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Everything posted by theonegalen
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[1.3.x] SETI, Unmanned before Manned [Patreon]
theonegalen replied to Yemo's topic in KSP1 Mod Releases
So: two mod configs for the SETIctt: 1. FantomWorks KAX+ Parts Pack //------\\ //---SETI-CTT---\\ //------\\ //---Tech Tree changes for FantomWorks KAX+ Pack---\\ //------\\ //---K-2 Kerbeye Cockpit @PART[FWKerbeyeCockpit]:NEEDS[FantomWorks]:FOR[SETIctt] { @TechRequired = subsonicFlight } //---KRJ/K400 Cockpit @PART[FWKRJCockpitCockpit]:NEEDS[FantomWorks]:FOR[SETIctt] { @TechRequired = subsonicFlight } //---1.875 Tail @PART[FWKRJTail]:NEEDS[FantomWorks]:FOR[SETIctt] { @TechRequired = subsonicFlight } //----KRJ Fuselage @PART[FWKRJFuselage]:NEEDS[FantomWorks]:FOR[SETIctt] { @TechRequired = specializedConstruction } //---Heavy Cargo Fuselage @PART[FWmedcargoFuselage]:NEEDS[FantomWorks]:FOR[SETIctt] { @TechRequired = heavyAerodynamics } //---Heavy Crew Fuselage @PART[FWmedcrewFuselage]:NEEDS[FantomWorks]:FOR[SETIctt] { @TechRequired = heavyAerodynamics } //---Cargo Ramp @PART[FWmedcargoramp]:NEEDS[FantomWorks]:FOR[SETIctt] { @TechRequired = heavyAerodynamics } and 2. Heat Management - heat sinks are in Heat Management Systems, Active Heat Management Systems are in Advanced Heat Management, and the radiators are in Specialized Radiators. This assumes that the radiators are the best for the job because they don't use EC and are better at getting rid of heat than the heat sinks. This is not balanced with other mods with radiators / heat management systems like Interstellar Extended or Deep Space Exploration Vehicles, which I am not using. //------\\ //---SETI-CTT---\\ //------\\ //---Tech Tree changes for Heat Management---\\ //------\\ //---Small Radiator Panels @PART[Radiator125]:NEEDS[HeatManagement]:FOR[SETIctt] { @TechRequired = specializedRadiators } //---Large Radiator Panels @PART[Radiator250]:NEEDS[HeatManagement]:FOR[SETIctt] { @TechRequired = specializedRadiators } //---1.25m Heatsink @PART[Heatsink125n]:NEEDS[HeatManagement]:FOR[SETIctt] { @TechRequired = heatManagementSystems } //----2.5m Heatsink @PART[Heatsink250n]:NEEDS[HeatManagement]:FOR[SETIctt] { @TechRequired = heatManagementSystems } //---3.75m Heatsink @PART[Heatsink375n]:NEEDS[HeatManagement]:FOR[SETIctt] { @TechRequired = heatManagementSystems } //---Active Heat Management System (1.25m) @PART[IAHMS125]:NEEDS[HeatManagement]:FOR[SETIctt] { @TechRequired = advHeatManagement } //---Active Heat Management System (2.5m) @PART[IAHMS250]:NEEDS[HeatManagement]:FOR[SETIctt] { @TechRequired = advHeatManagement } //---Active Heat Management System (3.75m) @PART[IAHMS375]:NEEDS[HeatManagement]:FOR[SETIctt] { @TechRequired = advHeatManagement }- 2,515 replies
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
theonegalen replied to nightingale's topic in KSP1 Mod Releases
So the waypoints are drawing on top of UI and my ship. Is this expected behavior? I have to say, the custom waypoints are fantastic. I have initial 2% glideslope points 10 km either side of the KSC runway and it has made getting set up to land so much easier! -
[1.1] Improved Chase Camera v1.6 (Apr 23)
theonegalen replied to BahamutoD's topic in KSP1 Mod Releases
I've now got it working by changing the settings to default the mod to on. -
[1.1] Improved Chase Camera v1.6 (Apr 23)
theonegalen replied to BahamutoD's topic in KSP1 Mod Releases
I can't get it to work. I go to the chase view and press TAB and nothing happens. -
[1.0.x] CrewQueue - Crew Rotation and Vacations
theonegalen replied to enneract's topic in KSP1 Mod Releases
KCT integration is what I'm quite excited about! Thank you very much for the update! -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
theonegalen replied to Paul Kingtiger's topic in KSP1 Mod Releases
So, any chance of getting USI LS integration before US1 is set aside? This is the only thing holding me back from using US right now. -
[WIP][1.0.2] I.M.T : Intuitive Modded Tree
theonegalen replied to rabzoue59's topic in KSP1 Mod Development
