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Everything posted by Skyro
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Sure, I'll take a spot for the new base, I shall get the OneMun 1 ready for launch, then.
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Reach the Speed of Light! (Read desc)
Skyro replied to Skyro's topic in KSP1 Challenges & Mission ideas
Well, they are here, because there has to be a way to get to 300,000,000 m/s in a way possible, like editing an engine, which i guess you can do, well, OKAY! I edited the rules on part cfg-ing in which you can only edit engine thrust, isp (search 'specific impulse' and goto wikipedia), and fuel consumption -
[UNOFFICIAL/FANMADE] 0.17 Discussion thread
Skyro replied to kacperrutka26's topic in KSP1 Discussion
They should add Solar Sails, for the cruising interplanetary rockets/aeroshells like Curiosity which, when exposed to the Sunlight, propels the craft if the Solar Sail is activated. I think it would be nifty and amazing, and would make some flights fun. I personally am making one (not for plugin, but lot of thrust, no fuel cons.) for a challenge I have......check in the Challenges thread for more detail But yea, can't wait for the 0.17, hope it comes soon, and etc. But for now, time to go modeling and cfg-ing! -
Version: KSP 0.16 (Before you go into 0.13.3 and start Sundiving to speed of light ) (That also means you need a pic of the rocket itself to prove it is 0.16, and not 0.13, because I know the difference...) ----------------------------------------------------------------------------------------------------------------------- I have a crazy challenge that may challenge PhysX itself (maybe)! It is to go at 300,000,000 m/s, or the actual realistic Speed of Light. Now, you're probably wondering how you are going to get to that speed. Don't worry! You can do any of the following: -Cfg editing: ----only engine thrust, isp, and fuel consumption are editable for the sake of many bad things with decouplers...... -Use mods -Anything except editing to the speed (however possible it is) -No teleporting to the speed It won't be easy, and I don't know if anyone did this ever before, but now I challenge you all (and myself, of course) to get to the Speed of Light. Post with pics if you did it, and a few tips for building light-speed capable rockets (you don't have to follow them if you don't want to): -Get them as small as possible -Make them as rigid as possible -Start in Kerbol (Sun) orbit -Preferably use Mechjeb to kill-rot or/and pro-grade you way out of the Kerbol system -Anything else that keeps huge rockets stable Stock Leaderboard for speeds faster than 300 million m/s: 1. 2. 3. 4. 5. Mod Leaderboard for speeds faster than 300 million m/s: 1. 2. 3. 4. 5. I sure hope you can do it, because this challenge seems to be crazy, but I am sure of myself that one of us can do it.
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Congrats on going 175 miles per second and counting, while the Kraken is far behind, going at 9001 m/s, not miles/second btw And I think 0.3% of the speed of light!(300,000,000m/s)
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[UNOFFICIAL/FANMADE] 0.17 Discussion thread
Skyro replied to kacperrutka26's topic in KSP1 Discussion
We got two rocky planets added so far, and one gas giant. One more rocky planet to go! (Unless Kerbin is not included, then two to go!) -
[UNOFFICIAL/FANMADE] 0.17 Discussion thread
Skyro replied to kacperrutka26's topic in KSP1 Discussion
Yea, all rocks and trees are scattering, and to add colliders to them/make them solid would make the game a lot laggier depending on your scatter density percentage, but I don't know much how the terrain collider mesh is handled, so the scattering basically is all the rocks and trees you see with scattering on in the game. -
Oh dang. I just stopped by to see this and downloaded 0.8. Everything is so different, like it's an entirely different game! From there, I created a rocket and tried to fly it. I was so unused to the controls then, I didn't know how to get into orbit. But then I go back to 0.16, and everything is just the way I like it: a map, moar parts, moons, etc. And it was like retro, too! Now I can keep the oldest stable release of KSP and look back at it when the game goes further into updating. It'll be KSP 0.99 Beta and I will still have/play 0.8 Alpha on my flash drive, no matter what!
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Hello. I'm requesting a spot for a new base, will have one lander, claim to be private and funded only by Skyri Aerospace. Location: Mun. Will decide where once I get the sfs. Thanks! Oh, and when you upload the sfs, do not make it a mediafire or dropbox. Can't seem to download from those at all, and I won't download from there.
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[UNOFFICIAL/FANMADE] 0.17 Discussion thread
Skyro replied to kacperrutka26's topic in KSP1 Discussion
Yea, I bet those will make the planet seem more exciting to travel around on and hopefully will cheer some people up. Also, the new Kerbin seems fine to me, I didn't really care about the style of most planets anyways, I just love the game for it's physics, what you can do in it, and what there is to explore and discover. So what there is some planet you don't like. Doesn't mean you can't go to it just because of how it looks. So, think twice before saying that a planet 'omg looks too lame i won't go to it ever herp derp', and think about what you can do there, get a feel for the planet, and then you may just start liking it's style and go 'ooh, i like this planet i will setup base here and have millions of satellites!' because that's sort of what I did when I saw Minmus, but then I started to like it by flying to it. Just absorb this wall of text and go, "Really Skyro? Do you have to put up all this wall of text? I get what you are saying." because it may help you when they add planets you don't seem to like. This is directed specifically to all of you people who liked it before 0.14, when the shaders were added, and then hated/didn't like it at 0.14, when it hit. Oh yeah, the color was changed in 0.14. -
Umm, Concorde?
