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Everything posted by DiamondExcavater
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What if KSP made it possible to use Sandbox universe2 style of creating Solar systems and then using that as your world to live in, you can choose everything. Or better yet, making ksp allow files that can be made in sandbox universe or other programs, then importing it into the save file and run it as the map of the solar system. Obviously it would be heavy on the game, but having terrain deformation would be cool too! What are your thoughts? (P.S. CAN'T WAIT FOR 1.1)
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In the old Forum there was way more posts ranging up to 100's, I am sure Magico remembers me... 2 questions though, addressed to Magico, when you launch things in simulation mode (i am fine with this error though) and the ship is too large for the launch pad or even the actual VAB/SPH it can still be launched in simulation, is this on purpose? and the other question, could you add water take offs to SPH? so if clicking which launch pad to start from, or even in simulation options i would like to be able to start in the water, without using hyper edit...or is this already implemented and i haven't seen it? Happy to still see this mod being worked on!!
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Tracking station camera focus error
DiamondExcavater replied to JWS's topic in KSP1 Technical Support (PC, modded installs)
All of your problems i have too, i get all of it and i am on mac... BTW is anyone having a problem with parts stuck with the overheating bar? i have a mod that highlights the critical part but even in stock it stays with the heat bar even when it is long cooled down.... I hope these issues get fixed -
totm june 2018 Work-in-Progress [WIP] Design Thread
DiamondExcavater replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Dude thats awesome, got a link? i'd love to have a boat like this -
totm june 2018 Work-in-Progress [WIP] Design Thread
DiamondExcavater replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Um, in the picture the solar panel placement seems off, i am not sure but all the rest looks okay! good Job!!! -
I forget which one is which some times, but DEVEL. is development, so how fast it takes to research nodes in the science area, whilst the research or the other option is for receiving a certain amount of science every time a craft is built! I am not sure which ones which, but one is for gathering science off builds and the other is for faster part nodes in the science tree
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The Craft Test Thread
DiamondExcavater replied to Bubbadevlin's topic in KSP1 The Spacecraft Exchange
I have a craft named Blister 100 which is within the link in my signature (sorry i am too lazy to repost the link) it is simply an Airbus sonic jet, but i have an issue with reentry where the nose cone over heats, i tried putting radiators, but i was wondering if anyone knew a better way to make the nose... like maybe using a procedural faring or something, but that can be accidentally staged... let me know of any other problems you face with my craft? - - - Updated - - - Sorry it seems the download isn't working for me, i do suggest if you haven't already, place some airbrakes, and with a craft i made, i wondered about heat and how nose cones are likely to over heat so you could use a faring, but they don't look too good and can stage by accident... -
totm june 2018 Work-in-Progress [WIP] Design Thread
DiamondExcavater replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I made a few replicas my self of planes made by airbus, mainly the supersonic ones, in my signature there is a link to the crafts i made... i am going to need to update them to 1.0.5 for the engine styling... -
Use wings as is, if it even has only 2 small surface flaps or small wings, it'll still have wings and an amount of lift, so even if a rocket stage has wings it will count it as a plane because anything with wings can travel a distance, that's where lift to weight and drag comes in, so even if a plane uses 3 wings or a rocket does too, it will still glide.....
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Are those volcanoes? in the video I saw red patches on the dark side. I currently have too many mods and i am waiting till 1.0.5 before I get anymore...
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I actually commented this earlier and Magico13 is actually going to change the time warp because when the message pops up for more time and your time warping it pauses the game but it breaks physics due to it being time warp 0, magico will change it to time warp 1 a way around it is to have free simulation and make it time appropriate, so if your going to the moon give your self 10 days in simulation...
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I don't mind how it is now, but if you were to implement biomes, deserts have sand which can easily get into engines and add foreign substances, oceans for water damages, mountains due to rolling down cliff, tundra for weather, ice caps due to sudden freezing temperature and melted ice can damage a hot engine. the only biome that would be good enough is grass lands and flat grass places, lol all the biomes are deadly for the rockets, and for recovery values, it should only reduce by a small amount, but i think distance is a bigger factor I will edit this post later on to update on toolbar
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The stage doesn't "land" it gets deleted by the game which this mod takes over and only calculates distance from KSC and its impact speed, but I could be wrong, but my guess is that the biome isn't taken in account in any of the formulas and would be a hassle. Stages that land in water get water damaged and they are expensive to clean out
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I got my self your field experience, which is nicer than Stock, but i guess your next mod mission is to make a mod with calculations based on flight time, a basic multiplier, and then also an engineer fixing stuff adding up to multiply with a constant and that gives xp and every time a scientist tests he builds up his points, it can be just as small as your other modlets! p.s. make it compatible with field science, i would love that Edit: i suggest naming it "Kerbal Experience System"
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Um, it's hard to explain this, but either my blizzy tool bar doesn't want to show it, or there's another issue, I have the icon checked to show it and it doesn't want to appear and the toolbar doesn't show up any where except if i have infernal part, which then it shows the icon for me to move stuff around. Blizzy doesn't show up in KSC view KCT only only shows in the tracking station, which only toggles the window, but stage recovery works but it's not showing in both toolbars, i think you should check player.log, and also is there a way to configure button in files? Edit: when i switch from tracking station back to KSC view, the blizzy tool bar stays on screen as it's loading and it appears with KSR but the whole things goes away soon after loadings done!
