skykooler
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Everything posted by skykooler
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In fact, Neptune's fourteenth moon was just discovered a few weeks ago!
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What dumb mistake made you really good at something?
skykooler replied to aftershockzap's topic in KSP1 Discussion
Not knowing there was a map mode got me really good at eyeballing an orbit. -
Would it be possible to have it so that you didn't necessarily have to enter a planet (or sun)'s SOI, but merely come close to intersecting its orbit?
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How Did You Name Your Space Company/Corporation/Industry?
skykooler replied to orangexception's topic in KSP1 Discussion
I called my corporation Bagel, because I couldn't think of a good name and I was eating a bagel at the time. -
New pics of the VAB and SPH with finalized shaders !!
skykooler replied to Leveller's topic in KSP1 Discussion
Why do they still have clouds in these pictures? I thought that was just photoshop for the one on KSP Weekly? -
Not true. Jool is about the same size as Earth.
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The main thing that makes getting to orbit on Earth take so long isn't going through the atmosphere, it's the high speeds that are needed to achieve orbit. Satellites in LEO orbit at over 8,000 m/s, which would take four times as long to reach as the 2,200 m/s needed to attain orbit on Kerbin. And you can't just accelerate faster, if you're going for realism (and you probably are if you want the planets realistically sized), because that would put more g-loads on your pilots. The space shuttle peaked at 8 g's; 2 g's is the maximum humans can withstand for a prolonged period of time, while fighter pilots and astronauts can briefly take up to 9 g's before blacking out. To fly this four times faster, you'd peak at 32 g's, which is not survivable.
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[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
I thought I added "splashed down" to the set of permissible states? Oh well, I'll check on that tomorrow. -
The planets are small to make the game more playable. On Earth, it takes a good 15 minutes to fly into orbit, which would quickly get tedious. The smaller size of Kerbin allows for a better gameplay experience.
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Based upon my laptop, which has similar specs, it will run slowly on planets that have an atmosphere and when flying large ships (i.e. more than 100 parts). I would recommend upgrading the RAM to at least 8 GB, because KSP hogs RAM.
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Would it be possible to make the plugin actually take a screenshot and then generate an SSTV sound from it?
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[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
Use the OrbitalConstruction mod for that. Or, launch from Gilly, you can launch anything there. -
[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
Yep, it seems I did do that. I've changed it to multiply by SolidFuel's density by default; that will be in the next version. That is correct. This cannot launch things from orbit. This has been said probably sixty times already. -
Will this allow modders to make other custom planets as well as the ones you've demo'd? I have a few ideas that I'd like to try making.
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[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
I may have done that, because you obviously can't treat solid fuel like the other resources. I'll look and see whether I can fix that. -
[WIP Plugin] Extraplanetary Space Centers!
skykooler replied to skykooler's topic in KSP1 Mod Development
Here is a quick video of me testing the recycling feature, on the only debris I had left in this save. No sound, unfortunately. -
[WIP Plugin] Extraplanetary Space Centers!
skykooler replied to skykooler's topic in KSP1 Mod Development
The new ship spawns at the origin (the point 0,0,0) of the launchpad. This means that in Blender or Maya or whatever, your model needs to have its top at or below the origin. -
[WIP Plugin] Extraplanetary Space Centers!
skykooler replied to skykooler's topic in KSP1 Mod Development
It will. But you have to rendezvous with the debris first, as it will only clean up within 50 meters. -
[WIP Plugin] Extraplanetary Space Centers!
skykooler replied to skykooler's topic in KSP1 Mod Development
Debris recycling will be coming in the next release! Question: Do people want a separate recycling part? (The launchpad will be able to recycle debris either way.) -
Aahh! I hope this doesn't get abandoned, it looks really promising!
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[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
This should work fine in the latest version. You weren't able to do so in the earlier testing build, because launchpads spawned full of resources, and they would therefore require more resources than the other launchpad could provide. -
[WIP Plugin] Extraplanetary Space Centers!
skykooler replied to skykooler's topic in KSP1 Mod Development
You can reduce triangle counts considerably in Blender if you use 16 or 8 vertices for circles/cylinders/UVSpheres instead of the default 32. -
[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
Actually, the only thing you need to add to the Kethane drill is the Resource {} bit, just put it next to the Kethane one. -
How will custom resources work then? Does kethane ignore extra bodies defined in the .cfg if they aren't present?