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Everything posted by RoboRay
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Ironically, I use the SpaceX-style parts in KRE to build completely non-SpaceX-style craft.
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Val and Bill dropped into the Mun's Canyon (which isn't nearly as impressive at 6.4x scale)...
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LOL, it's the Dragon heatshield from KRE...
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Completed the first Mun landing in my 6.4x scale Career, in the East Crater (the rim is under the horizon)... (That's the Service Module exploding, up ahead.)
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
RoboRay replied to Angelo Kerman's topic in KSP1 Mod Releases
That's exactly what I was coming here to suggest, after seeing the picture you posted to the "What did I do in KSP today" thread. Leaving off the end caps makes the part much more versatile, even if it didn't solve any of the problems you're running into. -
Good capture into a 50 km near-equatorial orbit. Now to spend a couple of days screwing around surveying the surface before the landing attempt. The mission has good comms even over Farside, as I previously sent four comsats to the Mun on a Soyesque launcher.
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And we're on the way! TMI (Trans-Munar Injection) and TDE (Transposition, Docking and Extraction) are complete.
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I would suggest breaking the Wrapper droptanks out into a separate mod thread of their own. They're kind of buried in here, and I think such a unique set of parts would be a lot more popular if they were more visible. There's really nothing else like them. I actually had trouble finding my way back to where I got them because the thread title doesn't refer to them.
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Those are pretty neat, aren't they? There's four different lengths for wrapping around a 1.25m part to get a combined width of 2.5m, and they include built-in radial decouplers. The "Wrapper" droptanks are kind of hidden away in this multi-mod thread, so I don't think a lot of people know about them: I got the Ven's-style tank textures for Procedural Parts from the same thread.
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My rescaled 6.4x solar system career is progressing nicely. LKO-testing of my Apolloish system indicates I'm ready to try for the Mun...
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Oh, I know... was just joking about the mess you inherited. It's not a problem for me anymore because with this mod I don't need to dig around in those folders. But, if you think it would be helpful to have those folders reorganized (so things like fuselage adapters and fuel tanks wouldn't be located under Aviation/Command, for instance) I'd be willing to contribute some spare time. Let me dig around to see what all needs doing and I'll get back to you in the SXT Continued thread.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
RoboRay replied to Ven's topic in KSP1 Mod Development
Unfortunately, Ven did use different lengths from some part models, so applying the mod to an in-progress came will cause some cosmetic problems. -
OK. Loving the mod, by the way. I used to spend ridiculous amounts of time sorting through mods trying to cull parts manually. Which isn't hard for small packs that are well organized, but it's a real pain for stuff where things are filed rather, erm, randomly like in SXT. Being able to select them right from the VAB list is enormously beneficial to my sanity.
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I was just reading back through the thread and saw where you are already trying to prevent this from happening. I've got your Lack's SXT Continued v0.3.3 going, and wanted to remove a few parts that I will never use, like the Alouette probe pod (it's called the "Warbler" in-game, but the config file is alouette.cfg). It seems that after pruning that part from the VAB, the Squad "solarpanel5" model also got renamed and included in the RenamedFiles.dat. I don't actually need PermaPrune for saving memory or load-time, but the parts I had simply hidden kept showing up in Test Contracts. I don't really care if the parts are still loading... I just don't want them to exist in my game. Actually, hiding them from the Contract system might make more sense than my previous suggestion.
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Suggestion: When pruning a part config, only models and textures within the same Gamedata subfolder should get pruned with it. I pruned a mod part (the SXT Alouette probe, I think) that apparently utilizes the stock fixed solar panel art assets, and it pruned the stock fixed solar panel too. After the next restart, a lot of my craft couldn't load. (I noped right out of there with Alt-F4, checked the RenamedFiles.dat to see what was going on, and manually fixed the problem.)
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
RoboRay replied to Ven's topic in KSP1 Mod Development
All of them, except the Mk2 and Mk3 spaceplane parts. That would be a lot of screenshots. Did you look in the album in Post #1? -
I don't download craft files... I'm happy to upload them when people ask after seeing my mission screenshots, but It's really rare for me to see somebody post something that I would use myself. I may borrow some of your innovations for use in my own designs, but I always build my own versions.
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I'm getting my new career going, and went to Minmus... at 6.4x rescale. "Val? 200 meters is a bit low for 450 m/sec." "Shut up Bill, I know what I"m doing!"
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Ah, I had not found that config file. Thank you! For my initial foray into 6.4x, I'm using stock fuel and engines but with SMURFF to get more realistic mass fractions. I'm hoping that by the time I can master a 6.4x sized stock system with Outer Planets Mod included that RSS/RO will look appealing and I'll go full-on realism.
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Thanks! I've spent a few days testing and tweaking mods with KScale64 for a super-sized game and think I've got it all sorted out (other than some several-second-long freezes during atmospheric flight that I haven't figured out the cause of). 7500 m/sec to reach orbit does make the design process a little more challenging. Those are procedural tanks, but it's a bunch of short ones in stacks since I can't make long ones yet. So, I did color bands from the different textures. The boosters are using the Soyuz Green, the Plain White and GreySide textures, while the core stack is using the GreySide, German and Plain White textures.
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Val takes Auk II to the first orbit of 6.4x-scale Kerbin...
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I'm getting ready to launch a new career incorporating OPM, and I'm doing it at 6.4x scale (using KScale64). I've got a delta v map for the stock system at 6.4x, but I haven't had any luck locating one for OPM at 6.4x. A search of this and the KScale64 threads came up empty. Has anyone ever put an OPM 6.4x delta v map together?
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Hmm... I just spent a fair bit of time removing and adding mods to try to figure out which one of them was causing my landed craft to flip over and explode when loading in. I guess I should have checked the forum threads first.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
RoboRay replied to cybutek's topic in KSP1 Mod Releases
And you won't lose anything with the addition of an actual timer... you can still use the much less useful distance readout. More options are good. You don't have to use them. But nobody can use options that don't exist. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
RoboRay replied to Galileo's topic in KSP1 Mod Releases
Thank you! I'll set them back to that in my rescaled game. Edit: Solution is to edit the clouds.cfg to divide all cloud layer altitudes by 6.4, then let the Kopernicus config multiply them back up by 6.4 again. Doing anything in-game with the EVE menu screws up cloud heights throughout the entire solar system for rescaled games.