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KSP2 Release Notes
Everything posted by NovaSilisko
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Damn shame SimEarth isn\'t on GOG...
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Was referring to the OP, he said EA and Maxis, implying he wants EA to help with the game.
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You seem to imply you want it tainted by EA...
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Distant stars have been considered, but don\'t hold your breath. There\'s a whole slew of technical challenges that need to be overcome before it would be possible. And, there are more important things to focus on right now, like EVAs.
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This topic has been moved to Off-Topic. [iurl]http://kerbalspaceprogram.com/forum/index.php?topic=13960.0[/iurl]
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1. Nibb explained it a few posts before you. 2. Ask nicely.
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This is my 'anything-involving-KSP' music:
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Note: everything in here is basically abandonware as I do not develop mods anymore. You can use it for your own projects, but please credit me in a readme file. Silisko Industries has recently gone through an overhaul to its distribution division. All products are now delivered from a warehouse situated in low orbit. If it\'s not there in 90 minutes, it\'s on us. The old thread was getting too big, so here\'s another. Most products are provided either direct from us, or through one of our child corporations. Packs New from Probodobodyne Industrial! The DIY Probe Kit! Current parts roster: 2 probe cores Aeroshell Aeroshell mount Drogue chute Space Telescope Strut Radio Dish Experiment Rack 2 Solar Panels - one deployable Radioisotope Thermal Generator Sensor Unit Camera Mount SAS module Fuel Tank Engine Big engine Big engine with landing cushion Mini lander leg Antenna Note: All parts except the cores have zero drag so they affect flight as little as possible and don\'t obliterate themselves on liftoff. In addition, all parts are located in the 'Crew' tab, to keep things organized. Download: Requires 0.14+ Dropbox Mediafire BACE 0.3(1) released - now ACTUALLY with moon landing gear and solar panels. Download: Requires 0.14+ Dropbox Mediafire Upcoming parts: 1m node piece Functional docking modules with 0.16 whatever update docking comes with Download plugin source Special thanks to r4m0n and C7 for general programming assistance and the occasional entire source file! http://dl.dropbox.com/u/575558/KSP/Silisko%20Edition%202%20-%20Alpha%201.zipExtract to parts folder like any other mod. Completely self-contained, unlike the old version. The Silisko Edition is my feeble attempt at rebalancing the game\'s vanilla parts. It modifies the default values, so be warned that it might not be fully compatible with other mod packs, at least in terms of balance. The balance changes I have done are a matter of opinion. I don\'t like how the engines and decouplers in the vanilla set are extremely heavy, while at the same time, fuel is very dense and the engines very efficient. The end result is it makes staging a less-than-optimal solution, and SSTO is incredibly easy... I have tried my best to remedy this. Testing has shown that a two-stage rocket, three tanks on the lower stage, one on the upper, will reach orbit, while a simple stack of 4 tanks, no changes made other than the lack of a decoupler and second stage engine, cannot. IMPORTANT INSTALLATION INSTRUCTIONS [list type=decimal] [li]Download a fresh copy of KSP[/li] [li]Install it into a new folder[/li] [li]Go into the 'Parts' folder[/li] [li]Delete everything in there, and replace it with the contents of KSP - Silisko Edition.zip[/li] TO UPDATE KSP OR THIS PACK [li]Upon a KSP update, install it as normal, then install Silisko Edition over it as detailed above[/li] [li]To update the pack, delete the contents of the parts folder and re-extract the new file into it[/li] DO NOT extract this pack over an existing KSP install! Bad things will happen! Download: Dropbox Mediafire Please report any problems you can think of. Mini-packs A tiny space shuttle! Launches on top of a rocket and then returns horizontally to land on a runway. No landing gear yet, but it can take landing without it. Launch can be tricky, as the plane likes to destabilize your flight dynamics. It takes some practice, but it\'s perfectly capable of reaching orbit. To perform a successful reentry, set your periapsis to 30,000m, and when you enter the atmosphere, keep level to the ground until about 30,000 meters, after which, tilt the nose up 10 degrees and turn on SAS. You can turn on SAS earlier if you like, but it makes maneuvering difficult. Download: Dropbox Mediafire Parts A sheet of wood to put kerbals on! Download: Dropbox Mediafire Install: Just put the 'plankpod' folder into your parts folder. No mess no fuss. Kerbal model by prefim, used with permission! I gave the Kerbals eyes, and Jeb a pair of glasses. Also changed their faces to more match ingame ones.
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If you insist on viewing it without proper protection, only look at it with one eye. That way you don\'t go completely blind...
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If you don\'t mind searing your retina.
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Saturn V Parts Pack (v1.1) (NEW: Fixed PNG's)
NovaSilisko replied to KingTramp's topic in KSP1 Mod Releases
I have mirrored this already and posted the link several times on the past few pages. http://www./?e8x2lzsi9a5kbrp Going to see if I can get permission to edit the first post to put the mirror there. Edit: Sent a PM to KingTramp, since he was last active June 3rd. If he doesn\'t respond, I\'m going to lock the thread and put a new mirror on the first post. -
They\'ve not invented doors just yet.
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Now i know why they're called spaceplanes.
NovaSilisko replied to sciencepanda's topic in KSP1 Discussion
There\'s some new effects in 0.15.1+ -
It did, but I don\'t think this thread will revive it any time soon. Good point. (Also, +200 internet kudos for the DF reference)
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Didn\'t this meme die back in october?
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That probably could be done without a plugin, just by increasing the crashtolerance massively, and lowering the breakingForce and breakingTorque.
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Ah, I misread, sorry. That would definitely be possible.
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Yeah, go into the part.cfg for the aerospike and change fx_exhaustflame_yellow to fx_exhaustflame_blue (I forget the exact name)
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That\'s what I\'m hoping. Alternatively, create all the objects on part load and just enable them when the part needs to explode.
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My under construction kerbal space program blog.
NovaSilisko replied to VincentMcConnell's topic in KSP1 Discussion
I don\'t know if using 'kerbalspaceprogram.wordpress.com' is a good idea... people might mistake it for an official blog. -
Well, the issue with the explosions was the sheer number of objects it created - you can simulate lots and lots of particles with almost no performance overhead, but creating objects requires a lot more effort on the engine\'s part - and you need one object for every separate child effect in the explosions (fireballs, sparks, smoke, etc)
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All you can really do at the moment is make the effect fade out with a change in atmosphere density. Maybe in the future it can be changed, but right now the exhaust plume serves as a handy, easily visible indicator of throttle.