Shad0wCatcher
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Everything posted by Shad0wCatcher
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@Brucey Answer regarding Treeloader - No. Best you can do is rename the tree.cfg in your savegame folder to tree.cfg.bak or something other than a file with a .cfg extension (or zipping it up / deleting it in that order) then creating a file called notree.cfg That will give you your stock tree back with your part edits intact. However you will lose any progression with regards to technology unlocking with the Interstellar parts (indeed some won't even show up like the fusion / antimatter reactors and warp drives). Otherwise you can edit the tree.cfg and change/add your parts in the nodes in that file. (Basically doubling the work you've already done to the part configs as treeloader does override part configs with regards to tech tree placement). You'll want to search for the stock nodes themselves (i.e. advUnmanned) and snag the part name itself (i.e. mk1pod [from the name= field]). It's a simple copy/paste into the tree; but can be time-consuming if you changed a bunch of parts around.
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
Shad0wCatcher replied to nli2work's topic in KSP1 Mod Development
It's beautiferous. -
parts [1.12.x] Asteroid Recycling Technologies
Shad0wCatcher replied to RoverDude's topic in KSP1 Mod Releases
OH GOD THE BEES! Sorry, I totally missed every opportunity thus far with the bees comments. Couldn't pass this one -
[1.12.x] Freight Transport Technologies [v0.6.0]
Shad0wCatcher replied to RoverDude's topic in KSP1 Mod Releases
@Rover with regards to balance on the honeybadger; takes 6 propeller-types to lift off the same payload as 4 LF/O VTOL engines. (6 cargo bodies worth of karbonite and a generator module; with cockpit of course). That length feels about right for the size of the parts. Full craft weight on kerbin is slightly less than 280 tons (not at my home machine right now; but IIRC 278.4 tons on takeoff). Four VTOLs feels about right for takeoff; six feels excessive. From a realism standpoint obviously the thrust output is ridiculous. However take it in context with the fuel loads this thing is meant to haul. (Karbonite is stupidly massive [not in the bad sense of stupid in this regard; as that's the challenge and point of it]). -
@nli had that same thought after I gave it a few minutes. Trying now. @monstah regarding your third point that's KSI's MFD; though it should have its own target mode (same with the stock RPM). The PFD is meant for space use so you won't find any surface velocity settings; that's what the ADI is for.
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@Entropius @nli2work I've had the exact same issue for the longest time. My bet is on one of A) active texture manager texture replacer or C) openGL rendering. I can't remember the last time I've had a usable (in this case readable) ADI. Black on black is difficult. Occurs on every cockpit with an ADI; be it an overlay or head's-up display (head's-up is easier due to green background and typical daytime skies; still everything actually rendered is black)
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@Alshain How the heck did you get your SABRE intakes animating? Mine refuse to comply (Updated exsurgentengineering.dll floating around somewhere? Or possibly KineTech animation plugin?)
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Shad0wCatcher replied to AlphaAsh's topic in KSP1 Mod Releases
@Woopert Absolutely. I've tested extensively. (I have a love / hate relationship with this mod lol) I'm not sure what will happen with regards to having ships on different runways / launchpads outside of stock when you uninstall it however as I've never tried that. I'd assume they'd just get deleted; but that's just speculation.- 2,488 replies
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[1.12.x] Freight Transport Technologies [v0.6.0]
Shad0wCatcher replied to RoverDude's topic in KSP1 Mod Releases
@Rover This thing is friggin' insane. Honeybadger is a rather apt name for it. It just don't care. Also your description of FAR compatibility as throwing it at the sky in disgust is a perfect description of its flight characteristics. I love it! Sucking through its entire payload of LF/O within the first 15 seconds? It don't care. Karbonite? What karbonite? That got eaten up on takeoff. Too much fun man, just too much fun. (Serious post; I love this thing. It's so ugly it's beautiful. I have a car like that) -
Karbonite/Real Fuels Integration Configs [1/18/15]
Shad0wCatcher replied to Raptor831's topic in KSP1 Mod Releases
Now I want a Bagel powered spacecraft. Damn you krike! Also mmm bagel-powered craft. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Shad0wCatcher replied to Raptor831's topic in KSP1 Mod Releases
