mcbmaestro
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Everything posted by mcbmaestro
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I have a question that should be rather simple to answer. I want the horizon to be fog/haze thick enough to make it unable to see, thus removing the curvature of the planet. This is what it looks like now: http://steamcommunity.com/sharedfiles/filedetails/?id=631929783 I'm so far unable to find how to increase the haze so that I do not see it(the horizon).. is this possible?
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I CANT believe the water shaders are finally released. You are giving me christmas early this year, thank you man! NOPE... I don't see the shaders. Did I install the mod wrong? Put it in gamedata.. I'm very sad now.... UPDATE- NEVERMIND IT WORKS! No idea why it didn't work on the first time.. maybe I didn't have it turned on.
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
mcbmaestro replied to sarbian's topic in KSP1 Mod Development
No worries. I just wanted to mention the idea. I was also thinking instead of adding them to tanks, you could make a small exhaust part, like the size of RCS port, so people could just place the effect where they wanted. In the future they could even provide some pre-cooling, but I didn't want to get ahead of myself. -
Helwyr Replica Starships LTD Release I
mcbmaestro replied to Admiral-Helwyr's topic in KSP1 Mod Releases
Wow I installed it wrong and I never do that. Thanks again. -
Helwyr Replica Starships LTD Release I
mcbmaestro replied to Admiral-Helwyr's topic in KSP1 Mod Releases
Same problem here. I installed hangar extender too but still only the 2 shuttles show up! -
So there is Cool Rockets mod, which does emit gas exhaust from cryogenic cooling like real rockets do. But this mod seems abandoned and the particles only emitted from the bottom of the engines. There is also no pre cooling effect of this mod, it's just cosmetic. I'd like to see a mod that has some parts, both radially and center stacked, that has exhaust effects and also provides delay of heating of parts it's attached to/in the vicinity of. Could be very useful in designs that overheat too quickly. Here's a pic example of what I'm talking about for reference.
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
mcbmaestro replied to sarbian's topic in KSP1 Mod Development
I have a suggestion. Most rocket coundowns I've watch on TV also have exhausts on the top and such not just the bottom. Any chance of adding those? -
[1.0.2] FTL Drive (Updates on development)
mcbmaestro replied to krh42's topic in KSP1 Mod Development
Awesome it works now! Thanks again! -
[1.0.2] FTL Drive (Updates on development)
mcbmaestro replied to krh42's topic in KSP1 Mod Development
Ok thanks I'll give it a try. -
[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
mcbmaestro replied to ensou04's topic in KSP1 Mod Releases
Just wanna say great mod, it really fits in perfect with the game the way parts creak and make sounds. -
[1.0.2] FTL Drive (Updates on development)
mcbmaestro replied to krh42's topic in KSP1 Mod Development
Ok I'll try that build and report back. This is first time installing this mod so didn't overrite anything. I might try cleaning out all my mods I have a few others maybe the issues with one of those. .. so I tried that debug build and it says updates 0 after I activate the FTL. That what you expected? I should also mention Generated Force always reads 0. -
[1.0.2] FTL Drive (Updates on development)
mcbmaestro replied to krh42's topic in KSP1 Mod Development
I have hyperedit but I didn't use it in this save game yet. When you say first stage you mean any stage or stage with the FTL drive on it? When I tested I had it in a rocket with about 3 stages and the FTL unit was at the top stage. I tried it with 2 stages left and 1 stage left at around 4.5million KM, but no luck. -
[1.0.2] FTL Drive (Updates on development)
mcbmaestro replied to krh42's topic in KSP1 Mod Development
This mod is not working for me. I select the beacon, then I click jump and it says "FTL Spinning up.." and there is a humming sound. Then nothing happens. I'm using the small FTL drive. Maybe my Mun beacon is too close to the Mun it's 800,000 km or so maybe too close? If so ok but should go and destroy the ship or something not just sit there inoperable. It does say success chance 100% btw. -
Sorry for double post I don't see a delete post button anywhere. I'm trying to make this part that converts liquid fuel into air intake so a jet engine will work in space albeit, much less efficiently than with regular air intakes, just enough to give it a little push in space. I tried making a copy of the fuel tank I wanted to use and then I copy pasted the air intake production part of from a air intake and the liquid fuel consumption part from a jet engine. Problem is, it says flame out no liquid fuel even though it does in fact have fuel. What's more it doesn't generate any air intake even if I delete the need for liquid fuel. Any help on this would be great, such as how would one go about making a device that basically A) consumes liquid fuel and converts it into a little bit of air intake for jet engines.
