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Konraden

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Everything posted by Konraden

  1. Those Koffins are morbid and awesome--like driving a muscle hearse. Definitely going to have to send some of those up, strap them to the tungsten power poles, and bury them into the KSC at Mach 4.
  2. You can integrate them yourself if you want, it just requires two lines in the part.cfg. I've been hand-updating these since .19 in order to make them work correctly as TT doesn't seem to be updating them at all. If you add the Part {} line to the configs, they work (except for the DRrobotics parts AFAIK, but I haven't tested those much--they rely on the defunct DR plugin). I also added these to the campaign mode using the new tech-tree lines, but I don't know the names of the tree so I just used 'start' for the parameter. Everything seems to work fine.
  3. Do these functions impact fuel economy negatively? If I set the engines to level off at say, 80%, and my throttle is at 100%, does that mean that my engines are 1. still running at 80% and 2. the fuel economy would be the same as if they're running at 80%?
  4. Translation: "I lost, shut up already." I was looking for the same information earlier for Remote-Tech. I didn't feel like dumping a bunch of satellites into orbit for global coverage, so I figure these Molniya and Tundra orbits would be fantastic.
  5. You can do that manually. Just point the config file for the stock Mk3 to TT's internals. I don't think I had any issues with it. I also pointed B9's pod to do the same thing (the big one that looks like the Mk3)
  6. There is a mod for that. This guy made some nice models for the Quantum pack (they are _only_ the models, the mod isn't included). http://kerbalspaceprogram.com/quantum-parts-pack/
  7. Part-search plugin. The problem I have with shuttles is that the lift generated by the wings is chaos on lift-off. I can usually get to about 15km before it begins to pitch over and the world ends. If that thing works, good for you.
  8. They're cosmetic. Bac9 wanted to break up the full size of the SABRE engines into the intakes and engines. The pre-coolers are just fo-sho.
  9. This is pretty as sin. Apparently I need to hang out in the Add-on Dev forum as much as I do in the Showcase forum.
  10. I'm getting around to making drouge radials to match these. I have one already on these forums already which matches the stock radial parachute. My weekends are normally just busy so it takes me a while to catch up. I'll get some more work done later today if I can.
  11. Not to be a dick, but what about the weird scale of the Mk2 chassis? It's like 75% of it's original size.
  12. Doesn't look like it, the DEMV Mk2 is correctly scaled. It's broken in 20.0
  13. D'oh. I copied the proper link into the text instead of the <url> brackets. (originally only had the library, figured I'd add a little read me)
  14. Some guy made a Part Search plugin for the VAB an SPH a couple of months ago. This is the source (AFAIK) And this is the version I still have from before the Kerbastrophe on the forums. https://dl.dropboxusercontent.com/u/32080904/KSP_Parts/PartSearch%20Plugin.zip This isn't my work, but I haven't seen this guy or this plugin at all in the past months, and the searches I've run on the forums here don't turn up anything about this plugin. It has been extremely helpful in this game when you've got two dozen+ part packs installed. At the very least I figured sharing it would be a nice thing to do. Installation: Works in either plugin folder (either legacy or .\GameData\PartSearch\) Bugs(?): Sometimes a search returns no results. Clicking the "Pods" tab will properly refresh the parts menu and show filtered items.
  15. From what your description sounds like, you have the Plugin_Date folder under KSP_Win>Plugins?
  16. I wonder if it's related to the same issue with engines not igniting if they're decoupled at the same time or something.
  17. You really need to spam air-intakes to get above X altitude, and it kind of detracts from the difficulty. Not to mention, cutting thrust to save on air 'fuel' helps a little bit too.
  18. NO. The new .20 file system lets you put the entire "Firespitter" directory into GameData folder. In fact, if you just copy and paste the GameData folder in the zip file into your KSP_Win directory, it'll install the mod. But alas, it goes like so. KSP_Win > GameData > FireSpitter > (Parts, Plugin, Sounds, etc) Squad has all of the stock parts under GameData > Squad. Any Mods should ahve their _own_ folder under GameData.
  19. You know, I made those edits too and was, I guess, smart enough to only replace the ones I knew were new\fixed\updated\blah. Seriously, it's like maybe 20 parts total that you have to edit. Your fans are terrible people, Torpedo.
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