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Everything posted by DiamondExcavater
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What mods are you using? extra planatery launch pads looks different, and the flumes are amazing
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Can I just say, I cannot believe this thread is still going for so long, you’ve probably already graduated university since starting this thread!
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What’s the stick with RCS on them? Telescopic pistons? It must be a mod to be sturdy cos that looks like it’ll spaghetti everywhere
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I suggest using air brakes to help control the stage better
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I had to delay posting here... I recreated the Star Wars speeder bike. Basically a VTOL scaled down, probably not as fast or stable.. here is a video I would agree with anyone who says the videos too long and boring, but on the contrary I show some of my development and thoughts on the craft... Recreating is much harder than making things from scratch.
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What mod do you use to make the metalalic parts so shiny?
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Proposing, or getting married?
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Hi, I wasn't sure where to put this. I searched steam skins and saw an outdated Skin someone made in 2014, but their link no longer works, and I wonder if there are any other space or kerbal themed steam skins anyone knows about.
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I made My first ever KSP video, with the crude software I have, it's not too bad, I was mainly testing engine flames and such cos a mod I want is something to make engine flames look better, but I couldn't find an updated version of such mod yet. However engine lighting is amazing, and basically all my visual mods are a must have now, especially since I got a new Beast laptop. I need ideas for a super wacky project for me to attempt. Here is the video, I don't want to promote myself but at least you guys can share the awe that some of these visual enhancements gave me. Not all of them could be seen though.
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Pefectly spherical plantet addon?
DiamondExcavater replied to DiamondExcavater's topic in KSP1 Mods Discussions
here is the KSP.log, is that the log you'd like or the logs folder with kopernicus with body.log? https://www.dropbox.com/s/nr1edlihnultpop/KSP.log?dl=0 BTW molon.cfg is the config file name Edit: here is the output too https://www.dropbox.com/s/tw1snmbx9egdtlq/output_log.txt?dl=0 and the kopernicus body.log's https://www.dropbox.com/sh/3q7095b71t51fcn/AADMQlp3jnx4lOXVG_zoshPUa?dl=0- 6 replies
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Pefectly spherical plantet addon?
DiamondExcavater replied to DiamondExcavater's topic in KSP1 Mods Discussions
I searched kopernicus for 1.3.2 and copied over contents of game data into game data of the KSP folder. Within the kopernicus folder there’s 3 folders one of which is the config folder with solar system and another file- 6 replies
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Pefectly spherical plantet addon?
DiamondExcavater replied to DiamondExcavater's topic in KSP1 Mods Discussions
with a specific name or can I name it what ever? I'm assuming any name I want Edit: within the config folder of kopernicus I made a txt file and added your script, then I saved it as Molo.cfg making sure it isn't molo.cfg.txt. I loaded a save I use ingame and no extra moon on eve, must it be a new game? Edit 2: new save still doesn't work, am I meant to replace @orbit with a specific orbit?, how does it know what orbit size to create?- 6 replies
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Hello, I've seen a post on kerbal academy showing a craft orbiting 2 m off the ground on a perfectly spherical moon with no hills or valleys. I'd like to mess around with such a planet but cannot see a mod that adds a planet that's just a ball. Anyone know how I can get this? Thank you dearly
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I'd love it if squad decides to have a historical DLC and also a futuristic one next. So long as they keep working on it I'm happy...But for now mods will need to suffice me, such as having electric propellers...
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Before they added the rotate and offset tools to KSP, I never knew you could use wasdqe to rotate and twist things, I used to place the small cube from the structural parts and place things on it, then move it on top of an angled surface hoping it would be angled like I wanted... Hahahah lol, It took me a while to get used to the ms/second for a while, I had trouble as well cos the Navball would always show me surface speed and didn't switch to orbital speed, or once I realised how to switch by accident, and I wondered how the hell im traveling really fast yet stationary on the surface.
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Yeah times goes really quick, KSP has been with me for a long time and I absolutely love it. It has taught me valuable things!
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When I first played KSP it was around April 2013, playing on the demo version.. I remember not knowing anything but the basic shape of a rocket, my friends bragged about how they could make rovers and make planes. I was contemplating buying the game at the time, which I did (spoilers) one thing I remember that i didn't find out for almost 30 hours gameplay, was how to use the SAS, or Safe And Stable button. I used to struggle and battle the movements of the rocket by hand. what was some noob things you did when you first played KSP?
