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KSP2 Release Notes
Everything posted by Starwaster
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Starwaster replied to Nertea's topic in KSP1 Mod Releases
Same. I’m having an urge to see it again. It was one of my uncle’s favorites. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Starwaster replied to Nertea's topic in KSP1 Mod Releases
They did have propulsion though. They were ordered to take their ships back to Earth at the beginning so they could be used for 'commercial service' and towards the end, Lowell takes the ship into the rings to hide. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Starwaster replied to Nertea's topic in KSP1 Mod Releases
Those domes are all from the USI-LS mod? -
What will you name your colonies on various planets?
Starwaster replied to ave369's topic in Prelaunch KSP2 Discussion
Colony 1, Colony 2, Colony 3..... -
I’ve only ever had localized swelling due to bites being crush injuries. Then again we keep antibiotics on hand and I probably took some just after. (I say probably because I don’t remember but if I get bitten with a deep puncture then I usually take some amoxicillin for a few days) I should mention I work/live at a cat sanctuary so these things do happen. More often than if I was just a guy who had a few cats as pets.
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If you're going to compare with SpaceX, consider that it took multiple attempts to get them where they are today. Now, we hear a SpaceX booster returned and landed back at the pad or on the drone ship and we don't even bat an eye. But remember all the failures that came before. So, no, getting something like that right on the first attempt isn't the norm.
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Whenever possible, use ModuleManager patches instead. I too make lots of changes to my game including to the installed mods and those changes are immune to any reinstallation. Those patches lives inside a folder named zzzMyTweaks and it has been with me since at least KSP 0.25 and it's the first thing added to every new KSP install when the game updates.
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Bizarre!
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There is such a mod for KSP 1. I forget what it's called but it does allow for thrust when on-rails. Designed primarily for the ion engine but it works for anything. (AFAIK)
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It downloaded for me just fine. The link that says Download: MFT v5.13.1? It works. Try right clicking the ilnk and then clicking 'save link as...'
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It looks like they modeled the nozzle after actual conjectural NTR. Some of which did have extensible nozzles planned but those didn't have mixed atmospheric/vacuum use. They were vacuum all the way and the extensibility was only to make them more compact when stowed during launch.
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Updated for KSP 1.12 Real Active Radiators version 1.1 Scale up radiatorMax (only for parts that do not explicitly define it) Don't scale down maxEnergyTransfer as it can interfere with ModuleCoreHeat's ability to move heat to the radiators. Clamp CoolingEfficiency lower value to 0 Clamp radiator energyCap lower output value to 0 Compensate for conducted heat of Real Fuels tanks even if if part looks cool enough to not need cooling. Information document on refrigeration systems Refrigeration throttle tries to leave a 0.1 kW buffer when under low power conditions. Renamed zzz_radiator.RAR folder to zzz_radiator Reduced maxCryoEnergyTransfer on deprecated parts. (just in case any are still in people's installations from Heat Pumps mod) Update zzz_radiator thermal characteristics Added NASA document quantifying research costs for space qualified cryocoolers Use radiator temperature instead of skinTemperature https://github.com/Starwaster/RealActiveRadiators/releases/tag/v1.1
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One sentence you could say to annoy an entire fan base?
Starwaster replied to Fr8monkey's topic in Forum Games!
Han shot second. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Starwaster replied to Nertea's topic in KSP1 Mod Releases
You mean you accidentally the bugs? The whole bugs? -
[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Starwaster replied to linuxgurugamer's topic in KSP1 Mod Releases
Don't let this stop you from reporting future issues; as you say, English isn't your first language so this sort of thing is to be expected from time to time. -
[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Starwaster replied to linuxgurugamer's topic in KSP1 Mod Releases
No. You need a low terminal velocity to survive impact. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Starwaster replied to Nertea's topic in KSP1 Mod Releases
@Nertea should the Titan and the Atlas have the same cargo capacity? Doesn't seem like it. -
[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Starwaster replied to linuxgurugamer's topic in KSP1 Mod Releases
What's wrong with it? -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
Animated Decouplers updated for KSP 1.12 -
Updated for KSP 1.12
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Deadly Reentry update version 7.9.0 Some bug fixes submitted by @NathanKell and some other minor adjustments. Don't type cast to object when checking for null references. Damage internal flux fixes (see PR #56 for details) Moved several config patches from :FINAL to :LAST[DeadlyReentry] Register part destruction causes with FlightLogger Fixed negative damage issue when internal temp over maxOperationalTemp Changed behavior when max operational temps are incorrectly configured higher than max temps. (max temp is now increased to match configured max operational temp)
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