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Everything posted by Mekan1k
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The jet engine needs hotrockets to be truly EPIC.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Mekan1k replied to BahamutoD's topic in KSP1 Mod Development
Those cruse missiles... Would be AWESOME single-part small drones- for kerbal scouting and recovery by explorers. I want to be able to steer it around. -
[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
Mekan1k replied to riocrokite's topic in KSP1 Mod Releases
I really, really, want these. -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Mekan1k replied to PolecatEZ's topic in KSP1 Mod Development
No idea why that would happen. I didn't make the mod. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mekan1k replied to Ven's topic in KSP1 Mod Development
I, too, want the docking boom. Looks AMAZING, and would be perfect for aircraft refueling if there was a small docking link to mate with the boom. -
[WIP] Kerbojet Systems - A B9 Expansion - USABLE PRERELEASE 0.1
Mekan1k replied to blowfish's topic in KSP1 Mod Development
I like it! Alot! -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Mekan1k replied to PolecatEZ's topic in KSP1 Mod Development
Fixed: https://www.dropbox.com/s/oqgeugd8uhbg1wl/B9Expansion.zip?dl=0 -
This is impressive!
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Mekan1k replied to PolecatEZ's topic in KSP1 Mod Development
Mostly updated files are here: https://www.dropbox.com/s/oqgeugd8uh...nsion.zip?dl=0 -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Mekan1k replied to bac9's topic in KSP1 Mod Development
Coffee Industries! -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Mekan1k replied to RoverDude's topic in KSP1 Mod Releases
How so? The restriction ends up being relative to the electrical power, which is a restriction anyway. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Mekan1k replied to bac9's topic in KSP1 Mod Development
B9, you are a genius. These wings are amazing! The vessel shown is stable at mach 1.875, 19.5 kilometers up, and has 5 hours of flight-time. -
[WIP][0.90] MK2 Cockpit and Drone [Pre_Alpha download]
Mekan1k replied to martinezfg11's topic in KSP1 Mod Development
I love it! It needs a FAR config too. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Mekan1k replied to RoverDude's topic in KSP1 Mod Releases
Why not have the engine auto-generate a small quantity of mass with an arbitrary name? That way, you can be reliant on ExoticMatter, and run off the other material as the 'mass' for your mod. For example: EFFECTS { powerflame { MODEL_MULTI_PARTICLE { name = flameion1 modelName = MP_Nazari/FX/flameion transformName = thrustTransform emission = 0.0 0.0 emission = 0.10 0.00 emission = 0.15 0.45 emission = 1.0 0.75 speed = 0.0 0.75 speed = 1.0 0.97 } } } MODULE { name = ModuleEnginesFX //engineID = rocketengine //runningEffectName = powersmoke directThrottleEffectName = powerflame thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 80 heatProduction = 0 PROPELLANT { name = ElectricCharge ratio = 12.0 } PROPELLANT { name = GravioliSlurry ratio = 0.1 } atmosphereCurve { key = 0 420000 } } MODULE { name = FXModuleAnimateThrottle animationName = colorAnimation dependOnEngineState = True responseSpeed = 0.5 } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = GravioliSlurry rate = 20 } } RESOURCE { name = GravioliSlurry amount = 20 maxAmount = 20 } The above component is an engine that works off incoming electricity only. It's simple, and game-breaking, but it works, and therefore is a decent example.