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Can squad legit listen to this, the thought of having something like this would make me really happy, this should be number 1 priority... also magico's mod like Kerbal construction time is also nice to add, adding building time to the game, there is still a simulate mode that is instant, but this just feels more realistic. one more thing, the load screen (for those with good computers) can have a cut scene of the vessel being rolled out to runway/launch pad while the physics and what not loads, instead of a black screen
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This is what I really want. okay sure, there are mods which have the computer systems or mechjeb and stuff, but I find them complicating and too much of a hassle to get to work (at least in the past it was) if this was added into the game I'd jump on it for sure. The first part of what you wrote reminds me of a mini game, I've actually wanted a game similar to pocket planes or pocket trains which are just games where you can collect planes or trains and upgrade them and do things. If KSP made such a game then you can collect iconic KSP things and do missions and what not, also Squad would get revenue from in app purchases and advertising... that money can be put into both the app and KSP
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Magico13 runs a mod which calculates if a vessel has enough fuel or lift to make it to Kerbins surface to be recovered after the vessel is already too far for physics load. I guess the mod I speak of is easier for players who don't want to fly for 1 hour to get back to the landing strip, but it does remove the fun in flying the build you made... I once tried that mod, and a stock version would be really great, aspects of the mod were hard to use..
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I've read numerous posts saying Squad said we can get the DLC free if the game was bought April 2013, I bought the game in June, and back than the game was about 3 months old when i bought it (when it was put on steam). I only think it'll be fair if everyone in 2013 who bought the game (which in itself is amazing) gets the DLC free. We have supported squad by essentially buying shares with only a return of a epic game. I am proud to have owned the game mid 2013, watching it progress has been utterly amazing. If squad can keep the promise i hear many people speak of, then squad will be the most community minded team of developers EVER Edit: You know what? no, Don't make the DLC free after April, it shouldn't be free at all, Squad has put so much effort into each update... I am willing to pay them the fee, of what ever amount. The game is so amazing as it stands, it can be said that the community shouldn't have pressured squad into a free DLC promise
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This entire "reaction wheels" and "gyroscope" buisiness I understand to the most basic of principals, but thinking how to implement it or trying to think how it really works in satellites (or why they even use it) causes great confusion and to be honest it is like learning special relativity for the first time (which wasn't too bad but the whole time thing gets confusing) on a side note for that special relativity, do you guys think it may exist in game? Traveling speed of light somehow and then returning or slow lying down to swap to another ship to check on time? I doubt it because the game clock goes across all ships equally. and off topic, my friend said there is a barrier in the solar system quite a distance from the sun, is that true? Or is space infinite (or was it not infinite in the past but now is infinite?) edit: @Snark for your analogy, rubbish is momentum, right?
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Sorry I wasn't bothered to cherry pick certain paragraphs, but I understand how it works now, but what if you had multiple reaction wheels facing the same direction? Once you use one you can't use it again, but you could have spares and use them right? Again I'm no expert and don't yet have a science degree.
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Imagine if KSP used body damage, similar to gta 5 with dent-able pieces and also terrain damage of sorts, I know this will be really heavy for an already heavy game (it's been growing since it came out) and will be annoying if you don't want damage, but the terrain could "heal back" either way that would make ground impacts more fun like the start menu "mum or bust" and also allow better survivability with the ground acting like water and enveloping the craft in a way to slow it down faster, instead of these "mostly" smooth surfaces which can't move. I am very very sure that a space craft will fair better if it "crash" landed in sand rather than a stony area like mountains or even rock hard ice.. Btw are hot air balloons possible with a heat producing engines (all engines really lol) able to blow hot air into parachutes to blow them up? I'm thinking no due to thermal damage on parachute and also KSP may not like old technologies
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I am saying that the reaction wheels are unrealistic to an extent, the way I see it (I am not the strongest in this field) is that there is a spinning gyroscope or a "wheel" that spins within certain parts of the ship (lets say centre of mass). This wheel is spinning at the very centre of the craft longitudinally up the long shaft of the craft, if it were to suddenly stop spinning it will exert a rotational force into the direction of the wheel rotation, which should rotate the craft. I read that the size and speed are important, but it can be possible to rotate ships. If you look at the probe core for the plane shape, it has torque wheels inside it, I think the wheels can cause rotation, the amount I don't know. I've also seen the video showing the effect of torque on a spinning wheel, which shows a guy holding a rod with a metal wheel at the end, he spins the wheel using a drill and then lifts the (very heavy) wheel over his head with ease while also needing to rotate with the wheel. I don't know if I explained that properly, but I do agree the KSP torque might be a bit too strong, but possible to an extent.