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MadDoctor5813

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Everything posted by MadDoctor5813

  1. Basically, but I'm probably going to keep the manufacturer and the name and stuff the way it is in stock. Unfortunately, with this change I'm making, I might not even need them.
  2. Don't worry, it's on my to do list. It should be possible with ModuleManager and a custom module.
  3. Mind if I bundle these textures with the mod? They're pretty much exactly what I had in mind for the textures.
  4. They're the same models. I'm pretty sure any attempt I make at custom models will just look bad. Someone has already suggested the sort of "locked rotational" ports that you've mentioned. I'll definitely look into it.
  5. It might be. It's definitely a good idea, but this would probably require me to modify the actual code that controls docking, which I can't really do. I can only run code after the fact thanks to the GameEvent system. I could just wholesale override the docking code, but that means I would have to rewrite it from scratch, and I have no idea how it works. I'll have to ask on the IRC or something. I do plan to have some kind of custom textures, so you can tell them apart from the stock. Consider them placeholders for now. Now this is the kind of idea I wish I had thought of.
  6. Source code is in the GitHub, and the license is MIT.
  7. This mod adds single use docking ports in the three standard sizes. They can't be undocked ever, short of ripping your craft to pieces. They make up for this large flaw by being significantly less floppy than the standard ones. Use these for building that mega-interplanetary ship of death you've always wanted to build. Or for a giant ring space station. Just make absolutely sure that your module is where you want it, because you only get one shot. Fair Warning: I haven't quite figured out custom textures yet, so... you'll have to pay attention during construction. Downloads: KerbalStuff: https://kerbalstuff.com/mod/1211/Single%20Use%20Docking%20Ports Github: https://github.com/MadDoctor5813/SingleUseDockingPorts I hope you enjoy the mod, at least when you're not cursing yourself for docking the wrong ship...
  8. It turned out that there was a second subfolder inside my KSP install that actually contained the game. I re-extracted to the right place, and it all works now. Thanks for helping.
  9. I've started a new career save with mods, mostly inspired by Scott Manley's Interstellar Quest series, but I neglected to install Interstellar, as I feared for my RAM. I've installed it now, but its parts don't seem to be appearing. I recall a notice saying that I had to choose the Interstellar tech tree at new game start, but it's not in the thread now. Does this still apply, or can I keep going with my old save to the Interstellar tech?
  10. OK, thanks guys. This will really help my interplanetary quest. I'll try and mark this answered. The design with the cones reminds me of the Russian Proton rocket.
  11. I'm playing Career mode currently, and really enjoying it. I'm pretty far up in the tech tree, and I'm on the node just before Mainsails, and I have also gone interplanetary. However, when I used to play Sandbox, I always used Mainsails for launch. I don't have those as of yet, and I've been using a tri-coupler with 3 LVT-30s on it. I placed them in a 6-way radial formation, and it works, but when I drop the radial boosters, the single stack left over has about .7 TWR (thanks, Kerbal Engineer) and it just starts losing speed. The craft I used had about 10,000 m/s dv, so it was fine, but still, I would like a better replacement. Is there even one, or am I just going to have to deal with it. I don't have any pictures, as I am at school right now.
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