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Everything posted by KAO
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.7.1.0 [2024-09-04]
KAO replied to DocNappers's topic in KSP1 Mod Releases
Some engineering can make it work, the KSP way but I haven't been able to find an example of this implemented. Can you please point me to where you've seen this? Another thing is, is there a way to modify the speed of the explosion FX? or does that depend on the explModelPath asset? It seems fast and the smoke abruptly disappears- 641 replies
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is there a way that I can increase the brightness of cities when I'm in orbit? I'm flying over Gibraltar and the population centers all look like lakes from 200km. Is it some "dropoff" value set somewhere? For example, North Africa here doesn't have this many bodies of water, they're population centers. And look at the black spot at northern Portland
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.7.1.0 [2024-09-04]
KAO replied to DocNappers's topic in KSP1 Mod Releases
Is an ICBM or artillery missile possible? Is there a way that I can make a part that has the module BDModuleNuke detonate when it hits the ground? I have it set up like the the basic dumb bomb .cfg's, plus the nuke module, but my craft hits the ground and the fx don't go off- 641 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
KAO replied to Gameslinx's topic in KSP1 Mod Releases
@BIOZ have you experienced this sort of ground tearing? it's like it's way too wrinkly EDIT: solution found, install Scatterer Version 0.0835, or lower maxTessellation in ParallaxGlobalConfig (around 1-10 is good)- 3,126 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
KAO replied to Gameslinx's topic in KSP1 Mod Releases
OH MY GOD thank you so much! this is the ticket! I was looking at this yesterday and was getting so frustrated lol- 3,126 replies
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Hi, a lot of my jet engines have broken nozzles, no exhaust effects, and exert no thrust on the craft (even though the tooltip says there's thrust) Anybody seen this before?
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- realism overhaul
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If somebody wants to take a better crack at it, I can share the original model. It came with a lot of different materials, but I couldn't switch them to the KSP shaders, so I just used the same 1 material w/ `diffuse` KSP shader for the whole thing. Like Tangle said, it's a mass simulator and visual reference, but I agree that a nicer textured model could be a cool prop. For now I pretend that everything the suit is made of is a silvery white color.
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Complete your Realism Overhaul installation! Simple standing human astronaut model. You can find it in the structural tab. Representing a 1.8 meter, 6'3'' astronaut, maybe 5'11'' w/o helmet. I was shocked that I have never seen a mod that adds a spacesuit as a part, and I've been downloading mods since 0.15. Please, correct the record if you've seen another one. I learned how to add parts to KSP purely for this astronaut. Download: https://spacedock.info/mod/3032/Human Spacesuit#info Licensed under MIT License
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[KSP >= 1.3.0] TweakScale - Under Lisias' Management - 2.4.8.8 - 2024-1117
KAO replied to Lisias's topic in KSP1 Mod Releases
this was done on a fresh install of 1.12.2, even though the screenshot is not vanilla it is the exact same message if the only thing installed is Recall and Tweakscale- 4,054 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
KAO replied to Gameslinx's topic in KSP1 Mod Releases
I'm playing in 1.10, and when I try to land on Armstrong I begin clipping through the surface then die. I am playing with the 2.5x rescale- 1,647 replies
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Has anybody solved the issue where the GAP contracts under the "All" tab cannot be accepted or declined? they're basically just grayed out. Upon starting a new 1.8.1 save, I am able to accept the prototype contracts, but I can't even accept the glider contract. I'm playing with Realism Overhaul, and no other contract packs. I'm also not seeing the KSC Airlines contracts.
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- contract configurator
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Does anybody know where I can find the config definition for Peenemunde in the launch_sites config? I remember it was there at one point, and I see some videos where that's an option.
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[WIP] German WWII rockets including never built absurdities
KAO replied to TiktaalikDreaming's topic in KSP1 Mod Development
Thanks for the heads up! hot staging seems to be the way to go. The parts rescaled by 2.0 looked a bit out of place. I had a the Russian knock-off as a frame of reference. I did try version 0.19.1 but the the nodes were completely off from where they were in 0.19. I scaled up the A-10 fairing slightly to close the gaps since I play with FAR, it's voxel model should consider that part an enclosed hull. -
[WIP] German WWII rockets including never built absurdities
KAO replied to TiktaalikDreaming's topic in KSP1 Mod Development
Quick question: I'm playing my 1.6.1 Realism Overhaul installation. By what values should I set the @rescaleFactor for the A-9 parts? The winged fairing and ramjet aren't scaled. On another note, I'm wondering what's up with the gaps in the A-10 top fairing? Is that for wings? -
[1.11-1.12] ModuleDepthMask "Portable Holes for your Parts!"
KAO replied to cineboxandrew's topic in KSP1 Mod Releases
Is it at all possible to see a backport to 1.6.1, or does it rely on new features in release 1.7? I'm sure lots of people playing Realism Overhaul would love to use this. Also, is it within the capabilities of plugins to append the Icon_Hidden tag to the whole part model itself? This way, with the module applied to something like Procedural Parts for example, you can make arbitrary cavities in your ships. -
NASA reusing the proven Skylab design atop this Orion, with integrated Apollo Command Module (which fits *perfectly* atop the Gemini retro module) You really come to realize that chemical rocketry is like playing with foam kid's toys after riding 6000 tons to space with atomic bombs. 16 Raptors are used to bring it down.
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
KAO replied to RoverDude's topic in KSP1 Mod Releases
Does anybody know how to manipulate the animation speed, min pulse time, and max pulse time in the cfg file to get more realistic rates? -
Convair NEXUS - super heavy Historical Launch Vehicle
KAO replied to TiktaalikDreaming's topic in KSP1 Mod Releases
I'm trying to use this mod in Realism Overhaul since it just got updated. What's the rescale factor to bring the size back to real size, and to bring thrust back to real world thrust? I'll try to get the config into the RO repo for future use. -
can you post screenshots of the interface when building with them?
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Buckle up, anatomically correct average 180cm person, there's no need to fall off when flying on Mars! A single engine from the Curiosity rover's skycrane used here propels a much lighter astronaut between sites of interest and a mothership rover with hydrazine. Used to same effect here, on a wider but smaller rover that can carry out an extended mission with a NASA SAFE reactor from Realism Overhaul providing 100kW and radiation poisoning. Might ferry around fuel as well. It's just over 50 tons, so it's like going on a martian safari and taking a nuclear Tiger I tank.
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If you download Kerbalism, its chemical processing plant part has "hydrazine production" which make monopropellant. If you go into the default.cfg the appropriate Real Fuels variables are in the comments for the corresponding section (except for hydrogen peroxide, you can just leave that as oxidizer).
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Playing with Realism Overhaul and about to set off for the Moon. This is not going to be a quick visit but rather a series of long-term missions. Surface infrastructure will need an element that ferries supplies, astronauts, and fuel between landing craft, habitats, geological points of interest, and ISRU mining facilities. This rover features a longitudinal and radial suspension system for *high* speed travel, accommodation for four human beings, and fuel tank for ascent vehicles. It lands packed up, the wheels swing down and the astronauts secure them with suspension struts. Pictured with painstakingly crafted facsimiles of the astronauts as per the dimensions of the average 180cm tall human being. [SOURCE]
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Each wheel connected to a free-moving hub, and attached to the body by struts which act like springs. Allows high speeds despite patches of terrain clipping with each other.
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Ok I think I see why I was having the problem I was having. I was modifying the cfg correctly to begin with, it's just that hydrogen peroxide isn't defined in the community resource pack.
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- life support
- overhaul
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