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[UNOFFICIAL/FANMADE] 0.17 Discussion thread
Skyro replied to kacperrutka26's topic in KSP1 Discussion
Wish I could have that, would be very useful, but I'm not the best programmer yet, and there are no spots on the game team, so it'll have to wait months, maybe years, but anyways, that green planet looks pretty precarious, maybe be able to send a data probe into it, that way you could research what the atmospheric density is, it's temperature, etc. I think it would be pretty cool, but it's up to the dev team anyways. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Skyro replied to Yogui87's topic in KSP1 Mod Releases
Love this mod, planning on setting up some sort of planetary transfer with the rover, which orbits the sun and then comes straight in on Kerbin for a re-entry on SoI switch, going to be fun with this mod and lots of others. Thanks for this great mod! Can't want for the new planets for this to land on them! -
Looking for texture artist
Skyro replied to Skyro's topic in KSP1 Modelling and Texturing Discussion
Hello? Can anyone please help me texture? I will give a lot of credit (since I suck at texturing) in the parts pack credits, and will include you in the development (which is a bit between every part) of the parts pack. -
Well, what you're saying is that your orbital inclination is off by a lot. Now depending on what point of orbit you're on (descending node, or down to periapsis; ascending node, or up to apoapsis), you would fire your rocket North (0*) or South (180*). It would decrease or increase your inclination depending on how long you burn for, and what part of the AN or DN of orbit you're on. So, I basically said that you would fire your rocket North or South to increase or decrease your orbit "angle", which is what you're "flat" is. Hope I helped!
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My Murs mission would go as planned here: 1: Build & launch an OVAB 2: Send a few cargo ships for stocking up on material 3: Grab paper and get some sketches done of orbital info, planned trajectories, etc. 4: Experiment with parts to build an orbital Murs satellite with ISA-MapSat and lots of radar dishes 5: Get a rover built that can land on Murs, the Curiosity way (Prometheus Rover add-on FTW!) 6: Sketch more info on land and aerobraking trajectories and stats for marking a good landing spot 7: Build an unmanned lander similar to the one that will be manned and test 8: Plan a good method of using fuel in a way that can get a crew back from Murs 9: Build a manned rocket ready to fly from MKO (250km) 10: Use my orbital info sketches very efficiently and wisely to get the rocket to Murs 11: Get into LMO and get the aerobraking sketches and orbital map out for a decent area to land at 12: Start the descent and prepare to embrace for whatever will come up, and get the parachutes ready 13: Finish the descent, properly setup for EVA, of course EVA the kerbal, and then glory back at KSC, and all of Kerbin! 14: Wait a few months 15: Start the pack-up for flying back 16: Ascent and LMO for last time 17: Trans-Kerbin burn and my orbital info sketches again for good orbital changes 18: Achieve LKO 19: Prepare aerobraking to KSC and de-orbit 20: Steer through thicker re-entry 21: Deploy parachute 22: Land, and become greatest astronaut ever! That was my entire mission, the stuff is already sketched and planned out, and also am working on the rockets and satellite that will fly to Murs. Hope you enjoyed!
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In-game loading: Input string was not in correct format
Skyro replied to Skyro's topic in KSP1 Mod Development
Ohhhhhh, that makes much more sense, better write this down, thanks so much! -
In-game loading: Input string was not in correct format
Skyro posted a topic in KSP1 Mod Development
I was trying to test out a fuel tank, and while loading into the game, it stops at my fuel tank and says in the debug console: FormatException: Input string was not in correct format I posted the entire part file, so it has the part.cfg included. Please help me, I tried capitalizing, getting rid of spaces, etc stuff mentioned on how to solve this problem, and it doesn\'t work. -
Looking for texture artist
Skyro replied to Skyro's topic in KSP1 Modelling and Texturing Discussion
Ok. I used a different method of UV mapping, and this worked, I hope. Should make it easier for you people who texture out there. -
Since I\'m a very bad texturer, I could use some help texturing my part that I made. All it needs is a proper texture that fits it\'s model. Attached link is below.
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Looking for a texture artist
Skyro replied to joedude69's topic in KSP1 Modelling and Texturing Discussion
Here we go. I got the part.cfg re-edited, imported the part to Blender, got the attachment nodes, and it\'s all set to be done. Just need the texture, and it\'s done! -
Looking for a texture artist
Skyro replied to joedude69's topic in KSP1 Modelling and Texturing Discussion
How\'s the status on getting the model properly fit? I am itching to cfg-edit that part now, but I am keeping myself busy (luckily) by cfg-editing other parts (like some from mod packs and stocks), so I can\'t wait until your poly-model gets fixed and then we can get to business! BTW, texturing with proper hi-res png\'s lead to better texturing and load on both the part and the game. Keep this in mind. 8) EDIT: I just imported the dae into Blender, looks pretty fine, but it may be a little, too low poly. Maybe increasing the poly count by a few polys? It may/may not look better, but it\'s up to you. I\'ve also started on the part.cfg for it. Will post here once done. EDIT2: I have the cfg done, along with the base part folder. Remember to read the readme.txt in it, joedude69. It\'s for you to read. -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Skyro replied to Taverius's topic in KSP1 Mod Releases
I like this. I tried it and my plane designing just got even more complicated. I even somehow managed to get into sub-orbital with 4 ramjets, apo. ~100km, but anyways, I love it!