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Everything posted by Spanier
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[WIP] Nert's Dev Thread - Current: various updates
Spanier replied to Nertea's topic in KSP1 Mod Development
I think some low-profile, squarish radial docking port for construction purposes would suit your packs pretty well. I imagined that there could be a two port version, that features two of those docking ports to easily allign radial tanks for interplanetary ships. Would that be possible? -
One of the most underrated mods. With the upcoming spaceplane parts, we definitely need this as stock part.
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[1.1.0] Flight Manager for Reusable Stages (FMRS x1.1.0 [Experimental])
Spanier replied to SIT89's topic in KSP1 Mod Releases
Since I only have two thumbs, I can't give more: Edit: Those previous thumbs were more then real-size, sorry to the mods -
[WIP] Nert's Dev Thread - Current: various updates
Spanier replied to Nertea's topic in KSP1 Mod Development
Could we maybe have some obscene large landing legs (http://goo.gl/36IRPD) and maybe some curved landing legs to place surface bases on, please? -
You returned, finally!
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Emissive tutorial
Spanier replied to CardBoardBoxProcessor's topic in KSP1 Modelling and Texturing Discussion
How do I apply a bump map AND a emissive heat map? I just see that "Emissive/ Bumped Specular", but it looks somehow weird with that reflectivity. My bump map is in 3ds standard black and white. Please help -
[1.1.0] Flight Manager for Reusable Stages (FMRS x1.1.0 [Experimental])
Spanier replied to SIT89's topic in KSP1 Mod Releases
Would be hard to change the code, so it accepts stages with an armed "RealChute" as a deserving target for recovery? -
Ok, I used Raptors configs up to now, but I will look into it, maybe forge 'em together. How did you manage it, that RCS-tanks didn't became obsolete when the thrusters use N2O4+MMH?
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Is it also possible to make a config, that only has the tech levels 1-3 for example, so it stays available in higher tiers, but doesn't get upgraded any more? My question on RCS was, if they are going to use Hydrazine, HTP, N2 or hypergolics in the future.
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O-10 Monopropellant Engine & Vernor LFO RCS Thruster
Spanier replied to Red Iron Crown's topic in KSP1 Discussion
Will the Vernor engine work, when radially attached to a decoupler with fuel tanks beneath -
Can you please provide a syntax example? Edit: Are you planning to make RCS-thrusters to use real fuels, too?
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You forgot the large RCS tank from KSPX. Just add: @PART[cl_large_shortMonoTank] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 2700 type = RCSHighEfficiency } } Edit: Could you please add, that individual configs for the same engine become unlockable by different Tech-Levels in the next patch. For example, that you have a level 2 engine running on RP1 and LOX, and can use hypergolic fuels, as you research the tech-node for level 3?
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Spanier replied to Raptor831's topic in KSP1 Mod Releases
This doesn't solve the problem. The menu for real fuels now shows up in the Action Group Manager, but you still can't edit the filling level there, and if you tweak it, it gets reset when you pick the sepratron up or save it in a subassembly. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Spanier replied to Raptor831's topic in KSP1 Mod Releases
Hi Raptor, I think solid-rocket motors are kind of broken. They don't have a menu in the Action-group manager. This might be intended but as you tweak their filling level and try to save it (as subassembly or as own craft), and reload the craft, the engine contains 100% fuel again. Could you please have a look. -
Hi Nathan, I think solid-rocket motors are kind of broken. They don't have a menu in the Action-group manager. This might be intended but as you tweak their filling level and try to save it (as subassembly or as own craft), and reload the craft, the engine contains 100% fuel again. Could you please have a look. I'm using Raptor831's config.
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I can't save partially filled Sepratrons in Subassemblies, they become filled up as I load it. Is this a bug with Real-fuels?
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For new misssions/aasemblies: Design probe/lander/capsule or grab/modify exsisting Attach/design additional service/propulsion module if needed Add launcher stages from subassembly, or design new one, if delta-v budget can't be accomplished Develop best ascent profile Done For missions without new parts, I throw together my vessel from subassemblies, and use predefined launch profiles from my Excel-sheet.
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The LV-1® engines still have just 1.5kN thrust. Is that made on purpose? Any support for Stockalike Aeronautics and Near Future Propulsion?
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Does the CLAW have 2- or 3-axis gimbal/rotation
Spanier replied to Spanier's topic in KSP1 Gameplay Questions and Tutorials
Dammit, I wanted to creat a Base-Construction-Rover, that picks up new parts from a lander, turns them from vertical to horizontal and attaches them to the base ... -
The Open Part Mod - Week 2 Voting Started!
Spanier replied to StarVision's topic in KSP1 Mod Development
I would vote for Nertea, if I could. Why isn't his part in the poll? -
[0.23.5] Goodspeed Automatic Fuel Pump v2.14.1
Spanier replied to Gaius's topic in KSP1 Mod Releases
Why isn't there a pump option for electricity and the monoprop in command pots? -
My university friends, that don't play it may be discouraged by the high level of KSP's realism (I'm studying physics by the way).
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A lot of my fellow students play KSP, and some of theme were proud of having reentry effects ... at launch. And my brother, who built an Apollo-Style-Duna-Mission, which succeeded despite to the loss of an entire stage (it was the third of four I think).