ooooh. So many tempting techtree mods popping up recently. -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
theonegalen replied to zekew11's topic in KSP1 Mod Releases
I've learned that :FINAL is usually not a great thing to use in MM, due to the likelihood of major errors if anything else that modifies the same part also using :FINAL. -
[1.3.x] SETI, Unmanned before Manned [Patreon]
theonegalen replied to Yemo's topic in KSP1 Mod Releases
I have SETI and KS, but I'm not using any of the SETI contracts. On another note, I've made a mm cfg file to make the Fantom Works KAX expansion fit a little better with the SETIctt, but I see the SETI license is "All Rights Reserved." Therefore, I am not going to post it unless I get Yemo's permission.- 2,515 replies
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
theonegalen replied to Claw's topic in KSP1 Mod Releases
Wait, so what is StockPlus? I'm sorry if you get this question all the time. I searched but I did not find. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
theonegalen replied to cybutek's topic in KSP1 Mod Releases
Cybutek, I would like to request a mach readout in the Atmospheric subset of readouts that can be put into the HUD overlays. You are amazing for what you do with this, and I thank you. -
[1.0.x] CrewQueue - Crew Rotation and Vacations
theonegalen replied to enneract's topic in KSP1 Mod Releases
AVC says the version of CrewQ I have installed, which is the one linked in the OP, is for 0.90.0. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
theonegalen replied to cvod's topic in KSP1 Mod Development
I know that for me, as long as I can choose flight first, I'm happy. -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
theonegalen replied to zekew11's topic in KSP1 Mod Releases
Is this compatible with the Crowd Sourced Science definitions? -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
theonegalen replied to SuicidalInsanity's topic in KSP1 Mod Releases
I want these parts, but I use Ven's Stock Revamp.- 1,520 replies
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[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
theonegalen replied to FreddyPhantom's topic in KSP1 Mod Development
I am always looking out for more piston engines and turboprops tuned for different functions. For example, the KAX radial engine could be like a P&W Double Wasp - big, heavy, and fuel-guzzling. Therefore, there's room for a stock/KAX-styled Rolls-Royce Merlin analog - smaller and less powerful, but also more fuel-efficient and a fitting engine for a smaller and lighter aircraft. Similarly, the KAX turboprop is most like the Allison T56, which powers the C-130, P-3 Orion, and E-2 Hawkeye. What would be very cool to have is something inspired by the Russian NK-12 - the larger and much more powerful engine with two contra-rotating propellers that powered the Soviet Tu-95 Bear. -
[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
theonegalen replied to SpaceTiger's topic in KSP1 Mod Releases
Hey, that afterburner mod might just be quite helpful! Now I'm (idly) wondering if maybe milpower should be lowered a bit and the afterburner boost increased for some engines. -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
theonegalen replied to FreddyPhantom's topic in KSP1 Mod Development
maybe Coffee Industries plane parts? -
The problem here is that G-Force damage isn't instantaneous but additive. I would recommend you look into how Deadly Reentry does G-force damage to see how to do it.
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[0.24.2] KerbalHotSeat v1.0.3.0 (11th August 2014)
theonegalen replied to codepoet's topic in KSP1 Mod Releases
I would also like it updated, please. Thank you. -
Mk 2.5 fuselage expension (V0.1 released on 25/03/2015)
theonegalen replied to BenjiGH's topic in KSP1 Mod Development
I'd love to see this updated for 1.0.2, especially with the body lift in new KSP. The flatter bits probably should lift a little better than the stock Mk2 fuselage. -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
theonegalen replied to nightingale's topic in KSP1 Mod Releases
KerbalStuff is still hosting 2.3.1.