

bs1110101
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Everything posted by bs1110101
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
bs1110101 replied to Ven's topic in KSP1 Mod Development
I have two small requests, one: Make it so mods that use stock textures are rerouted to backed up versions, ideally without loading them if they aren't used. And two: make stockalike procedural fairings textures, as the ones that come it are ugly, and the KOSMOS ones stand out with this. -
I hereby call dibs on this! it's going to be tiny because i use 6.4 scale Kerbin... FAR and the 8km/s orbital speed around eve with 6.4 scale kerbin aren't playing at all well, i tried for like an hour, still won't work, so i blame it for this failing. Challange: make a plane that can land on Duna. Bonus: Make it useful and practical somehow.
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Can you update the alternate models for the parts?
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
bs1110101 replied to nli2work's topic in KSP1 Mod Development
The new engines look really good. Also, i doubt a pulsejet would work at supersonic speeds, but nothing's ever used one that fast, so who knows. They're very big, but light, so after a certain point, they become nothing but drag. Also, they throttle very fast, the throttle response time in jets is from the huge compressor needing time to spin up, pulsejets don't have that, they just get more fuel, and burn the more fuel. -
Two questions: 1: Can i/How do i download the wip stuff? I see a thing for Work In Progress / Beta Downloads, but i don't see a download in it. And 2: Are we going to get a Voskhod, and how is it going to be balanced with the Soyuz and Vostok? I say make the Soyuz have 3 kerbals, but they'd end up packed in like sardines.
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Retro Future has a few good ones.
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
bs1110101 replied to nli2work's topic in KSP1 Mod Development
I totally agree, the ramjet looks more like a pulsejet anyway, i say make it a pulse jet and make a new model for the ramjet. Ramjets lack a long tailpipe, which pulsejets need to be self sustaining. I say remove the centerbody and replace it with the valves a pulse jet would have, they're small enough to texture on as little more then a grid of rectangles, making the conversion easy. For the ramjet, it's hard to say much about the shape of them in general, as it varies a lot with size and the speeds they're designed for. The best idea if you ask me is to find a picture of one you like the look of and base it off that. Also, ramjets can be used at subsonic speeds, and most of the ones tested during or immediately after ww2 wouldn't work at supersonic speed, as would the one you made, mainly because of the rounded inlet cone. They're cones because they create shockwaves to compress and focus the air. Anyway, sorry for the nitpicking, and thanks for all the awesome parts. Edit: Having now played around with it more, where did you get the sounds for the ramjets? They sound weird and kinda staticy. Also, the ramjets should have a more gradual gain in thrust then zilch then lots like they do now. -
Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
bs1110101 replied to BahamutoD's topic in KSP1 Mod Releases
I totally agree, i want a stock/spaceplane+ texture for this, as it looks lame without b9, and b9 uses too much ram to be stable for many people. -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
bs1110101 replied to Raptor831's topic in KSP1 Mod Releases
What should i set the science multiplier and funding mulitplyer for if i want to play career mode with this? -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
bs1110101 replied to nli2work's topic in KSP1 Mod Development
I've been playing around with the new propellers, they're cool, but the sound doesn't work, and they seem a bit light, are the supposed to use an engine part and take power from that in the future or is the lack of sound just a mistake? Also, they derp out with symmetry, and i have to put them on one at a time. Also, two more requests for parts: A low speed ramjet, based on this or this Edit: Saving and loading also messes up the new propellers. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
bs1110101 replied to nli2work's topic in KSP1 Mod Development
This is awesome, can we get a few early jet engines, specifically, an early turbojet (in an me262-ish wing pod seems like the best way to do it) and pulsejet, as they're cool and no parts from other mods look quite right. -
I have a bug report: The 2 meter boosters from KW scale right in the VAB and mechjeb says they work, but the thrust goes back to stock when launched, giving me a 5 meter booster that cant lift it's own weight and burns for 8 minutes. Maybe relatedly, the fuel amounts seem to not scale right, i'm using RealFuels, so that might be messing it up. Edit: Seems to work the same with liquid engines too.
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That's a good idea, but why does it need a plugin? Something to do with the off center fuel mass?
