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Windspren

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    Kraken Tamer
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    Kraken Taming

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  1. Inspired by this, I've decided to try exploring not just the Kerbol system, but the creations left behind by other players. So, I'm asking for people to send me their save files, which I'll merge together into a single Save File of Doom. Modded installs are fine as I'll be using quite a few mods, and it probably won't matter if a few ships disappear because of incompatible mods. Save files from past versions are also fine, as I'll basically be trying to get as many ships in the same save as I can. Rendezvous is one of my favorite things to do in KSP, and not knowing exactly what I'll be rendezvousing with will make it all the more exciting. KIS and similar mods should let me scavenge parts from other vessels and dock them together to create wild monstrosities in orbit, which I'll use to further explore outward. I'll keep this updated with what I find out there, but for now, post your save files!
  2. I was really hoping for procedural parts (especially engines) ala Simple Rockets 2. Their procedural parts system is 90% of why I like that game, so I'll be sad if we don't have something similar in KSP 2
  3. Saw your name, had to say hi.

    Life before death, strength before weakness, journey before destination.

  4. Oops, forgot to mention that. Mainly those hydrolox engines, the capsules, and the heatshield with a hole
  5. See Far Future Technologies in Nert's Dev Thread https://forum.kerbalspaceprogram.com/index.php?/topic/47223-wip-nerts-dev-thread-current-sspx-redux-alphas/
  6. 0.3 is out! It took me a while due to finals (which will be continuing next week ), but I finally added everything I wanted to for this update. Changelog: Future plans include more resource extraction, including hydrates and alumina mining, as well as processing for both of those resources.
  7. I'm hoping they'll read the README. If it becomes an issue I can always add information to the OP above the download.
  8. I don't really want to add a dependency when simply deleting a few files can replace its functions. Two folders also doesn't make much sense, as there are far more combinations of patches that you can apply depending on what you want.
  9. Realistic conversion ratios have been finished, using actual stoichiometric equations to get a pretty accurate representation of electrolysis and the Sabitier reaction. I'm going to hold off on adding it as a separate version until I can get the part switching done, as you can't really use most of the conversions without dedicated resource storage. I'm also considering scrapping the Simple Sabitier patch, as the number of different resource tanks it requires (CO2, Ore, LiquidFuel, Oxidizer) is only one less than the standard patch (CO2, Water, LH2, LiquidFuel, Oxidizer), which is also far more realistic. Feedback on this is important!
  10. I'm going to start working on this pretty soon, and so I've began looking at the various mods that enable part switching. So far, Interstellar Fuel Switch looks like what I need, but I just wanted to find out what you had in mind. Is there any option for a stock fuel switch, since 1.4 added stock mesh switching? Thanks!
  11. Thanks! That really helped a lot; I mainly wasn't sure where to put the @Ratio node or how to specify which Ratio to modify, but you really helped clear it up. Right now I'm about finished with manually calculating everything, so I'll probably hold off on making it fully MM-automated, but in a future update I'll definitely use this.
  12. Update for 0.2 is out, incorporating some suggestions from all of you! Changelog: Next update is planned to have a fix for conversion ratios and some patch checks for redundant harvesters/converters. If I can fit it in, I'll also try working on the part switching for stock ore tanks
  13. @Eleusis La Arwall Sorry to bother you, but could you explain a bit more on how to get MM to calculate conversion ratios? I think I understand the math, but I'm not exactly sure on how I would get MM to do all of it for me
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