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Everything posted by little square dot
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Intergalactic travel
little square dot replied to Sun's topic in KSP1 Suggestions & Development Discussion
There is no reason to expand beyond the current solar system when it is as sparse as it currently is. IRL we could spend an eternity exploring our own system and still be scratching at the surface. It would be cool to be able to explore the next closest system eventually, however anything beyond that and we'll require warp drives and other such nonsense, and the vast distances would still require absurd levels of time compression. Let's just focus on improving the current system. -
I don't see why not. As far as Deadly Reentry, remember that the welds are all single parts, so a burning appendage will be raising the temp of the entire part. Also, I can't recall giving the maxTemps in the .cfg's much attention, so they may need some tweaking. I seem to recall my default value being pretty high, but I could be wrong about that. Regarding FAR, none of these parts are propulsive or generate lift, and while I'm fairly sure the drag won't be accurate, generally station parts are enclosed in fairings at the top of a rocket until they're in space anyway, so whether you use FAR or not shouldn't really matter. Yeah, that one's a little gem.
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Just a heads up for those interested, I will be posting a version of this pack with both tech tree and Station Science mod integration tomorrow. Henceforth I will only be updating the "Sans Portholes" version of the pack because it's much more flexible and performance-friendly (and far less blinding) than the original. I should probably also rename it the "Ploppable Portholes" version, as I don't want to be seen as being anti-viewport in any way... I'm really not... I mean, my best friend is a viewport, honest. Also, keep your eyes peeled for my Stock Colonization Project, which I hope to have finished within the next few weeks. Thanks for all your support, constructive criticism and suggestions. =)
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The node revisions, as promised. I seem to remember correcting more nodes, however I didn't have time to go through my parts one-by-one comparing them to unaltered parts from the release .zip. I will update this list if I find more. //little square nodes: dockingPort2 node_stack_top = 0.0, 0.2872, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 //little square nodes: stackPoint1 node_stack_top = 0.0, 0.0975, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, -0.08, 0.0, 0.0, -1.0, 0.0 //little square nodes: trussAdapter node_stack_bottom = 0.0, -0.4185564, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.6493708, 0.0, 0.0, 1.0, 0.0, 1 //little square nodes: batteryBankLarge node_stack_top = 0.0, 0.108, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.142, 0.0, 0.0, 1.0, 0.0, 2 //little square nodes: batteryBankMini node_stack_top = 0.0, 0.1065, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.1065, 0.0, 0.0, 1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.3125, 0.0, 1.0, 0.0 //little square nodes: dockingPortLarge node_stack_top = 0.0, 0.29, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.05, 0.0, 0.0, 1.0, 0.0, 2 //little square nodes: dockingPortLateral node_stack_top = 0.0, 0.584, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.584, 0.0, 0.0, 1.0, 0.0, 1 //little square nodes: probeStackSmall node_stack_bottom = 0.0, -0.11, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.11, 0.0, 0.0, 1.0, 0.0, 1 //little square nodes: mk2LanderCabin node_stack_bottom = 0.0, -0.418, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.7519293, 0.0, 0.0, 1.0, 0.0, 1 //little square nodes: mk3spacePlaneAdapter node_stack_top = 0.0, 7.75, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -7.72, 0.0, 0.0, 1.0, 0.0 //little square nodes: mk3Fuselage node_stack_top = 0.0, 15.5, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -15.45, 0.0, 0.0, 1.0, 0.0 node_attach = 0.0, 0.0, -8, 0.0, 0.0, 1.0, 1 //little square nodes: mk2SpacePlaneAdapter node_stack_top = 0.0, 0.76, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.73, 0.0, 0.0, 1.0, 0.0 //little square nodes: Mk1FuselageStructural node_stack_top = 0.0, 75.1, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -75.1, 0.0, 0.0, 1.0, 0.0 node_attach = 0.0, 0.0, -51.0, 0.0, 0.0, 1.0, 1 //little square nodes: MK1Fuselage node_stack_top = 0.0, 75.1, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -75.1, 0.0, 0.0, 1.0, 0.0 node_attach = 0.0, 0.0, -51.0, 0.0, 0.0, 1.0, 1 //little square nodes: xenonTank node_stack_top = 0.0, 0.143, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.143, 0.0, 0.0, 1.0, 0.0
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[Discontinued][0.22+] Dynamic Warp
little square dot replied to StratoK's topic in KSP1 Mod Releases
Deadbeef was the bees effing knees man. Within just a few weeks last year he had released Subassemblies, Editor Tools, and Dynamic Warp, all of which were absolute essentials. Thanks for the update StratoK. -
Would Laythe really be habitable, Redux
little square dot replied to Holo's topic in KSP1 Discussion
You assume too much. -
Definitely. I'd say it's an essential tool for modders. I don't understand why some people are so fearful of mods like HyperEdit and MechJeb... fearful to the point that they lash out at those who use them, trying to make them feel inferior for having "cheated", as though A) it's possible to cheat in a single player game, and somehow a person who enjoys the game more when they can skip a few steps in monotonous resupply missions or whatever, is a threat to the well-being of those who don't. Maybe if such people allowed MechJeb or HyperEdit to take care of some of those eight hour refueling missions for them, they'd be less grumpy.
