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Everything posted by Tangle
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[WIP] Nert's Dev Thread - Current: such nuke, wow
Tangle replied to Nertea's topic in KSP1 Mod Development
I've only checked it out cursorily, but the only bug I've seen is the thing with the indicators on the nuclear fuel tanks being square (and I'm not sure if that's intended or not). -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Tangle replied to Nertea's topic in KSP1 Mod Development
If I grab the current state of the repo and put it in my game, do you happen to know if it'll work largely as intended? -
Barely related, but I feel the need to remind people of the fluorine-lithium-hydrogen rocket that some of these crazy people built. Amazing efficiency for a chemical rocket, like 550 seconds and 450 if you remove the hydrogen... but it used gaseous hydrogen (I do not envy trying to keep high-temperature liquid lithium and low-temperature liquid hydrogen stable together, so that's probably why). Love to grab horribly corrosive stuff, combine it with stuff that explodes if it touches water, and then add hydrogen to the mix.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (June 12, 2022)
Tangle replied to Nertea's topic in KSP1 Mod Releases
It's a part of the part that you'll only ever see if the docking port is completely detached from any other part on that side, which would mean the part it was attached to is destroyed. The other side of the docking port is where connections to other craft are made. As such, the missing area probably saved some work time for very little downside -
Replaced banner with another image from the same commission, cuz I was a little worried that the character I used could be interpreted as naked.
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[1.12.3] Restock - Revamping KSP's art (Feb 25)
Tangle replied to Nertea's topic in KSP1 Mod Releases
Pretty reasonable. Always hard to interpret tone on the internet... -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
Tangle replied to Nertea's topic in KSP1 Mod Releases
What is remarkable is how a gentle "hey, is there any progress on this issue" can easily be read as "HEY WHY ISN'T IT FIXED YET" by uncharitable people. -
In my experience, setting suspension springs to as low as possible (and sometimes dampers to as high as possible) fixes this.
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- alien space program
- mesklin
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[Most 1.12.x] Near Future Technologies (August 26)
Tangle replied to Nertea's topic in KSP1 Mod Releases
In my experience, the ports work just fine- just use DockRotate for rotation rather than the buggy stock method. -
Lunokhod gnetly kis Ranger onthe forehead
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[Most 1.12.x] Near Future Technologies (August 26)
Tangle replied to Nertea's topic in KSP1 Mod Releases
Apologies if you've already seen it, but I believe the Near Future Construction hex truss is a fairly good fit or the PLTO. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Tangle replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hello, just a minor question- What's the prognosis on making some parts work only for roleplay? Like, the food and waste containers- I see those are only activated by compatible mods, but would anything break if I made them function anyway?- 1,532 replies
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totm sep 2021 [1.12] Stockalike Station Parts Redux (June 12, 2022)
Tangle replied to Nertea's topic in KSP1 Mod Releases
If you mean specifically SSPXR's versions, there's a file in the SSPXR/Patches folder called StockPartReplacements. Deleting this will give the stock looks for the cupola hitchhiker and lab, but note that it also contains the rework for the docking port so it may be better to delete them piecemeal. -
Your mileage may vary. For me, waterfall's plumes run worse than stock's if they're complex, esp if you're looking right at them.
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[WIP] Nert's Dev Thread - Current: such nuke, wow
Tangle replied to Nertea's topic in KSP1 Mod Development
I bet it's a lab. Looks a lot like Kvant-1 to me. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (June 12, 2022)
Tangle replied to Nertea's topic in KSP1 Mod Releases
I've noticed that structural parts (like the long adapters and spacers and such) don't have cargo capacity. Is this intended, or a bug? -
[1.12.x] Far Future Technologies - August 23: new engine!
Tangle replied to Nertea's topic in KSP1 Mod Releases
Fantastic mod! -
There is definite overlap to a degree between VSR and R+- off the top of my head, both add: - small 1.25m engine with integrated tanks - old 1.25m engine - high-thrust 0.625m engine Statswise I'm unsure how they compare, but there's definitely some overlap. Adding VSR to 1.10.1 right now, will edit with results. EDIT: So, here are the parts that overlap specifically with Restock+, not other mods. First is VSR, second is R+. - Oscar-A/C/D line: The VSR A is smaller than their R+ counterparts, while the C and D tanks are larger. All VSR Oscar tanks can hold considerably more fuel than even the next tank in the series in the Restock line. - CryoX Fuel Tank Butt is equivalent to R+'s Rockomax X-200-4R hemispherical liquid fuel tank, but has almost twice the volume. - The LV-900 Beagle and the LV-303 Pug have similar form factors and integrated fuel tanks, but are rather different in statistics- the LV-900 has a lower vacuum ISP but a rather higher atmosphere ISP, an extremely high thrust in comparison, and a smaller integrated tank. - The LV-15 Dachshund and the LV-15 Valiant have similar names and origin stories, but operate differently- the Dachshund has double the thrust and a somewhat higher ISP, but requires an inbuilt ablator supply to function. - The Rockomax 105-7P Thunder and the Mk-1H Torch have similar purposes as 0.625m lifter engines, but the Thunder has a wider gimbal range, a somewhat lower thrust, and a slightly higher ISP. - The RT-1/2 and FM1/FM3S0 solid rocket motors are near-identical in size, but beyond that I'm unsure- I have a mod that messes with such things. - The RE-N4 Nova and LV-N410 Cherenkov atomic rockets overlap as 2.5 metre atomic rockets, but the Nova has a lower thrust and ISP while also having an in-built fuel supply. The Nova also cannot gimbal, but has a much stronger alternator. - There are three types of radial reaction wheel in my parts list. One is definitely added by VSR and is identical to another in all but model and the fact that its electrical consumption is double the other; but the third has a strength of 2.5 rather than 1. I believe that all parts function as intended at the moment.
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You Spin Me Round, Right Round-Mesbin Space Program
Tangle replied to aspacecephalopod's topic in KSP1 Mission Reports
Or they come to Kerbin on their own! I bet they have the resource base in the Kaywell system for it.- 58 replies
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Similar issue, except I have toolbarcontroller installed. KSP: 1.9.1 Windows 64bit w/ Making History and Breaking Ground Issue: No ability to exit building screen when entered Mods Installed: Kerbal Construction Time 1.4.7.13 Dependencies: Magicore 1.8.0-1.3.2.3, ToolbarController 1.8.0-0.1.9.4 ModuleManager 4.1.3 Reproduction Steps: Once the game loads, enter the Astronaut Complex. Try to leave it, it won't work. Log: https://cdn.discordapp.com/attachments/604420170324115468/716109950027563008/Player.log
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Apologies, because this isn't quite on topic, but this reminds me of this ancient mod that had these full-on giant walkable interiors. Bridge sections and everything. Does anyone else remember that, or what it was? I seem to recall it looked kinda indigo-colored...