars/pulsars or black holes by the time the life forms invent astronomy and rockets!), so perhaps a bias to make the really big stars appear further away might be an option. The last option to consider is binary systems. That would be well down the development road, I'd imagine!
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@Kottabos has reviewed your mod, well done
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That thing will need some safety rails! I think @Eleusis La Arwall's Keridian Dynamics parts would make on-base construction practical and slick. Now, could we mine Eve's atmosphere for materials? I'm reminded of @BobCat's atmospheric mining station. As a Venus analogue, CO2 to ethanol is actually realistic: http://www.wired.co.uk/article/carbon-dioxide-ethanol-reaction Carbon, oxygen and carbon monoxide are also doable: http://science.energy.gov/bes/highlights/2012/bes-2012-12-b/ There might even be particulate metals in the atmosphere of such a planet...we can perform ISRU on land and in water, so in air could be next? Edit: This blogger has spent some time on this subject - http://selenianboondocks.com/category/venus/
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I'm loving this modder love-in - yes, I've annoyed @Hooligan Labs and @SpannerMonkey(smce) both with my random recollections and ideas... I always did want a floating base in the atmosphere of Eve. @Angel-125's Heisenberg might just do the trick - maybe lash a few of those together...
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KIS generated seat inventories for every one of the 300 berths on the Enterprise! Go into the Enterprises' part .cfg using a text editor like Notepad and change the max crew capacity of 300 to something more manageable.
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The Enterprise part isn't included in the 1.1 download, fyi.
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[1.8.x] KSPWheel - Physics Based Alternate Wheel Collider [API Only]
colmo replied to Shadowmage's topic in KSP1 Mod Releases
Everything a train mod needs: - More advanced wheel colliders (this mod) - Appropriate rail statics and a working Kerbal Konstructs (AlphaAsh talked about using statics joined by nodes and drawn by splines, @Ger_space fyi) - A means of controlling ground vehicles without physics, like Bon Voyage. We now have all mod raw ingredients for a Kerbal Rail System...