Sephlington
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Posts posted by Sephlington
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is there a way to test the launchpad WITHOUT ore and other things? I am asking because the "debug" option doesnt seem to do anything and I would like to test the stability of a build once something is loaded onto it already
The debug was unintentionally removed for the 2.0 release, it'll be re-added in the next release!
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Wow, this looks great, and it's in a much more compact and streamlined design for easier transport. I do have some questions;
1. Could you please show an example of what you mean of "adding a strudy base with connection points for other service vehicles required to operate the launchpad."? A picture would be great.
2. Can this thing launch any type of rocket, like the EL launchpad?
3. Does this mod require the Ethane mod?
4. Does this have a top connector for skycranes?
I can answer 2 & 3: this is purely a part mod that uses the EL plugin, so in terms of launching things, it'll act exactly the same as the EL launchpad. It'll also need all the resources that an EL launchpad will need (because it is one), so you'll have to create your Rocketparts using EL, and thus Kethane as well.
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That does seem kind of backwards, intuitively speaking, since reds are normally for higher items.
Y'can tell you're not an astrophysicist. With stars, red's pretty dim, whereas yellow and white are more and more intense. S'all relative.
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Bwhaaa?
As far as Kethane goes, how's this look?
That looks great, thanks!
As to the EPL hexcans, there's a testing dev build that's using hexcans for their resources at the moment, which is actually where I got the link for here. They're not gonna be in the full build, from what I can tell.
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As Kethane is soon to be using this map overlay for scanning for deposits, would a green background with three hexagons on it seem clear enough for a Kethane symbol? Because, with a Kethane hexcan, this'll be complete for me (seeing as the alpha of extraplanetary launchpads is already using hexcans for their resources!).
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Rather than scaling the planets up 11x, or assuming they're made of materials 11x denser than what our planet & system are made of, I'd imagine it'd be more likely to imagine that the force of gravity itself is different in whatever universe the Kerbol system is in. It would mean, of course, that Laythe totally couldn't exist with our physics because it'd spontaneously vaporise as the force pulling it together became significantly weaker.
Next step: develop the theory of Kerbal Relativity.
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That is correct.
If we turn the debug mode off to go into your resource mode, will it automatically spawn metal to mine, or would we need to re-create a new save file? I have next to no idea how KSP saves these things...
[PART, 1.0.2] Anatid Robotics / MuMech - MechJeb - Autopilot - Historical thread
in KSP1 Mod Releases
Posted
Taken directly from the part.cfg:
MODULE
{
name = MechJebCore
MechJebLocalSettings {
MechJebModuleCustomWindowEditor { unlockTechs = flightControl }
MechJebModuleSmartASS { unlockTechs = flightControl }
MechJebModuleManeuverPlanner { unlockTechs = advFlightControl }
MechJebModuleNodeEditor { unlockTechs = advFlightControl }
MechJebModuleTranslatron { unlockTechs = advFlightControl }
MechJebModuleWarpHelper { unlockTechs = advFlightControl }
MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl }
MechJebModuleThrustWindow { unlockTechs = advFlightControl }
MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl }
MechJebModuleRoverWindow { unlockTechs = fieldScience }
MechJebModuleAscentGuidance { unlockTechs = unmannedTech }
MechJebModuleLandingGuidance { unlockTechs = unmannedTech }
MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech }
MechJebModuleDockingGuidance { unlockTechs = advUnmanned }
MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned }
MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned }
}
}