Gryphorim
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Everything posted by Gryphorim
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I'm hoping the Cabin lighting gets carried over to existing command pods, habitats and the sci-lab as well. Also the Standard NC and NCS adapter could use an update.
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totm june 2018 Work-in-Progress [WIP] Design Thread
Gryphorim replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Getting the final docking port to attach is the trick... Mine was skewed just slightly somewhere near the beginning, so by the time I had closed the loop, the last two ports were out by roughly the docking port's radius, and, well.... I used KAS winches to pull it into alignment, and to hold it together once engines were lit, but it didn't go so well at that point, physics said no. -
[WIP] Stand-alone (no dependencies) Alcubierre drive
Gryphorim replied to RoverDude's topic in KSP1 Mod Development
Edit: Nevermind, just read posts in other thread. -
NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
Gryphorim replied to Stevie_D's topic in KSP1 Mod Releases
Is there going to be a release of this to suit RoverDude's Alcubierre drive? -
[WIP] Stand-alone (no dependencies) Alcubierre drive
Gryphorim replied to RoverDude's topic in KSP1 Mod Development
Hoping to see an IXS Enterprise version of this warp engine. Would it be possible to just do a mesh swap, or is the warp bubble part of the part mesh? -
[WIP] Stand-alone (no dependencies) Alcubierre drive
Gryphorim replied to RoverDude's topic in KSP1 Mod Development
Are these functionally the same as a stupidly powerful engine, or do they work like KSPI's Warp drives, preserving angular momentum when shut down? -
Raptor AeroEspacial Lander Module Mk.1.1
Gryphorim replied to RaptorHunterMz's topic in KSP1 Mod Releases
Looks interesting, does it have an integrated heatshield? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Gryphorim replied to K.Yeon's topic in KSP1 Mod Releases
Loving those large engines and intakes. Is there any chance though, that you could release a version that fits the Mk2 fuselage? -
SR - 72 Autonomous aircraft
Gryphorim replied to Wrench Head's topic in KSP1 The Spacecraft Exchange
Where did you get that nosecone? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Gryphorim replied to stupid_chris's topic in KSP1 Mod Releases
Not using DR, and yes, I get the nyan cat. I did not realise Realchute disabled on x64. It worked fine in .24 x64... -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Gryphorim replied to stupid_chris's topic in KSP1 Mod Releases
Okay, different bug. Seems that every 'chute that uses realchute plugin loses all parachute capability. No staging, no action group option, nothing 'chute related in right click menu. Any ideas? -
I have been working on importing a selection of meshes from the Interstellar mod into the Nearfuture mod, for use as alternate models of the nuclear reactors. I achieved this by copying the data from the Nearfuture reactors' .cfg over the .cfg for the Interstellar Antimatter reactor. Unfortunately, when launching a rocket, anything attached to the nodes on the reactor part disconnect and fall through the rest of the rocket assembly, leaving the rocket unflyable. I have pored over the .cfg and cannot find why this is happening. Is anyone out there able to help? PART { name = Reactor 25-3 module = Part author = Fractal mesh = NewModel.mu rescaleFactor = 1 node_stack_top = 0.0, 1.2665, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.2665, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 0.0, 0.0, 1.4, 0.0, 0.0, -1.0, 1 // --- editor parameters --- cost = 660000 category = Utility subcategory = 0 title = MX-8 Fission Reactor manufacturer = Kerb Kastria Inc. description = The MX-8 is a large fission reactor that produces 1.5 MW of electric power. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 5.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 4200 breakingForce = 200 breakingTorque = 200 MODULE { name = FissionGenerator UseStagingIcon = true UseForcedActivation = true PowerGenerationMaximum = 1500 ThermalPower = 4000 ThermalPowerResponseRate = 35 BurnRate = 0.0000070 MinPowerPercent = 0.2 CurrentPowerPercent = 0.2 MaxCoreTemperature = 400 MeltdownCoreTemperature = 2100 CoreTemperatureResponseRate = 3 CurrentCoreTemperature = 0 PressureCurve { key = 0 0 key = 1 10 } VelocityCurve { key = 0 10 key = 500 75 key = 1500 5 } } RESOURCE { name = ElectricCharge amount = 1500 maxAmount = 1500 } RESOURCE { name = EnrichedUranium amount = 280 maxAmount = 280 } RESOURCE { name = DepletedUranium amount = 0 maxAmount = 280 } }
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Moved to more appropriate forum. Mods plz delete.
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Yeah, I've got that. I am using FPSlacker's .cfgs for the stock engines, I am just trying to get this set to have the same effect with atmosphere so all the parts "gel" together aesthetically. I like the new MP effects that you've created, so I'm trying to make that the particle entity that expands.
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I've been trying to write a .cfg to apply the expansion effects to the Cutter. Inspired by the guys making the B9 pack. Unfortunately I just can't get it to work. I can't seem to make hotrockets excerpt out an existing Module{EFFECTS, and insert a modified version with expansion values.
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HotRockets! Particle FX Replacement + Tutorial
Gryphorim replied to Nazari1382's topic in KSP1 Mod Development
Any chance someone could knock together a quick expanding exhaust .cfg for KW and RLA. I've been trying myself but with no luck. I've also been trying to adapt FPSlacker's expansion FX to the RAPIER engine, to no avail. -
Don't suppose a Texture-swapper could be made for Spaceplane+ parts to give them matching textures to these? Also, those Atmo based exhausts look amazing, are they going on the SABRE engines too?
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See, I thought that because this now uses ModuleEngineFX natively, hotrockets is no longer supporting this mod.
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Is it possible to get alternate Smokescreen .cfg for exhaust expanding with reducing atmo pressure?
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The one thing I love the most about Hotrockets ATM is the comfig written by FPSlacker, that changes the exhaust plume based on atmo pressure. Will these configs do the same, or can an alternate cfg be made that does?
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Ah, see, I thought it worked off of the basic Module - EngineFX, but it might be dependant on Smokescreen. In which case I'd have to go over to the guys over at Hotrockets and plead my case there, unless a smokescreen .cfg is in the works here.
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Do the engine effects scale with atmospheric pressure? Someone over on the Hotrockets thread figured it out recently, and I've been hoping to see it become something of a standard....