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Everything posted by AndreyATGB
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AndreyATGB replied to NathanKell's topic in KSP1 Mod Releases
Even at 24x, a 2 month burn would take 60.9 hours. On rails warp is the way to go here. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
AndreyATGB replied to rbray89's topic in KSP1 Mod Releases
Really nice work. I especially like how the beaches are now visible rather than going from ocean to green. Though I'd say the darker ocean looks a bit more natural. -
For orbit yes, to land on the Moon you'd need about 16 km/s with some margin.
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AndreyATGB replied to NathanKell's topic in KSP1 Mod Releases
Here's a ModuleManager patch for Procedural Fairings 3.01. Changes everything to even steps. @PART[KzResizableFairingBase*]:FOR[ProceduralFairings] { @MODULE[KzFairingBaseResizer] { size = 1.0 diameterStepLarge = 1.0 diameterStepSmall = 0.1 } } @PART[KzInterstageAdapter2]:FOR[ProceduralFairings] { @MODULE[ProceduralFairingAdapter] { baseSize = 1.0 topSize = 1.0 diameterStepLarge = 1.0 diameterStepSmall = 0.1 } } @PART[KzThrustPlate]:FOR[ProceduralFairings] { @MODULE[KzThrustPlateResizer] { size = 1.0 diameterStepLarge = 1.0 diameterStepSmall = 0.1 } @MODULE[KzNodeNumberTweaker] { radiusStepLarge = 1.0 radiusStepSmall = 0.1 } } -
[1.2] Procedural Fairings 3.20 (November 8)
AndreyATGB replied to e-dog's topic in KSP1 Mod Releases
Thanks, added that as well. -
[1.2] Procedural Fairings 3.20 (November 8)
AndreyATGB replied to e-dog's topic in KSP1 Mod Releases
This MM config changes everything to 1m large step and 0.1m small step, for Realism Overhaul. @PART[KzResizableFairingBase*]:FOR[ProceduralFairings] { @MODULE[KzFairingBaseResizer] { size = 1.0 diameterStepLarge = 1.0 diameterStepSmall = 0.1 } } @PART[KzInterstageAdapter2]:FOR[ProceduralFairings] { @MODULE[ProceduralFairingAdapter] { baseSize = 1.0 topSize = 1.0 diameterStepLarge = 1.0 diameterStepSmall = 0.1 } } @PART[KzThrustPlate]:FOR[ProceduralFairings] { @MODULE[KzThrustPlateResizer] { size = 1.0 diameterStepLarge = 1.0 diameterStepSmall = 0.1 } @MODULE[KzNodeNumberTweaker] { radiusStepLarge = 1.0 radiusStepSmall = 0.1 } } -
[1.2] Procedural Fairings 3.20 (November 8)
AndreyATGB replied to e-dog's topic in KSP1 Mod Releases
Last time I attempted to use a fairing was in RSS and stuff inside still gets warm and will explode anyway. You can use Procedural Parts to get heat shields of any size. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
AndreyATGB replied to rbray89's topic in KSP1 Mod Releases
Would atmosphere mean you can get rid of the white horizon as well? I could use RSS for that but just wondering anyway. -
6.1 includes real names but they're disabled. If you want to use them, open the cfg and remove the // from BodyName. Please keep in mind it breaks a lot of mods (EVE is an example) which is why it isn't enabled right now.
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[1.2] Procedural Fairings 3.20 (November 8)
AndreyATGB replied to e-dog's topic in KSP1 Mod Releases
I didn't have time check 3.0 yet but is it possible to change the increments in diameter to even sizes for RealismOverhaul? Procedural Parts has a ModuleManager patch for DiameterStep 1.00 and that works fine. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
AndreyATGB replied to rbray89's topic in KSP1 Mod Releases
I see now what you're trying to do with the depth. When the camera is almost parallel to the water, it's almost opaque but straight on it's almost completely transparent. I put clarity at 0.0050 and that seems pretty OK, I didn't test it in RSS yet but I think it might need to be higher still since the water is very shallow. Terminator is indeed better, the Mun looks like it has a second Sun behind it compared to Kerbin. The ocean should move somehow though, it looks extremely weird static (not that stock looks great by any means). Also DetailScale 100 is tiled from orbit but not from the surface, 1000 is too small to be tiled from orbit but is clearly so from the surface. I have 50 in those screenshots. In the pics the depth is about 700m. Now I don't spend a lot of time on water, but that sounds like a lot, surely more than enough to make the bottom invisible. It's tough to find the right balance, maybe some kind of fading to black would be better? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
AndreyATGB replied to rbray89's topic in KSP1 Mod Releases
That only happened in RSS for me, it looks decent with Kerbin. To answer some of your questions, I think the water is still too transparent. Looking straight down it's still possible to see the bottom easily off the shore from KSC, at a distance it seems better though. Not sure what you mean by mapview, the oceans look great from there and so do cities but there aren't any clouds to speak of. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
AndreyATGB replied to rbray89's topic in KSP1 Mod Releases
For stock KSP I think DetailScale of 100 or so looks better than the 1000 you default to for oceans. 1000 looks very tiled which is something I'm guessing this is attempting to remove, 100 looks decent and pretty watery considering there's 0 waves. -
You can build whatever you want. Right clicking on the command pod allows you to rename and change that vessel's category. I think if you have "base" in its name it automatically tags it as such.
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From what I understand, talking about Procedural Parts here, the Service Module is cryogenic and pressurized so it doesn't boil off at all? Is it only possible to not boil off by using the thermal fin thing? In descending order, best for cryogenic fuels are Service>Cryogenic>Normal right? What's the disadvantage of balloon tanks, they're lighter and hold more, the info says they're more fragile but that doesn't really matter much I find.
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You must be using either Kerbal Engineer or MechJeb, you can just use them to see the angles.
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A bit shiny don't you think? That's the west side of Africa. Also, since I got 0.23.5 my target markers and little squares when you're within a few hundred km of a vessel have vanished. They don't show up regardless what I do, isn't RSS related but maybe someone knows a solution beside a reinstall. Found it, it's FLT_VESSEL_LABELS.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
AndreyATGB replied to rbray89's topic in KSP1 Mod Releases
Delete that or the folder in BlouderCo. -
[1.2] Procedural Fairings 3.20 (November 8)
AndreyATGB replied to e-dog's topic in KSP1 Mod Releases
Not exactly what you want, but if you hover over the fairings in the stage list with this, they are partially transparent. -
Finally, this took more than I'd like to admit. Yes, that little thing on the tip is a manned capsule. This thing is really, really big.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
AndreyATGB replied to ferram4's topic in KSP1 Mod Releases
I tried to build one but I doubt it's possible with stock parts. You'd have to make it fly both forwards and backwards, which is impossible as far as I've seen. What might be the only way is to make it fall in a box and jettison that, revealing a normal rocket under it, realistically you'd use balloons to get to altitude and go from there though.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
AndreyATGB replied to ferram4's topic in KSP1 Mod Releases
While your description is pretty detailed, we're still gonna need pictures and seems logs as well since something must be going wrong.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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