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LLL - Lack Luster Labs - Development Thread
bs1110101 replied to Lack's topic in KSP1 Mod Development
The Ke-111 still doesn't work right, still cant see out the windows. -
Procedural Airships development thread
bs1110101 replied to RadarManFromTheMoon's topic in KSP1 Mod Development
What log file do you mean? The game doesn't crash or anything. And i have a lot of mods, i'll mess around with it a bit more to see if i can find the a problem. And i am using the launch button. -
Procedural Airships development thread
bs1110101 replied to RadarManFromTheMoon's topic in KSP1 Mod Development
I checked the F3 thing, it says that it exploded from to high/low pressure, and i made that stop happening by disabling it in the config. The temperature thing still persists, though can be fixed by pointing jet engines at it, heating it up. I still haven't made anything more then a single probe core and an rtg take flight, and even then it took like a 3 by 6 meter blimp or something. Is it supposed to take that much or is it still bugged somehow? I like it if it does need that much, but then you run into the problem of huge zeppelins being very unstable because the parts don't work well when 20 meters across. -
LLL - Lack Luster Labs - Development Thread
bs1110101 replied to Lack's topic in KSP1 Mod Development
Yep, the K-170 is oversized now, being almost realistic size. I play with 6.4 scale kerbin and thus utterly huge things like that are useful for me. Also, i just want a RD-0120 for it, which would be useful on it's own anyway. I'm not sure about it, but i think the N1 is full scale too, i say keep up with it for sake of huge rockets being fun. Completely unrelatedly, who does the Real Fuel configs for SXT? There's a MFT cfg, so i guess i post my nitpicks here. Anyway, the Black Arrow used RP-1 and HTP, not RP-1 and LOX (though that might be defaulting to that) and the N1 and Saturn tanks don't work with MFT. -
[1.1.x] Space Shuttle Engines (2016-07-03)
bs1110101 replied to sarbian's topic in KSP1 Mod Releases
Tweakscale and FAR work together? Is that in a new update or what? I've tried it and changing the size doesn't make the center of lift move at all. -
Procedural Airships development thread
bs1110101 replied to RadarManFromTheMoon's topic in KSP1 Mod Development
I've built an airship and it keeps blowing up very shortly after physics loads, right clicking before it blows up shows a very low temperature and rel. pressure, how do i fix this? Is deadly reentry to blame? I have it installed and i know it messes with temperature. -
LLL - Lack Luster Labs - Development Thread
bs1110101 replied to Lack's topic in KSP1 Mod Development
I've done more math, the only point of a RD-180 would be looks, as stat wise it would be more or less like the KR-2L but a bit worse and cheaper. The RD-0120 on the other hand would be way more useful, mostly because a 7.5 meter Energia would be totally awesome. Anyway, good luck with your computer building. -
LLL - Lack Luster Labs - Development Thread
bs1110101 replied to Lack's topic in KSP1 Mod Development
Ok, done, waiting on ksp to load for testing. Edit: Same exact problem. Also, since you made the K-170, can we get a RD-0120 (The engines on the core stage of the Energia) equivalent and maybe a RD-180 (The 2 chambered version the Atlas 5 uses) Another random thing: I did the math on the N1 parts, and a single NK-15 would have 260kn thrust, and an NK-15v would have 300kn, somewhat overpowered for an engine less then a meter in diameter. -
Would it be possible to add skewed cones? Like the nose cones on the Ariane 5's boosters. Relatedly, what about curved cylinders? Or angled ends, Because you could make all kinds of things with those and they seem somewhat easy to add, just have it make the end an ellipse instead of a circle and make the node at a different angle. Edit: Other small idea: on textures that tile, make it so you can make them stretch bigger and tile less, now really big parts tend to look bad with tiling textures. By doing this, you could make a 3 meter part look like a 2 meter part and make stuff like huge srbs not look so ugly from obvious texture repetition.
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[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
bs1110101 replied to camlost's topic in KSP1 Mod Releases
I can confirm the stupidly tiny radial prop bug. Also, speaking of tiny props, can you make configs for the .5m prop from SXT?