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Snarfster
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KSP2 Release Notes
Everything posted by Snarfster
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If the vessels stay within 2.5 km of each other they will be simulated. I deployed by Laythe base that way. 4 modules with a parachute each all connected to a frame via decouplers. At 5000 meters I popped all chutes and hit the decouplers, all 4 modules landed safely. EDIT: If you do this too high up and they drift beyond 2.5 km, they will be lost.
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[1.12.x] Freight Transport Technologies [v0.6.0]
Snarfster replied to RoverDude's topic in KSP1 Mod Releases
That's what I expected. I am guessing that's not intended -
[1.12.x] Freight Transport Technologies [v0.6.0]
Snarfster replied to RoverDude's topic in KSP1 Mod Releases
Hmm, that's not too good. What happens if you spawn one of those minus 2 mil containers and then blow it up? -
Question: Happen to have a link to Ven's 2.5m RCS? Debating what to do, I like them both. Could imagine eventually texture switching them with firespitter to work with the community resource pack as well. First things first though
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How about something like this?
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UPDATE 2015.03.02: This going to be a series of texture switched resource tanks. The plan is to provide RCS, LiquidFuel and a selection from the community resource pack. As I can't update the thread title, this note will have to do. UPDATE 2015.03.02: Just realized that you CAN change the title if you "go advanced"... Screenshot of the current status has been added at the end. UPDATE 2015.03.04: Latest status can be found here. I've noticed that during refuelling the stock 2.5m RCS tank just isn't big enough for me. This is something I am working on. 2.5m RCS tanks, size comparable to the Rockomax X200 series. Very early work-in-progress screenshot: Still debating whether to keep the inset as it is right now or put a spherical tank in there.
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The "You know you're playing a lot of KSP when..." thread
Snarfster replied to Phenom Anon X's topic in KSP1 Discussion
Hell yeah, gfx card smoking... I hope my crew is ok -
The "You know you're playing a lot of KSP when..." thread
Snarfster replied to Phenom Anon X's topic in KSP1 Discussion
Movie physics have always bothered me. If you know a little bit about aviation and orbital mechanics, you're basically hosed when it comes to movies. As for the second part of your quote. Been there, done that more times than I care to admit. -
Will 32-bit be the death of KSP
Snarfster replied to Duckytrask's topic in KSP1 Suggestions & Development Discussion
I think it's doubtful KSP will die due to the 32 bit windows thing, with texture compression you can install quite a few mods before you run out of memory. Running 64bit Linux myself. The fact that the Linux client happens to be 64 bit is a nice bonus but it wouldn't be a deal breaker if it was 32 bit. It is nice though not to have to pay too much attention to what I choose to use, mod-wise. -
Minmus Acres: A Skyscraper on Minmus
Snarfster replied to JAD_Interplanetary's topic in KSP1 Mission Reports
Excellent, waiting for the next update -
Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
Snarfster replied to Brotoro's topic in KSP1 Mission Reports
Shamefully copied this design: Finally an SSTO that I can use both on Kerbin and Laythe. Just need to hide some RCS tanks in it and a minimal amount of life support supplies. THANK YOU! -
Trying to get my Vall station autonomous in MKS/OKS. I might have been a bit optimistic in sending 8 kerbals there. Got a shipment of rocketparts arriving in about 100 days; should be enough to get the needed parts built.
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Using MKS by any chance? It hides the EPL parts via a config file.
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Why do I need cargo bays? To make something like this: Carry the load internally and a service compartment that hides ugly parts. EDIT: Docked those modules in there with the little RCS drone lander can.
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Just finished a preliminary station in Vall orbit. It's an OKS station with minimal parts. About to dock the orbital construction yard to it. A load of rocket parts is on its way. After that it's supposed to be 100% self-sufficient. Resources will be mined on Vall by robotic landers to remove the dependency on supply runs from Kerbin.
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Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
Snarfster replied to Brotoro's topic in KSP1 Mission Reports
Loving it. Great job! -
From a message a few pages ago: 1.Start with a ground pylon, attach the rover front end to it, rotate it correctly with MOD-B and MOD-N (alt on windows). 2. Store the front chassis in the front end. 3. Store the rear chassis in the front chassis. 4. Store the rear end in the rear chassis. 5. Store two wheels in the front chassis. 6. Store two wheels in the rear chassis. 7. Store a seat in the front end. It will appear on the side you are standing on. 8. Store the roof rack in the front end. 9. Store any other seats, science crates and/or data camera in the front end. 10. Board it. 11. Set the brake. 12. Get out. 13. Pick up the ground pylon. Ready to drive. Good luck
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I set up a 6 man base on Laythe, only to realize later that Laythe is tidally locked and I'll never see the Jool-rise I was hoping for. As a result the base was ignored for 3 years. Only now, a ship has been sent to pick up the (now bearded) crew.
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I try to keep my parking orbits clear of debris but above and below that, there's bound to be "stuff". Additionally, completed station, base and satellite contracts get turned into debris as well. Interesting when you first start up a minmus base and suddenly realize there's 4 more around the area. Set to infinity because, to me, that feels like realistic. (Make a mess, deal with the consequences).
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I put down 4 stakes in a square and the item I built ended up in the middle of the 4.
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For rockets you could use launchclamps. Did that with a monster rocket I built on minmus. Then use KAS pipes to refuel.
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After making a textured test part visible in KSP a few days ago, today I compiled a test DLL that is loaded by KSP upon start-up. The whole work-flow is done in Linux. Only thing where I can't get around windows is Unity, but that's solved via wine.
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Model Textured in Unity, not in KSP
Snarfster replied to Snarfster's topic in KSP1 Modelling and Texturing Discussion
Small update Made a new model and then checked the log. [WRN 10:32:06.990] PartLoader: Cannot replace model texture with 'Snarfster/Parts/Crate/textures/Crate' So it seems it's a path issue - - - Updated - - - Another update, the error above was because I didn't have enough coffee... It works now. No clue what's wrong with the initial test though. -
Model Textured in Unity, not in KSP
Snarfster replied to Snarfster's topic in KSP1 Modelling and Texturing Discussion
The reason I export to fbx is that I had an issue importing blend files. I use Linux and Unity via wine. Unity attempts to use blender to automatically convert the blend to fbx in the background. (it will actually complain about no (windows) blender being available to import.) Going to give it another try with a new basic model.