@Raptor yea I'm an idiot. Looked at the config again after I posted and forgot to edit my post with my idiotic conclusion lol. I'm honestly not worried about the tanks (obviously outside of scope; and I have completed a few configs; just not sure if I want to change basemass on some of 'em or not [kommitz's octotrusses; not sure how heavy that bar / circle stock steel girder setup is; also masses are drastically different {1 ton to 10 tons different}]) before tossing 'em to NathanKell for approval. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Shad0wCatcher replied to Raptor831's topic in KSP1 Mod Releases
Another question if I may. I found the blanket change for jets from liquid fuel to kerosene (which really borks some mods btw that don't yet have RF integration [example KSO's phase 4 vehicles]). Where's the blanket change for rockets? (This also seriously breaks mods like LazTek and Tantares as I don't have the time or inclination currently to go through and add RF capability to all its tanks and the capsules). I ran a quick search through the stockalike searching for some keywords (namely HAS and @part[*]) but couldn't find anything of the sort that would be indicative of a blanket. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Shad0wCatcher replied to Raptor831's topic in KSP1 Mod Releases
One quick question: Is there any way to get Engineer / MJ 2 DV readouts in the VAB fixed with the SRB throttleability change? Reason I ask is I'm currently running into an issue whereby any KW SRBs I use (stock behavior: minimum 50% thrust; throttleable [in the VAB] from 50% to 100%) are showing the stock behavior DV readouts (i.e. they're still working off the stock scale of 50% to 100%). I won't go into my preference of stock over this change but not having to swap to the launch pad then back to the VAB to get the correct readings is rather tedious. Correction Last: MJ2 is functioning (when MJ2 is functioning); engineer is not. Possibly an issue with the variable thrust with regards to SL density -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Shad0wCatcher replied to AlphaAsh's topic in KSP1 Mod Releases
Happy to report a full re-install of this stuff (prior to your update of the Arakebo Station) fixed the funky lag I was getting. Even had KSC++ from Lack installed. However had an out of memory crash yesterday and unintalled the lot of it. Ran 6 test flights out of the Dead Kerbal Crater Helipad (crashed during the 6th). Not your fault, Unity's garbage collection is, for lack of a better term, garbage. Wasn't paying attention to RAM usage (x86 game executable, game runs at 2.5 gigabytes with my current install without Kerbinside. Stable enough that I forgot to close it last night and let it run for 6 hours in the VAB [did close and re-open the exec prior to this crash as I updated some modulemanager configs]). Hopefully the optimizations you're doing will help. This definitely livens up the planet.- 2,488 replies
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[WIP][PLUGIN + PARTS]Project HLLV: Nuclear Propulsion parts
Shad0wCatcher replied to landeTLS's topic in KSP1 Mod Development
At the risk of becoming too tangential: http://fas.org/nuke/intro/nuke/effects.htm The graph shown will give a little idea of what kinds of forces you're actually talking about here I'm well aware of the original plans for the Orion (I have that website bookmarked in fact). Mind you I prefer having correct ISPs for the propulsion system itself (to get back on topic) and leave it to the user to decide whether or not they want to kill the entire ground operation around the space center (figuratively; since, you know, we don't actually have a population center around the space center, but extrapolating here). -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Shad0wCatcher replied to RedAV8R's topic in KSP1 Mod Releases
Congrats on the update. That's a fecal-matter load of work put in Red. -
[WIP][PLUGIN + PARTS]Project HLLV: Nuclear Propulsion parts
Shad0wCatcher replied to landeTLS's topic in KSP1 Mod Development
Is that at sea level? You have to remember tropospheric and mesospheric explosions exponentially enlarge the EMP from a nuke. -
[WIP][PLUGIN + PARTS]Project HLLV: Nuclear Propulsion parts
Shad0wCatcher replied to landeTLS's topic in KSP1 Mod Development
Air isn't going to do much to contain a nuclear explosion. But I do agree with your principle in that functionally air adds free reaction mass for the fission / fusion reaction. Good luck reconditioning the launch pad afterward though. Oh and pray that your control center is deep underground with air filtration and enough food and water to last for a while if you're trying for a full on nuclear launch. Also total economic collapse from the multiple massive EMPs emitted during upper atmospheric flight. With those small caveats out of the way it'd be perfectly safe to use this as a pure SSTO!