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Darkona

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Everything posted by Darkona

  1. I took some time to fix this old beautiful mod a little bit and to bring it closer in line with 1.0.5. I reordered the files a little bit and made some config file magic. All credit to Sam Hall, I didn't touch any models or textures, just config files. Fixed RATO. Changed to ModuleEngineFX Fixed Mini Jet Engine (Using stats similar to the new Juno engine). Made it use the bundled sound again. Used the default decoupler sound for the mini decoupler so it has sound.
  2. I think I'm getting there with these heads... Simpson-esque heads, but also yellow kerbals. Nobody says they can't come in different colors...
  3. I'm going to start a new career right now, because the main mods I use have been updated. Also I believe I will need the stock bugfixes for 1.0 dlls, the heatshield thing seems awful. Anything you recommend putting in before starting a new career? I like mods.
  4. That's a known bug. After you went back to the plane, you most likely closed your cargo bay. Things inside a cargo bay are aerodynamically shielded, and they start getting forces when you open it. But once you detach them, the flag that says that they are no longer inside the cargo bay doesn't get set to false, so the game still thinks your probes are inside your plane. When you close the cargo bay, they plummet to the ground because aerodynamic forces stop acting on them. I hope this gets fixed very soon, is a very annoying bug and I find it kind of gamebreaking. Workaround: don't close the cargo bay until after your probes land.
  5. If your speed isn't the same as your terminal velocity in the way down, you keep accelerating. And viceversa. The air at high altitudes isn't as thick. That's the whole point of the new aerodynamics, and I think it's nice. That's why reentry heat is now important: you won't slow down as fast before you hit a denser atmosphere. Someone correct me if i'm too wrong on this
  6. So KSP updated today to 1.0. I went straight to sandbox to test all the new stuff, and I'm very happy with how everything works now. I discovered to my greatest pleasure that doing inline fairings is now possible, so I had no choice but to make an Apollo style mission fully stock with the new things. I did it all in stock, and to prove to myself that the aero and reentry are very intuitive, and not even regarding the ISP changes, i went for it, with no F5/F9, in one try, and with Valentina on the controls. The Service module used fuel cells and all. This was one of the most fun missions I've done in this game. So, what did you guys do for your first mission in the new 1.0?
  7. BTW, how stupidly absurd is the ludicrous speed at which we are moving by now?
  8. Did you notice the rover body is now a probe core?
  9. Guys, guys! The terrain around KSC is not flat anymore. I hope you've practiced landing in the runway.
  10. They already said when they showed the first images that the fairings would separate like that, I don't know why it is such big news.
  11. Maybe if we ask Porkjet nicely he can release those? they looked finished enough at that point.
  12. Part of it is cargo bays. The thing is, with just two tank pieces it is somewhat possible to attain orbit with few engines. I guess that's a good thing, cuz you can lift huge payloads to orbit this way. It's not a complain, just a mere observation in case it wasn't intended to be so fly-happy
  13. Hello all, specially Nertea, and thanks for these epic parts! Although I find them extemely light for their size, either that or they have insane lift! I'm able to pull a huge behemot made with these with only 4 basic jet engines in far with a couple big wings from LLL (which have very little lift themselves, for their size). Is it intended to be this way? If it is, then no problem, but just wanted to let you know these parts are a bit too easy to make fly o.o
  14. With the inclusion of female Kerbals in the next update, I'm really looking forward for more suit and kerbal heads textures. Any info on anyone that's going to update-maintain current texture packs of those?
  15. I just mean to bump this thread to ask: What happened in the end with these parts? Are they available anywhere or did Porkjet never managed to release them?
  16. A Challenger appears! Behold, the Silver Arrow. Equipment: 1 Sr Docking port, 4 regular docking ports, 1 junior docking port, 4 KAS pipe end points, 2 RADIO-GAGA-A Radio Transmitters, 2 KAS Winches, Mechjeb unit, KER unit. Extra attachment points for KAS struts. Waiting for approval. Already made the Mun and back perfomance test, will provide screenshots once accepted.
