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Everything posted by Starwaster
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Interesting construction. Simplistic and functional looking. I just did some tests with the FLAT and FAR. I actually though FAR might pick up on size change based on some things I read about it, but apparently not. (I think I misunderstood what I had read, looking at it now it had to do with attachment nodes and the FLAT doesn't actually have any...) The aforementioned ModuleAnimation2Value can indeed change that IF it's installed (it's part of the DREC package). I think Firespitter module can too.....? Edit: And why do your clouds look so much better than mine? Mine look kinda wimpy by comparison... I think I need new cloud textures. Of course, even bad cloud textures are better than none.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Starwaster replied to Porkjet's topic in KSP1 Mod Development
DREC is easy. Check a page or two back. I posted some configs that make your plane parts heat shielded. They also do other stuff that may be unwanted and on the subject of balance I added oxidizer to a part without thinking about reduce fuel content, so... Oops. But the DREC stuff is easy to pick out of there. -
Thanks I'm well aware, and the catch is not really much of a catch at all. It's ok for a part to have a module that won't get used; it's there for those who want it and quietly inactive for those who don't. (as is their right) By no means! I only intended to provide a literal and accurate answer to UniKraken as to whether or not an inflated hab would technically suffer any effects that an inflated hab would not during reentry. It doesn't since it's not currently configured to do so and I'm not sure its inflation currently offers superior aerobraking, though it's possible, if FAR is installed and if any transforms were scaled up during inflation for FAR to work off of.. No position or opinion was intended as to whether an inflated hab should or should not suffer ill effects during reentry. Though, I am skeptical that such a construction would survive a hypersonic reentry unscathed, inflated or otherwise without some protection.
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[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Ok but the point is that the answer as to how to change the visor is probably there. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Starwaster replied to Porkjet's topic in KSP1 Mod Development
That is true. There is a tendency to tell people that they can go and change it themselves as though the target audience is nothing but modders. People like myself have no trouble opening up Notepad++ and start hacking on config files. (actually that's a small lie. I always have Notepad++ open to what looks like about 69,105 KSP files. But some people are just players who never modded anything in their life and would like for it to 'just work'. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Starwaster replied to Porkjet's topic in KSP1 Mod Development
Looking over his parts I don't see a problem. He's not 'just' removing oxidizer. He's replacing it with an equivalent amount of LiquidFuel (where it's replaced in parts of equal size). So balance is maintained. In general, it looks to me like the dry mass for his parts is appropriate, but if you see a problem with a specific part then you should cite that specific part. Where you see an LF tank only, it's a fuselage part and the extra mass is structural. You'll note they tend to have higher crash tolerance than equivalent sized LFO tanks which are rocket tanks and will likely be staged and discarded. -
[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
I think Universe Replacer is a good start. Doesn't it change Kerbal textures? -
They SHOULD pop and explode but there's nothing that would technically Make them more susceptible when inflated
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[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
You can learn this stuff. Nothing holding you back. -
[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
It doesn't target anything globally. It affects only the part it is placed on either the entire part or selected meshes on the paerto and replaces whatever shader it uses with a reflective shader using whatever texture the part has as a base. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Starwaster replied to Porkjet's topic in KSP1 Mod Development
Sounds dodgy eh? I guess you better not tell that to Boeing, because guess where they put most of the fuel for the 747? In the wings! But hey, it's your sandbox, anyone who doesn't like this or doesn't want to use it doesn't have to and they don't have to tell me about it either Mk2 stuff The one that says SpaceplanePlus adds oxidizer to Porkjet's MK2 fuel tanks that lack it. It also does other things as well like add heat shielding. Edit it to remove the things you don't want. (if you don't even have DREC though, it's harmless to leave that stuff in there) -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Starwaster replied to ferram4's topic in KSP1 Mod Releases
Alrighty then, thanks!- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Starwaster replied to ferram4's topic in KSP1 Mod Releases
Is it possible to setup a part so that FAR does not give it drag? I have the B9 landing gear in mind as I say this. Technically they're radially attached parts but they're supposed to represent gear that retracts into whatever part they're attached to. So I'd like to exempt them from drag if there's any configuration I could do to them to accomplish that.- 14,073 replies
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[0.25] Orbit Manipulator Series (Updated March 12 2014)
Starwaster replied to HoneyFox's topic in KSP1 Mod Releases
oooooo cool! -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
As far as actual parts, there are fewer parts but notice that you can resize the RC parts so technically you can use the RC cones and shrink them down -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Starwaster replied to Porkjet's topic in KSP1 Mod Development
Sounds like a job for Module Manager! When I exit KSP I'll post the MM configs I'm using that turn those tanks into LFO tanks. And add fuel / oxidizer to the giant wings from the B9 set and turn the SABRE engines (that dont seem to be working...) into RAPIER engines! -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Starwaster replied to Porkjet's topic in KSP1 Mod Development
S2 Adapter... unless I already said that? I forget if I already asked for that.... Heck I'd make one myself if I had access to the basic mk2 and S2 mesh. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Denied Access To Cake.... Wait WHUT???? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Correct, and different cloth means different drag which means spaceplane pulls to one side which means tipping and yawing which means crashing. Followed by the crying. And if you're lucky, cake and grief counseling. -
I... think the dev build posted within the past few pages has it? (with RSS Kerbin now being optional....?)
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[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
That's actually only linking to a picture, not the tutorial itself (But I have seen that one) -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Starwaster replied to Porkjet's topic in KSP1 Mod Development
Some concept shuttle stuff... I totally have to figure out how to get those wings on for real. Can't surface attach them and it would look wrong if I could. Going to have to stick some attach nodes inside the fuselage. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
A word of warning to all... make sure you apply parachute updates to the symmetry counterparts as well! Do this BEFORE your SSTO spaceplane leaves its hangar or you will cry when you try to land it. -
[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
If we're talking about two sets of stretchies, it wouldn't work. It doesn't matter how many sets of stretchies there are because the stretchy code will be trying to apply materials when it starts up. It either has to be prevented somehow, ideally by being updated to detect the presence of the reflection plugin and work with it by having one of its texture cycling options call the reflection plugin to apply its material or maybe have the reflection code rolled in the Stretchy code. Not without coding a new shader. And incorporating the compiled shader code into the dll.