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Small question, where is the stage recovery icon in toolbar on top? also the KCT icon doesn't appear (i have the window so it's okay) BUT i installed stage recovery i got the folder int the right place, it had all it's files within, and i don't think i have it? tell me if you need the player.log and i'll either edit this or send new msg Edit: i looked into the files and it had some random text files saying ignore.txt with words like potato, and i realised i must have either a dud or old version, but it doesn't show up in my addon version checker.. so after reinstall i checked and again its not appearing, i went into the tracking station where another tool bar plugin appears and i saw that its icon is in the list to show but doesn't show up... so its there but not there? also it doesn't show in flight Player.log here Edit 2: Sorry I haven't played with launching a stage and finally i got to actually making a staging rocket (not SSTO silly me) and it pops up with msg that stage was destroyed, i thought there was a menu to change options for KSR looks like i was wrong and the options are in settings file in game data, don't worry about this issue, I'm just silly
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What options do I need to choose to allow research (free science essentially) to give me 0.04 science a day? its very specific, but it's on the basis that my Scientist do random research and kerbals that are in space for long times gain more science, than a 2 min flight. Know any good mods for extra skill points based on flight time and amount of parts fixed and amount of research done for reputation, instead of points based on different orbits? I have done about 20 flights with a pilot but he never gets XP which gets him no skill and that's bs 10 YEARS!! omg
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This page from the forum has Nathan the squad member talk about the topic, maybe you could ask him kindly for help on the drag/lift issue. As for orientation of the craft can be given because in Kerbal engineer it can tell you heading and that stuff so you can use it for angle of attack, I could ramble on theories but I guess talk to the experts...(not saying your not one). I mean it would help a lot to ask, and probably in the near future this mod could be implemented in to the career mode as an option... But TBH the amount of extra money you might get for gliding closer to KSC would be roughly less than the cost for the wings, so might as well make cheap recoverable stages... let me get this straight, you need a parachute and a command module to allow for recovery or just a simple engine and parachute will do?
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You should muck around with a code which checks for parachutes (and if its safe) and if parachute = true, and vessel has delta v/thrust, then ignore Y axis powered decent and adjust x/z axis towards KSC I personally haven't done heavy programming like this, but somehow the code that I am thinking of might work, but don't trust me as I am only a pro programmer on scratch (a kiddy programming tool, in which I have made a 2 Gigabyte game which was very slow) No problem for the link Edit: (yes again) If I put air brakes it will reduce terminal velocity (link to another formula) of craft making it safer to land, I'm not sure if you have the code for terminal velocity or not, or what calculation you use, but if you do use terminal velocity then airbrakes should be included and perhaps wings too, but they can reduce distance. If you really want to test how the gliding works with lift i suggest launching a rocket with wing and watch the bottom controllable stage glide and see how far it goes. Does this powered landing require control over vessel? i.e. a computer onboard
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Magico13, Does this mod simply auto recover once your far away enough from debris? so if I were to decouple a part with no force and it followed very close by (within 20 m and with parachutes) will it recover? even if I follow it and watch it blow up? (this mod doesn't activate the parachute but only counts it for calculations?) Edit: Is this Mod compatible with the mod that adds more launch pads and also other planet launch pads (adding recovery on duna for example) Edit 2: Does this mod really do powered recovery? on download page I saw said it does but scott said differently Edit 3: Is this compatible with Flight Manager for reusable stages? though I am not even sure it is up to date, I checked it out and it didn't work like it did with Scott... Final edit 4: Above you wrote that speed affects % what if you added speed 2 variant where you use available delta V to (in calculation) burn towards KSC to reduce the distance %, as for wings use the entire craft lift rating, so the rating added up, and using it in a formula (I had an idea but it slipped) but this formula calculator could help inspire a code... Hope I helped