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KSP2 Release Notes
Everything posted by Starwaster
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I forget which that is... I think it was one I'd shied away from but it's kind of growing on me especially with the shininess. But whether to use the plugin required is up to the individual to decide for themselves. Feels a bit laggy because its doing realtime reflections instead of conventional environment maps. Or that could be the FF plugin which insists on cycling through my Kerbals and awarding ribbons to them that they already earned. I think they each have First In Space 12 times each now. Edit: Oh and the long truss is 4,893 tris. Short truss is 2,336. Most of that is in the curved supports. If I were to do the Terra Nova's star truss (the middle section with the 4 drop tanks) that would probably be about double. Or, actually, probably even more. Just looking at the thing gives me a headache so I'm not really sure what's happening with it. Took me awhile to find a decent picture of it. The simplest version of it would be 4 pieces of one of the saddle trusses sides with curved struts connecting them. The complicated version has them actually mounted to something that looks like a saddle truss only closed. But I'm not even thinking about doing that one right now. Maybe later when this one is done.
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Solar panels have a windResistance variable that can be added in the module code. It doesn't seem to be present in any of the stock parts so maybe it's not implemented, or it might just default to a value that's too high. Try adding it in and playing with the values to see if you can make it more fragile. (unless I'm reading too much into that name and maybe it alters drag or something....?) For the squad gigantor panels you'd do this with ModuleManager (play with the number until you find something that works for you) @PART[largesolarpanel] { @MODULE[ModuleDeployableSolarPanel] { windResistance = 0.5 } }
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I've been experimenting with using the reflective plugin on the droptank. Had to hack the plugin a bit to make the texture scale right because it seems to default to UV scaling of 1, 1 no matter what it's set to on the exported model. Also, added in the.... crycooler... avionics... box thing on the large truss. I'm not sure if I'll make that actually part of the truss model or export it as a separate part. In the shots it's been all been exported (from Unity) as one mesh, but I'm intending for it to be optionally function as a radiator when using Real Fuels cryogenic boiloff and currently radiators don't function properly unless they are a child part. Literally it only directly drains heat from its parent. Also the Real Fuels radiators are a bit bugged so I've been playing with the code in there to figure out the best fix to propose to NathanKell. So I haven't got a lot done on fixing the texturing on the existing parts. Which I think is really the only thing holding me back at this point. The parts work decently. The truss is a bit poly heavy so I'm looking at maybe trimming that down but I'm not seeing a lot I can do as it's just a high resolution piece. (should ask Porkjet what the poly count on his truss object is, it's very similar in construction just without the open bottom)
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That could be done rather easily as an 'aftermarket addon' so to speak.
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Banned for leaving the rooftop door ajar.
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Is this primarily a new set of configs/textures or are there significant code changes? Not sure if I want to play on Earth; I spend enough time on that cesspool of a planet, kinda like to get back to Kerbin
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Remember boys and girls. Engine files are not like Pokémon. You don't gotta catch 'em all.
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RSS definitely confuses MJ2 in some areas. I don't recall having a problem with ascent with regards to atmospheric height however. I just edited the ascent path / ascent profile / whatever-it's-called-that-I-can't-quite-remember and either set it to auto or I manually set the desired flight path destination altitude and end turn altitude. If it says 69 that's just because the default configuration is set that way. It's capable of dealing with different atmospheric heights or it couldn't handle Laythe, Eve or Duna properly.
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The Whackjob Express 1.
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It works in that you can allocate Kethane tank space and it cannot be filled in the VAB or on the launch pad. The Kethane converter can convert to at least some of the fuels in RF. (not sure if it's been updated for the wider array of fuels that are now available) Previously I had a set of configs that treated Kethane as methane including tweaking the density and assigning boiloff at methane temperatures, NTR support for Kethane and stock and KW Rocketry engines for KH4 + LOX. But since we have methane now that's fallen by the wayside. If I start playing with Kethane again I might do something similar but treating it as its own fuel type if I could figure out what properties it should have. Or maybe not. I dunno.
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1000 metric tons of ammonia for the ammonia fueled NTRs. Think of the range you'd have!
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Kerbin+ v1.1 - Planet Pack for PlanetFactory
Starwaster replied to neocromicon's topic in KSP1 Mod Releases
Oh right! That would be the vortex / tornado thing that lets people travel from one to the other.... -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
In this order: Load your rocket in the VAB Click the Action Group Editor button. Select the docking port. Now, on the left side side of the screen is the Action Group Editor itself. Select an Action Group to assign to. (pick one of the ones that says 'Custom1'... 'Custom2'... etc) On the right side of the Action Group Editor is a list of actions available to that part. Click the one that says Decouple. (or 'Decouple Node' maybe) Save the rocket. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Starwaster replied to Porkjet's topic in KSP1 Mod Development
Is the truss downloadable separately? I'm not seeing it.... maybe I need more coffee in me this morning... -
Kerbin+ v1.1 - Planet Pack for PlanetFactory
Starwaster replied to neocromicon's topic in KSP1 Mod Releases
Hmmmmm looking at some interesting planetary orbits there..... could you simulate Fire and Water being locked in orbit around each other? Not really sure how that would work..... one would obviously have to be the orbiting body in the other's SOI... also would need the ability to have a Kerbal who looks like Prince. -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
I'm fairly confident that there's nothing about your installation that's so different that you can't decouple something from your docking port. If you attached something to that port in the VAB and you have power and command ability then decouple ability is available from the docking ports GUI. You can even bind that to an action group and I suggest you do. -
A man walks down the street in that hat, people know he's not afraid of anything.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
That is so last year. You have an old version. Download the latest version and your craft will go on a diet and stop gaining weight. -
If you want to do it in bulk then downloading Nathan's spreadsheet is probably what you want to do. Use it to make changes and then it will write out the necessary config text for you to copy and paste.
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You can't just stick something that says RESOURCE{<whatever>} in any old module you want. The module has to have been coded to make use of that. Every single parameter you see in a MODULE node is there because the module is written (in its C# code) to recognize and make use of it. If you want parts with MechJeb modules to consume power then you should set the existing amount (for any command pods that consume power) to whatever you want or if the part's ModuleCommand does not use power then add the RESOURCE node to it or if it does not have a ModuleCommand and you want it to consume power then add a ModuleGenerator that generates a negative amount of ElectricCharge.
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Probe Science config files (any version KSP)
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Pretty sure I have it doing less science than if you have Kerbals on-site..... have to check to be sure -
sliders dont provide enough fine control. Unless you were to clamp the result or make it snap or both. I tried sliders for something else where I needed decimal figures. didnt like it. Actually.... and I might be wrong, cant check right now but I think you can choose string input. change it to strings then parse to float
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wait... tou accidentally invented FTL drive and you're complaining??? lol J/K... lots of things can cause that and it doesn't always cause errors in the log I once triggered the same damn thing by adding the solar panel module to BobCat's inflateable greenhouse and at 7km-10km it would do just what you said minus the FTL thing. maybe cause I triggered abort mode and let the crew parachute down. But I could not center the camera on them when they landed. would you mind posting the craft file, list of mods and a quicksave file of the craft on the ground?
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I think its actually part of the ignitor mod with support from modular fuels / real fuels?