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What happend to that Modular base system?
little square dot replied to CommandantAce's topic in KSP1 Discussion
Just looking to save peoples' time. =) -
Would Laythe really be habitable, Redux
little square dot replied to Holo's topic in KSP1 Discussion
Almost everything emits radiation. You emit radiation. -
You make your own challenges in a sandbox game, so building stations can be as challenging as you want it to be.
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Jeb keeps coming back from the dead
little square dot replied to Hacktech's topic in KSP1 Gameplay Questions and Tutorials
Word, particularly now that career mode is a thing. Indeed. -
Dear Squad, The stock parts seriously need some node placement attention, as a good number of the parts either clip or have an unsightly space between them when connected. It took me all of 45 mins to make the corrections for myself, so perhaps someone could see to it that this is finally addressed in the next update. I can send you the corrected positions if you'd like, or you can do the monotonous trial and error for yourselves, but please see to this because petty or not, it does detract from the overall VAB / SPH experience, and for those with OCD it could probably ruin the whole damn game. .
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Now-defunct-thread-that-should-not-appear-in-google-search.
little square dot replied to Cilph's topic in KSP1 Mod Releases
Howdy folks, Question: (that has probably been discussed but I don't know the correct terminology to find via google) Are we still limited by the range of the less-powerful device in a connection? I thought that I read somewhere that this limitation had been fixed, however after installing Remotetech 2 last night, I tried sending a probe to Duna and using a smaller dish on the probe (50,000km I think) that is connected to KSC via the most powerful dishes on 2 Comm Stations in geosynchronous orbit around Kerbin. I lost signal just past Minmus, meaning comms dropped out at the 50,000km point, which leaves me wondering if I still have to attach ginormous dishes to probes in order for them to be able to communicate to the KSC during interplanetary travel. Thanks in advance. =) Also, is there a wiki or guide of some sort to explain the specifics of the mod? *edit: missed this in the first post **edit #2 Any plans on altering this system? Real probes transmit signals using a tiny fraction of the power used by the ground stations that they're communicating with, for obvious reasons. I would like to be able to make non-huge probes, but this doesn't appear to be in the cards atm. I don't want to sound demanding or unappreciative though. You're doing a fine job on this Cilph. -
Ideal Minmus orbit?
little square dot replied to 957Chatterton's topic in KSP1 Gameplay Questions and Tutorials
Yeah, Rufferal speaks the truth. I learned this lesson the hard way when I built a re-supply station orbiting Dres only to abandon it because it was such a pain to get to. Meh, "efficiency", "planning", "variable consideration" and other such tripe is for suckas. If however you do end up placing a station of some sort in orbit around Minmus, aesthetics would dictate a very low orbit, as Minmus looks BAD from vantage points over 30,000m. In addition to this, as has been mentioned, orbital periods are ridiculously long once you start moving into six-figure orbits. Good luck in your refuely endeavour. -
KAS and Procedural Fairings are definitely what you're after. KAS allows you to assemble things on the fly, among a bajillion other things, and Procedural Fairings allows you to enclose those god-awful assortments of instruments and utilities in a nice, clean, somewhat snazzy, totally customizable fuselage/fairing assembly.
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BOOOOO! I loved the Hydra... I actually came here to thank you for this nifty mod, so I suppose I should refrain from berating you, hah. Good stuff mate, cheers!
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You need to upload the image first. http://imgur.com/ is a nice, simple site for image hosting. Register with imgur, upload screenshot(s) from your pc, copy the image URL(web address), click on "insert image" and paste the URL. It's really a lot more simple than it looks, and once you're up and running you can share all of your images with three or four clicks of your mouse. =)