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I'm having that vanishing Kerbin issue too. No land, no KSC only sky and water and it reloads that way to so its totally game over after one go. Best of luck fixing this.
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I put a large greenhouse sphere into orbit and then sent up the 50 pop hab module to dock with it but my docking with large objects must be really rusty having much trouble getting them linked. I'm considering launching an entire station in one go seeing as it's not taking much to lift these things for what I thought they would need and I'm pretty adept at huge lifters. I was worried FAR wouldn't like me launching station parts but delivery to orbit is amazingly smooth so far. Looking forward to getting a station up and running. One last question the 50 capacity habitat module I used, in the VAB info it said Population 60.0 under the details on the right but description on the left says 50 .. isn't it supposed to all be 50? I set it to hold 25ish so I could have some room to grow.
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Thanks for that info. I'm one of those that's had much better luck with 64bit than 32. Currently using 32 for career purposes I'll just stick with it unless there's some issues.
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Ok thanks.
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Real quick question, that pic showing all you need to survive include a mining laser for water. What if it's a orbital station will the water eventually run out or can you recycle all of it? I plan to try out this mod I would like to try a really large space station, would you recommend 64bit ksp or can 32bit handle big stations/cities? Lastly, say I want max population of 100 will remain at that if I don't give them room to expand?
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While I try to avoid suggesting things that are possibly already listed, I felt I had to mention this one. Maybe this could be just a mod, or maybe it could be a in game thing. I think it would be cool if you could place a "Rock science" module on a ship or rover. This module would basically allow you to collect a tiny bit of science from each boulder(a rock sample) you encounter (boulders already in the game) with a sliding scale based on which planet (ie Kerbin 1-2 science per boulder Mun 1-4 etc) The science would be cumulative- in other words: you would be able to keep adding science per boulder you visit. Maybe some places have too many boulders, or maybe the terrain clutter is too variable, in that case you could have some rare "science boulders" here and there. It might be just better overall to have some rare science boulders a player could look for as they drive around. There's one good reason I'm thinking of this idea: it would create a very nice use for rovers. It would give players something to objectively look out for and investigate when driving across a surface of a planetary body. The science could then be transmitted or taken back as usual. Looking beyond, it would be cool also if you could collect rock samples to sell for cash, but that might be hard to code for. I suppose the rocks could be essentially a non usuable fuel source, just adding extra weight, but worth money and science if you go through the effort to bring them home. Adding weight from moon rocks reminds me of Apollo 13, were they had to adjust their reentry for the moon rocks they were supposed to have brought back comes to mind. Could add some cool gameplay as in extra fuel requirements due to the accumulation of rock samples brought back in your ship. It totally complies with current space exploration which is also nice, ie Curiosity, essentially visiting rocks of interest and transmitting data(or in KSP Science as we call it) home.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
mcbmaestro replied to ferram4's topic in KSP1 Mod Releases
I was going to get the snazzy new update for B9 which said it only supports FAR or NEAR and not standard game physics, which I found a bit odd to begin with. That lead me to NEAR, which said 32bit only, which in turn lead me to FAR and same deal, 32bit only. Digging deeper in this thread, I see Ferram is frustrated with how buggy 64bit is that he won't support it. I've had some rare crashes on 64bit, but I've had just as many if not more on 32bit. Alas, I'm no modder and I respect your reasons. It's just a shame to see everyone boycotting 64bit like this. It may be unstable for some people but hasn't been for everyone and I'm feeling like they are getting left out in the cold here. This isn't a petition for 64bit, just another hopeful that 64bit unity will satisfy modders enough stability to one day support it.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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