skykooler
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[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
Are you using the v2 release or the (earlier) v2 alpha? The alpha had the launchpad fully fueled, meaning it weighed 200 tons. The release launches it empty, making it a lot easier to use. -
[WIP Plugin] Extraplanetary Space Centers!
skykooler replied to skykooler's topic in KSP1 Mod Development
No, debug mode has been removed in this version. -
[WIP Plugin] Extraplanetary Space Centers!
skykooler replied to skykooler's topic in KSP1 Mod Development
Version 2.0 released! Changelog: Compatible with stock Kethane (version 0.6 or later) New GUI, thanks to evilC Added ability to partially fill ships if you don't have enough of a resource Fixed missing texture on launchpad Temporarily replaced glitchy ore and metal bin models with Hexcans Fixed augur which was broken in v1.1 -
[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
Extraplanetary Launchpads v2 is released! Download here. Changelog: Compatible with stock Kethane (version 0.6 or later) New GUI, thanks to evilC Added ability to partially fill ships if you don't have enough of a resource Fixed missing texture on launchpad Temporarily replaced glitchy ore and metal bin models with Hexcans Fixed augur which was broken in v1.1 Note that this official release, unlike evilC's development version, does not pack all modules onto the launch pad. So you will need the other parts (unless you want to add them on in the .cfg). Also, Ore has been distributed on a per-planet basis. This means it will be easier to set up bases on some planets or muns than others. -
I saw the mouseover text on this xkcd, was curious, and asked a few people about it. It seemed interesting, so I downloaded the demo, and about 30 minutes later bought the game. (Actually, it's the only game I've ever bought; all the other games I've played were either free or belonged to friends.)
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Could you put smaller images for the launchpad textures? It takes forever to scroll to the end.
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[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
I've run into the dense objects problem (which is why I limited the capacity to 200 tons). My best suggestion is to send things empty and only fill with the minimum of resources needed to build. Also, I don't remember including any no-recursion code, perhaps evilC did? I'll check. -
[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
The official release will only include empty tanks; evilC's dev build has full ones for easy debugging. -
Airspeed challenge.
skykooler replied to Spaceisbeautifulul's topic in KSP1 Challenges & Mission ideas
Ok, here's a sepratron-powered probe core reaching 585.6 m/s: -
[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
Oh, I forgot about that. I would assume that, based on the Laythian islands' similarity to the Hawaiian Islands, they are mainly composed of basaltic lava. Basaltic lava is high in iron and magnesium, and as such would justify the large quantity of ore on Laythe. -
Indeed. It also allows you to set parameters by-planet, so for example Eve could have a lot of blutonium compared to other planets.
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[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
That is indeed the plan. Ore distribution anyway. As a matter of fact, that is how it is set up in my dev version. Here are how some of the planets will look: Gilly is mostly carbon; not very many ore deposits. Minmus has a lot of variation, so there are more deposits than the Mun but smaller. Duna is very high in iron ore. The deposits are large, plentiful and rich. Dres has regolith which contains iron. Not as much as Duna, but more than Kerbin or the Mun. Jool has no accessible ore (it would sink to the bottom of a gas planet). Laythe is rich in ore. I don't have any information about Laythe's coposition from the wiki, but Laythe bases are awesome. Tylo is covered in a rhyolite layer of rock, nickel, a little cobalt, and some sort of ice and dust. Not as much ore here as on the Mun. Bop is covered in iron oxide. Very rich. Pol is covered in phosphoric or sulfuric compounds. Not a lot of deposits, and the ones that exist aren't very rich. Eeloo is icy. Not a lot here; only a few deposits. -
[WIP Plugin] Extraplanetary Space Centers!
skykooler replied to skykooler's topic in KSP1 Mod Development
Are the tanks connected to the launchpad with fuel lines? It follows KSP's resource flow rules, so fuel tanks must be connected. -
Could you add a picture in the VAB/SPH? It's not really possible to see your craft through all the reentry effects!
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NovaSilisko said that Laythe is supposed to be volcanic. Also, if it's water, it's quite probably salt water, which stays liquid at a significantly lower temperature than regular water. Probes that I've sent to Laythe show the temperature near the equator at around 0 degrees C, and salt water melts at around -21 degrees C. So, that combined with the ice caps, makes me believe that Laythe's oceans are indeed water.
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[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
OrbitalConstruction is going to provide that functionality. -
I'd really like to see a planet that's still forming, something along the lines of this: (image from Rareden's kerbin art thread)
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Renderings of my favourite planets/muns in banner form
skykooler replied to Lunniy Korabl's topic in KSP Fan Works
Wow! I especially like Eve, Jool and Laythe. -
[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
It will be able to mine ore with stock Kethane when Kethane 0.6 is released, don't worry.