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Everything posted by MainSailor
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
MainSailor replied to ferram4's topic in KSP1 Mod Releases
Alternatively, you can use HotRockets, the MM config they include also replaces the Exsurgent engine controller (Hydra controller I think) to allow you to see the Delta V of both modes or the SABRE engines as well as the auto-switching that the stock RAPIER engines have.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Actually my only complaint with the sounds is that they don't seem to play in sequence with events. i.e., the 'charging up' sounds start when I open the context menu and then no sound is made while the Jump Charge is building up. I do love the sounds though, especially the 'failed jump' sound that it makes when you cancel a jump, which was a pleasant surprise in my testing.
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Hexagon Projects [Phase I Development]
MainSailor replied to mbartelsm's topic in KSP1 Mod Development
Stupid_chris has a pretty good chart for balancing thrust, isp, and engine weight (or more precisely, engine TWR) in his Stock Rebalance mod. It's what I use when I rescale engines for my own purposes. -
[0.90] Kerbin Shuttle Orbiter System v4.13
MainSailor replied to helldiver's topic in KSP1 Mod Releases
Maybe I'm just being dense but has any developer explicitly mentioned 0.24 would be running the 64 bit version of Unity? Just because it rumoured doesn't mean it's true. -
Chaka Monkey - Closed Development Thread
MainSailor replied to YANFRET's topic in KSP1 Mod Development
BahamutoD has a good one in his Constellation parts pack: http://forum.kerbalspaceprogram.com/threads/76841-%28RSS-RO%29-Constellation-Essentials-v1-3-1-Trusses-Engines-Adapters-%28Apr21%29 -
From the forum posts over there recently, Yogui is working on some additional (new) parts, Z1 truss, etc. Bobcat is rumoured to be overhauling the the rest of the truss structure. Dragon is acting as a great project manager as there seems to be a lot more inertia over there than there has been for quite some time.
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A.M.U.R.E. A prewiev of some new parts i'm working on
MainSailor replied to tabaal2's topic in KSP1 Mod Development
Love them! Subbed. The pod looks great. Kind of a stockalike-shaped Orion pod. The drill and landing leg parts are great too. I haven't sent a probe out to a potatoroid yet because you have to use the giant klaw and I hate having a mini probe with a huge part attached to it like that. -
Falken, I PM'd you back as not to clutter the thread.
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Would anyone be able to provide any guidance on how to resize these to fit a 3.75m scaled S2 series? I dumped my HL parts a while back in favor of the S2 textures and I have rescaled all those by 1.5x. (Although Chris's proposed HL revamp capsule is making me re-think that decision.) All the props look great, but the window views are obviously offset.
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[Part] Unnamed 4 Kerbal Capsule, Work in Progress
MainSailor replied to S3416130's topic in KSP1 Mod Development
Why do you say that? I actually really liked the design of the first version too. The evolution between the two just shows the refinement as you thought about the design more. A lot of the dev/WIP work also goes up on Dropbox. It's easy to version control that way. -
Finally some proper looking CBC textures! No offense to BlazingAngel who did the first version in the ULA thread, but that texture work never impressed me. I realize also that this isn't necessarily a replica, but really this is as close as anyone yet has come to reproducing the CBC's accurately and I love it.
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Exactly. This is my biggest complaint about his FX. When the frame rate starts to lag (and with Smokescreen etc., it does) the rings actually separate and it's like the engine is leaving hot orange donut flames behind. I LOVE the colors he uses on his exhaust though.
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I completely understand that. I was 'thinking out loud' so to speak. Oh yeah...Pirs/Poisk use the Soyuz docking mechanism which when opened, is completely in the way: Of course, I know you're modeling the hatches as straight up CBM clones, but as far as I'm aware there's no CBM hatches in a docking compartment that Kirs is an analogue of. Seeing as how the hatches would be closed in the IVA, would you just be modelling the arm mechanism on the back of the hatch?
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Well, I thought about this by saying 'how are they currently doing this on the ISS?' first. If what I've seen is correct, the hatches on berthed modules (the ones that are permanently connected to the structure/each other) are actually completely removable. Presumably the hatch panel is stowed. The other method would be for spacecraft that dock temporarily (Soyuz, Progress, ATV, Dragon, etc.) At least for those that use CBM (currently only Dragon and HTV I think)...the hatch looks like it slides on an arm or a rail, on sort of a compound-action (slides, then swings). I think a system like this could be used within the smaller confines of the Kirs module: (Actual hatch opening starts around 1:28) I was trying to find the segment in the Sunni Williams videos where I thought I remembered her using one of the hatches but that might have been one of the Russian probe and drogue type.
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[Part] Unnamed 4 Kerbal Capsule, Work in Progress
MainSailor replied to S3416130's topic in KSP1 Mod Development
That looks great! I love the secondary pod between the fuel tank and command capsule. Am I right that those are windows? -
[0.22.X] BobCat ind. Historical spacecraft thread
MainSailor replied to BobCat's topic in KSP1 Mod Releases
And AIES. I think there's some changes in the landing leg module that have not been made available to modders yet. -
I had to take the first stage smoke effects out of the cfg. It's not specific to your parts blackheart, I have an issue with the HotRockets/Smokescreen powersmoke cfgs too. Normally my machine can handle launches without going into yellow clock but as soon as the smoke starts to build up, the framerate really starts to get a hit to where it takes 5-8 seconds of real time to click one second in game time (I have physics delta set to max.) I think the persistence of the smoke particles is what causes the issue. Otherwise, so far I LOVE the pack! I'm really excited to see the other parts you're working on too. That fairing looks sexy.
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Porkjet has a plugin that prevents Kerbals from entering until a module is 'activated' (in his case, the modules are inflated.) It would keep the pods from being crewed at least. Deadly Reentry can kill Kerbals when the G-forces rise above a certain level. I'm not sure how willing either one of the authors would be to license the code but those are two off the top of my head that would be a start in developing something like what I think you're looking for.
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I believe some of the Kosmos parts do, and perhaps Bobcat's Mir parts. I don't remember if the ISS pack does. I'm pretty sure there's no stock command pods or probes that do.
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Asteroid bases unstable?
MainSailor replied to WhiteWeasel's topic in KSP1 Gameplay Questions and Tutorials
You can with KAS. In the game, the asteroids are still just a 'part'. I haven't tested yet but KAS struts might be a way to make the connection more rigid. Your claw pivot is locked, right?