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KSP2 Release Notes
Everything posted by KAO
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It's stock-alike. Check out Lack's SXT pack, it's lightweight and blends seamlessly with the stock parts.
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U-Base concept
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Correct me if I'm wrong here, but in the very beginning, they did indeed have difficulties and uncertainties regarding orbital speed. Such as with the launch of Yuri Gagarin, there was the possibility that he would've ended up in an orbit that would've taken more time to decay than he had supplies for.
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
KAO replied to Porkjet's topic in KSP1 Mod Releases
maybe it would make sense to have its operational lifetime decay at an increased rate when in operation? maybe then it could take on-board uranium as a fuel. At least giving them an operational lifetime would be a real concern for those who play with Kerbal Galaxy those 200+ year trips will do it. -
so it would only be useful up to the number of strings provided for it? is this a problem with current functionality or the scope of the mod's vision? because just having a list of strings that has the max size capped at 15m wouldn't be that bad because eventually the sizes are going to extend out of the VAB or hangar and just be unusable
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can't nodeType be scaled as an enum? if so, then something similar can be done with docking ports I think
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[WIP] [1.0.2+] [Kopernicus] KerbalGalaxy 2 | 0.7 - New star system!
KAO replied to Artyomka15's topic in KSP1 Mod Releases
it's fairly simple: 1. select KSP_win folder (or whatever it's called on your machine 2. right click + copy 3. right click + paste somewhere else 4. install KerbalGalaxy 2 in your new KSP install 5. ??? 6. PROFIT! -
screenshot3
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[WIP] [1.0.2+] [Kopernicus] KerbalGalaxy 2 | 0.7 - New star system!
KAO replied to Artyomka15's topic in KSP1 Mod Releases
This mod is pure awesome! I was getting a lot of memory shortage related crashes, but then I migrated to the surprisingly stable 64-bit version, now I can do anything I want! Sent this exploratory vessel to the wonderful world of Nix. Five meters wide, at least the 10 kerbals had some decent interior space for 125 years. Nuclear is the only way to fly. screenshot2 -
[WIP] [1.0.2+] [Kopernicus] KerbalGalaxy 2 | 0.7 - New star system!
KAO replied to Artyomka15's topic in KSP1 Mod Releases
no haha, not the skybox, the literal sky from the surface of the planet. It's pitch black, and sometimes doesn't even register daytime when the sun is right above me, it looks like nighttime when it's like that. -
[WIP] [1.0.2+] [Kopernicus] KerbalGalaxy 2 | 0.7 - New star system!
KAO replied to Artyomka15's topic in KSP1 Mod Releases
anybody getting an issue where the sky is pitch black? any tips on remedying this? -
screenshot117 screenshot118
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multiplayer and hopefully multithreading
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that would be Lack's KSC++ V3
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cheap mun lander: screenshot103 Small plane capable of thrust vectoring 90 degrees. Maintains comfortable maneuverability and flight stability at both ~90m/s and ~15m/s. screenshot110 screenshot111
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I am highly unfamiliar with the new upgrades Unity 5 will be introducing, will it fix the RAM shadow copy problem with DX9? Also, I remember there was a mod in the add-on development forum that loaded textures on demand, though I don't remember if it had a great impact on the reduction of RAM usage, or a minor one. But since it was a working concept, it is a possible mechanic that Squad can implement. Though since Squads own assets don't overload RAM, I don't think they'll pursue it in the near future. As it stands, despite DX11's and OpenGL's RAM usage reducing capability, they have a slew of their own problems that make them difficult to use with installs.
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
KAO replied to Nertea's topic in KSP1 Mod Releases
since the new plan is to roll with globalized heat, will convection pumps still be in the works, or is their purpose defeated now? -
[wip] [rather pic heavy] brown dwarf mod, currently unnamed
KAO replied to a topic in KSP1 Mod Development
my question is: is it even possible for a brown dwarf to have such a breadth of planets and gas giants? EDIT: nevermind, I was horribly mistaken -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
KAO replied to Nertea's topic in KSP1 Mod Releases
But this presents a balance issue. If the stock radiators use global heating system, then there would be no upsides to using Nertea's Heat Control. You can't have two versions of physics being present at the same time, it breaks the gameplay. -
are you using the 64-bit version for Linux? or Windows? last time I used the 64 bit version was only when the hack was introduced, so I don't know if stability has improved or what. I would really like to try it out for use with the Realism Overhaul suite of mods, but it seems the crucial ones are disabled on 64 bit.
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I got it from this mod:http://forum.kerbalspaceprogram.com/threads/79588-1-0-2-USI-Kolonization-Systems-%28MKS-OKS%29-%280-30-3%29-2015-05-22 but it will take some digging around if you want only that part.
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flew in a science lab, a proper nuclear reactor, and tons of cargo. Bill POV flying some scientists over the south pole
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Is it possible to mix and match textures?that is to say, have 8k textures for Earth, but 4k for everything else?
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
KAO replied to Nertea's topic in KSP1 Mod Releases
will convection pumps be introducing a new resource? how will they differ from the current heat pipes? also, is it possible to write a patch such that the ISRU and drill utilize a context menu similar to the nuclear reactors? or are those facets of this mod specific to the nuclear power module? I would check, but I can't look at the cfgs right now. I don't think it'd be incredibly difficult to modify their heat output with operation, but having the heat statistics readily visible, and being able to modify operation would be great. -
good to hear so much progress is being made! did the drag problem end up being resolved?