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rhoark
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Everything posted by rhoark
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I thought RT2 was doing away with this in favor of having a priority list for targeting.
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I hope GP2 is tilted like Uranus. Maybe a retrograde moon, too.
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I don't see the point of moving Eeloo to be a moon. It's doing fine as our Pluto analogue. At most it should be moved out beyond the orbit of GP2.
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It's the direction tangent to the new apoapsis.
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[WIP] - Full Realistic Tech Tree Overhaul
rhoark replied to MedievalNerd's topic in KSP1 Mod Development
I would make nodes more conceptual than part-oriented. Mechanics, chemistry, metallurgy, thermodynamics, aerodynamics, biology, etc. -
Alright, ResGen is driving me nuts. I gave up on it long ago - couldn't get it to do anything. The compressed air RCS in B9 works perfectly, though. I tried making a duplicate of the part, gave it different name, description, etc. and put it in a different folder. Still worked. Removed the RCS module from the part, leaving only ResGen. It generated compressed air, but only when pressing buttons to change pitch, despite not being an RCS module at all (wut?) I changed the ResGen output to MonoPropellant, then it did nothing. No monopropellant produced, or IntakeAir or electricity consumed. Pretty much the null behavior I'm used to from ResGen. Asking for help with this on the ResGen thread got no response, so since B9 managed to make the mod actually do something, I'm hoping someone can share the secret. Here's the modified, do-nothing part.cfg PART { // --- general parameters --- name = hoowah module = Part author = rhoark // --- asset parameters --- MODEL { model = B9_Aerospace/Parts/Control_RCS_Blocks/Port_R1A } scale = 1 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 // --- editor parameters --- TechRequired = advAerodynamics entryCost = 6850 cost = 890 category = Control subcategory = 0 title = asdfdsfgsdge manufacturer = dsgsdgsdg description = fsdghfdhfstgdsgsfdgfsd // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,1,1 // --- standard part parameters --- mass = 0.05 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 0.1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 3400 fuelCrossFeed = True MODULE { name = ResGen INPUT { name = IntakeAir rate = 0.1 } INPUT { name = ElectricCharge rate = 0.02 } OUTPUT { name = MonoPropellant rate = 1 } } RESOURCE { name = MonoPropellant amount = 0.0 maxAmount = 10 } }
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
rhoark replied to HoneyFox's topic in KSP1 Mod Releases
4. stack separators 5. spin on the pitch/yaw axes -
Modular Fuel System Continued v3.3 (OBSOLETE)
rhoark replied to NathanKell's topic in KSP1 Mod Releases
So is RealFuels with stock planet size supported in V3 or not? -
.22 support is just a matter of one line in each part.cfg to tell it where to go in the tech tree. aerospaceTech seems like a good spot.
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The distance at which terrain pops to low detail can go arbitrarily high. It's part of the charm of KSP to have a second moon, though it could be fun for it to be in a much more inclined and elliptical orbit consistent with a captured body. What is KIDS?
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How do play this game without Engineer Redux?
rhoark replied to Gus's topic in KSP1 Gameplay Questions and Tutorials
The way Squad intends KSP is with mods. That's why they provide modding. Developers play with mods in their own games. -
Live dangerously; graze Eve's atmo.
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Dropable space plane probes
rhoark replied to jimos's topic in KSP1 Gameplay Questions and Tutorials
There is a mod called NeverUnload. It's a part you can put on a vessel (or fragment thereof) so that it will never unload. -
Mass of vehicles/subassemblies
rhoark replied to Jaxal1's topic in KSP1 Gameplay Questions and Tutorials
Get in orbit, jettison the subassembly, and see how much your velocity changes. Or just use Kerbal Engineer. -
Zeroing surface velocity for lander
rhoark replied to Jaxal1's topic in KSP1 Gameplay Questions and Tutorials
You can get surface altitude in IVA, or use Kerbal Engineer. -
What did you name your first rocket?
rhoark replied to Spacewalking on Sunshine's topic in KSP1 Discussion
First rocket when I started KSP was Prometheus. First of career mode was Greenstone. -
Hilarious the science tree gives us Skipper before Mainsail
rhoark replied to Oddible's topic in KSP1 Discussion
The Skipper is a fine first-stage engine for a modest rocket. What is silly is having the orbital-stage Poodle as the first 2.5m engine, to use with a 1.25m first stage. One of the main aims of my tech tree overhaul was to get you set up to move to 2.5m on the bottom of your rocket before the top. http://forum.kerbalspaceprogram.com/threads/53749-VetTech-Lightweight-Tech-Tree-reordering-for-experienced-players -
People have tested this. There is a fixed pool of points available for each combination of experiment and situation. Whether you do a few returns or a lot of transmissions, your final crop of points is the same. Now, a round trip for each sample takes fewer samples, but a lot more time, so is for personal satisfaction only.
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Interplanetary stage design
rhoark replied to spudman2's topic in KSP1 Gameplay Questions and Tutorials
LV-Ns are heavy and TWR relatively unimportant in orbit. Feel free to design for aesthetics, though. -
Modular Fuel System Continued v3.3 (OBSOLETE)
rhoark replied to NathanKell's topic in KSP1 Mod Releases
Nathan, you've mentioned you work off a spreadsheet. Do you have a script to generate the cfgs from the spreadsheet? Yes