  17. First off, sorry for the long post. I'm making this with the intention to help tune the challenge's rules to give equal oportunity fo stock players and those of us with a serious mod addiction Nitro, here we go: I use DRE, FAR, Kethane, KAS, Engineer and Mechjeb, of the ones you know. Precise Node: Lets you edit and fine tune your maneuver nodes and provdies some info. Doesn't affect physics. Enhanced NavBall: Puts some other markers on the navball on the normal/antinormal and radial/antiradial directions. Navifish's Docking Port Alignment Aid: This is magnificent and should be stock. Kerbal Joint Reinforcement: With the new changes to physics in 23.5, it's there just for the physics easing on craft load, to avoid things exploding on my face. My computer has its own little kraken inside sometimes. RCS Build Aid and Editor Extensions, to help with building. I never use part clipping. VNG parachutes: Kerbals have parachutes. It would essentially be the same as grabbing a parachute with KAS and deploying it to save your kerbal. KSP Alternate Resource Panel: A shinnier, prettier resource window to the top right. Modular Fuel Tanks: Let's you edit a tank so it carries either fuel, LFO or MP. It's balanced against the weight of the part. Bucky's altimeter and vertical velocity displays. I use it for landings mostly. The recent Stock Rebalance configs stupid_chris so kindly shared with the community in this thread, sans the changes to torque wheels and RCS. Now for the part mods (I usually remove everything from many of them except for a few parts I like): Alchemy Technologies: Originally is a mod with a whole bunch of parts, but I only use the structural adapters, radial decouplers and the trusses. ALCOR Landing capsule: Is a 3 kerbal landing pod with pretty screens inside, and with less weight than a Mk1-2 pod. Aviation lights: just a bunch of pretty colored flickering lights. B9 Aerospace:It's there just for the air intakes, a couple of lights and the air brakes. CyDist's Service Module and Advanced Service Module: The former is the equivalent of a pancake tank of fuel, half a big tank of RCS, and a big pancake battery, and the same size of all of them together. The latter has the same fuel and monoprop, a decoupler and instead of a large battery, a fuel cell to generate electricity. I don't use that one much. FASA: just for the launch clamps. Firespitter: I have the fuel and electric propeller engines and the swamp engine, the seaplane floats, a radially attached SAS and that's it. The engines are slow, air breathing engines that consume fuel and are good for light planes. Porkjet's Habitat Pack: Inflatable habitation modules for crew, nothing else. Good for hauling kerbals around with style. The weights are balanced against the hitchhiker module. HGR (Home Grown Parts) and the test versions: Command pods, 1.875m fuel tanks and engines, decouplers and heatshields. There's an inline parachute with a built-in decoupler. Balanced against stock. Klockheed Martian Smart Parts: Autostaging parts, auto action group parts, fuel control and interruption, and some other goodies I can't remember. I have the Shuttle engines but Not going to use them because they're a bit unbalanced. Kommit Nucleonics 2.5m NERVA: Exactly the same thing as having two stock Nervas: double thrust, double weight. But it fits in the big tanks. KSPX: Only using the probe sized SAS units, no engines. KW Rocketry: Again, no engines. Only using the fairings and the SRBs, and those only for launching, which I believe doesn't affect this challenge. Lionhead Aerospace's Circular solar Panels: only for the looks, really. Magic Smoke Industries Infernal Robotics: Hinges, pistons, rotors. Things that can make ships change form or walk or make cranes and stuff. Near Future Propulsion Pack: I am weird, because I don't like the engines. I loved the Capacitors, so that's all i have. They let you store some electric charge and release it at once, then they recharge slowly. I also kept the structural parts. Nothke's Service Compartments: Hollow cilinders that let you hide stuff inside. They're merely structural. Nova Punch: I kept RCS nanocone. It's a cone with RCS thrusters. RealChute: Makes parachutes behave like actual parachutes. You can preconfigure them (with a GUI, much better than tweakables). They come in many sizes. RLA Power Gen: Only kept the RLA MMRTG:, its a mini RTG. Six of those make one stock RTG and have the same power. Think cutting a stock RTG in six and adding just one of those pieces. RLA Stockalike: 0.625 fuel tanks, small MP tanks, and 0.625 engines. They're either balanced or weaker than stock, but nake for cool designs with very little space. It comes with some structural tiny parts too. KN2 Cabin: A 3 Kerbal Airplane pod, fuel droptanks for airplanes with 50 units of fuel and self-contained probe-sized rcs thrusters with a tiny amount of MP. They're balanced IMO. Porkjet's SpacePlane Plus: MK2 size adapters and tanks. I only really use the air intake, it has the same stats as the stock ram-intake but looks way better. Starshine Industries Parts: Keeping for the Sepatron 2 and the 6.0 thrust that consume more than 6x MP. LackLusterLabs SXT Parts pack: Only for the structural parts, the tiny jet engine (1/14th of a stock jet engine with slightly worse TWR), and 0.625 LFO tank. TurboNisu's Stockalike parts pack: Structural mostly, and also fuel tank caps and adapters with fuel in them. Weight/content balanced against stock. Floating around there are also kOS (Programmable computers), Editor extension, part highlighter, and other mods I either just poke around with for fun or help me build and such. Won't be using them for this challenge, but as I said, I'll mention them so people get to know about them.
  18. Nitro, can we have a list of approved mods/mod parts that can be used in the first post? I have a bunch of mods installed and would like to know which parts not to use, or which mods to uninstall. I like my game balanced overall but things can be different for this challenge. Edit: I will happily provide a list of my mods with some explanation, both to see if they can work out and to tell other players of them in case they don't know them and see if they want to use them.
  19. Hello, just want to ask: Is there a particular reason for the stack mounted winch not having a GUI? I mean, bug or feature?
  20. Chris I'm here just to say thank you, those are really nice fixes/balances, and STOP BREAKING BOTTLES YOU EVIL-SOULLED FLIGHTLESS BIRD
  21. Orionkermin, hi again. I'm here to say that, again, I'm loving these parts. The aestetics are spot on and you filled a gap in the game like few other mods with style. That said, I mean to ask: ¿Are there any plans for a monopropellant tank and SAS unit in 1.875m size? Whatever you do, though, keep them coming, your work is most excellent.
  22. The models are great. The textures are stunning. But for God's sake man, the descriptions made me literally cry of laughter. You're astonishly good, that's some solid comedy gold right there!
  23. Orionkermin, just thought you should know: In 4x acceleration, and sometimes playing normally (but less noticeable), your tanks are apparently made of rubber. They have a similar consistency as batteries, not solid like the rest of the tanks.
  24. Hi Orionkermin. Great parts! A little bit of feedback, if you don't mind: The Service module could use a bit more fuel+oxidizer, maybe 1.5x what it has now, and also a bit more electric charge. Taking into account its size, its not very far-fetched. The orbital module could have a bit more electric charge as well to account for its size. Loving the parachutes, man.
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