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Everything posted by curiousepic
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Can't wait for this! Especially non-explosive parts not exploding, and starbursts in space (not restricted by atmospheric pressure). Ideally when parts "melt" from overheating, they just become inactive if they have any functionality (maybe that's for one of the part damage mods?), and then after another threshold, they would either explode if explosive or just poof if not.
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[WIP][1.3] SolarSailNavigator v1.0.9
curiousepic replied to mrsolarsail's topic in KSP1 Mod Development
Awesome mod effort! Pretty sure yes to all three, at least eventually. -
I'd really like to just have the profession and level show up on the crew portraits, and right-click menus when on EVA.
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
curiousepic replied to Porkjet's topic in KSP1 Mod Releases
I'd love to see individual lightbulb engines, like the one here -
What are the plans to Realismify the resource system? I'd like to at least see ice/water from asteroids and small moons, the simple basis for an entire space infrastructure.
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Thanks - no issues so far. Having a lot of fun with a whole band of Kerbals crawling over each other like ants! Brief feature request - the ability to hide the patrol route lines, even if only from the F2 hide-hud mode.
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Awesome! ALSO, do you think there'd be any way to load into the most recent game straight from startup?
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These are nice! Could I request that QuickGoTo include a button to QuickExit?
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Would love to try/test, could we get a compiled version?
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If I wanted to make nuclear engines run on LqdHydrogen, do I only need to change the propellant in the cfgs? Or would the atmosphere curves/ISP change due to the difference in resource density? - - - Updated - - - Nice! Was just looking for this kind of thing. Should go along nicely with changing nuclear engines to use LqdHydrogen also.
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
curiousepic replied to Porkjet's topic in KSP1 Mod Releases
I installed this alongside Cryo Engines. Cryo Engines adds LqdHydrogen, and I'd like all atomic engines to also use it. I switched the propellant from LiquidFuel to LqdHydrogen in the cfgs - is that all I need to do? Or would the atmosphere curves/ISP change due to the difference in resource density? I ask because the Lightbulb seems to guzzle LH2 like it's nothing! -
Doesn't seem to appear for me, even with force enabled. Where should it be positioned by default? Might it be under an existing UI element for me if I have a different resolution, or something?
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[1.4] Routine Mission Manager [v032]
curiousepic replied to PrivateFlip's topic in KSP1 Mod Releases
Does this allow you to choose which crew members are on board a mission? -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
curiousepic replied to Porkjet's topic in KSP1 Mod Releases
Sweet! The glow of the lightbulb just makes me want to warm my hands on it. CKAN support plz? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
curiousepic replied to BahamutoD's topic in KSP1 Mod Development
What's the state/plans for AI pilots operating in orbit? -
[1.0.2]Stockalike TAC Containers v0.4 [04/05/2015]
curiousepic replied to Sandworm's topic in KSP1 Mod Development
Is there a cfg to automatically hide/remove the default parts? -
I understand this, but do the hardcoded bits only involve Kerbin? Because I would kill to get real body names in even if Earth is still "Kerbin".
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Could this potentially help with getting real body names in?
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Is it yet possible to have part destruction not generate a full explosion? For example, fuel tanks with no fuel left, or smaller bits that shouldn't be explosive?
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Procedural Airships development thread
curiousepic replied to RadarManFromTheMoon's topic in KSP1 Mod Development
What are the main blockers? If it's having parts attached to parts that change their size, I think it's fine to have the inflatable parts restricted from having any attachments - KAS/Autostruts could take care of reinforcing structures after inflation, and then any part of the envelope that needs something attached to it initially could just be restricted to its inflated state. Ideally though, this ability would come from Procedural Parts; I can think of other cases where it would be nice to have re-sizing of parts in flight, such as custom inflatable habitat modules, resource bladders, custom extensible booms, perhaps even inflatable antenna/telescope dishes, etc. Also, I'm hoping this generally plays well with RealHeat: http://forum.kerbalspaceprogram.com/threads/103474-90-RealHeat-Heat-Transfer-101!-WIP/ -
[.90] RealHeat: Heat Transfer 101! [WIP]
curiousepic replied to Goozeman's topic in KSP1 Mod Development
Woo! So glad this is finally coming together! Would this also eventually enable modeling of radioactivity and shielding? -
Procedural Airships development thread
curiousepic replied to RadarManFromTheMoon's topic in KSP1 Mod Development
So awesome! Any hope for in/de-flatability? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
curiousepic replied to erendrake's topic in KSP1 Mod Releases
Is it possible for a non-focused vessel to be running a KOS program? Has anyone done this in order to create "AI" opponents for combat?