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WintericeUK

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Posts posted by WintericeUK

  1. Jebediah, Valentina and Bob return from their six day polar expedition during which they thoroughly tested their Bon Voyage auto-drive systems...

    Their responses?

    Jeb - "It's awesome! I want one for boats too!"

    Bob - "Very useful, I was able to spend more time on science as a result!"

    Valentina - "Out of the way, nobody get between me and the showers! Oh, the BV? Worked a charm, now MOVE!"

     

    D0E54FEE6C9B9001E93F3FE598EE678E3C740EEF

  2. 15 minutes ago, linuxgurugamer said:

    What would you think about this;

    • A lower level engine, which would be available at the highAltitudeFlight tech level, which would be mode 1
    • A high level engine, mode 1 & mode 2, available at the supersonicFlight tech level

    Hmm, one problem there, High Altitude flight comes AFTER supersonic flight on the stock tree and CTT, not sure about any other tech trees as I haven't got installs with them.

  3. 7 hours ago, linuxgurugamer said:

    Re. #1, I'm slowly adding tags to all the mods I'm maintaining,  I'll add this to the list

    Re. #2, keeping in mind that this is a mod, and that stock isn't necessarily a good indicator, also keep in mind the tech level, can you suggest some better values?

    Great to hear regarding the tags.

    So, I sat down with a Stock + Quiztech install of KSP and played around with some numbers and here's a suggested revision of the Mk2 Twin Turbofan Engine as a twin-mode engine with an afterburner (akin to the Panther).

    Mode 1 - Normal

    • 18,000 ISP
    • 522 kN Thrust @ Mach 2.5
    • 180kN Thrust @ Stationary

    Mode 2 - Afterburner

    • 8,000 ISP
    • 1,044 kN Thrust Mach 3
    • 300 kN Thrust @ Stationary

    This would bring the normal mode of the engines in-line with the rest of the engines within the mod-pack while retaining the existing high-performance as a secondary mode so as not to break craft files. This would allow the engine to have a better cruise profile and still give it the power needed for either SSTOs or combat aircraft.

    I drew up a quick spreadsheet of engine values, might be useful to help put these changes in context. Link to Google Docs Spreadsheet 

    Thoughts and feedback?

  4. Love the parts but there are a couple of things...

    1. Mk2 Twin Turbofan Engine could use having the 'jet' search tag attaching to it for a small QoL improvement.
    2. Mk2 Twin Turbofan Engine has a Max Thrust of 1043.903 kN @ Mach 3 and an ISP of 8,000. Allowing for the fact that it is a twin-engine assembly, that is still 521.9515 kN @ Mach 3 per engine which is greater than the stock Turbo Ramjet (386.657 kN @ Mach 3, 4,000 ISP) and the Panther AB Turbofan (107.885 kN @ Mach 1.8, 9,000 ISP in Normal mode and 219.476 kN @ Mach 2.5, 4,000 ISP in Afterburner mode). Perhaps bring the stats in-line with two Panthers?

     

  5. First, let me say that I was initially very skeptical about this mod and if I would really find it useful. Then I watched a video by The Beardy Penguin which utilised this mod and I thought to myself "Huh, okay maybe I should at least try it..."

    Now... I'm not sure I could ever do planes in KSP without this mod! It takes planes from being frustrating, annoying and generally obnoxious to use and makes flying them into something that is REALLY fun to do!

    5/5 -  Will never fly a plane without this mod again!

    On a side-note, definitely get the Improved Chase Cam mod to go with it...

  6. 14 hours ago, Stone Blue said:

    Shoot... Thanx for searching those up, WintericeUK...Wish I had seen your post before you found them though.. I have copies WITH the original links pasted into the files, so I could have saved you the trouble of thread dumpster-diving searching...

    I only managed to get to about page 107 in the end, by then I had a headache from skimming so many pages ;.;. At least someone has those configs backed up in case they disappear though! With the loss of KerbalStuff the community seems to have lost quite a few small mods where the developer either lost the source or has left the community.

    I'm looking forward to actually being able to use MJ parts again with 1.1 though, I've always had to part prune in the past to keep my KSP slightly more stable >.< 

  7. @Peppie23

    The links to the alternate descriptive antenna and RSS cfg files buried in the thread are broken now, I'm currently thread-diving for the new post links (170 pages, this may take a while) and will link them as I find them into this message.

    Edit: I'm also including links to any other config flavours, some may be out of date though as I'm working through the thread chronologically.

    Stock Antenna Configs

    Descriptive Antenna Descriptions

    Make all antenna and dishes Omni-directional

  8. I don't think this particular question has been asked yet (though I skim-read most of the thread) but has a tweakable base size been considered?

    f.e. a slider that can scale from 1.25m to 3.75m in half-size steps?

    I'm not sure if tweakables can be limited in availability in a tech tree though... (having to unlock bigger parts to make the larger tweakable settings available)

    Also, have you ruled out 0.65m and 5m base sizes?

    I'm really looking forward to when you have time to continue work on this fairing mod as it looks like a pretty damn awesome system to me, particularly the rocket-assisted payload separation!

  9. 1 hour ago, Grumman said:

    That is incorrect. To turn it off for orange suits, I believe you need to go to GameData/UmbraSpaceIndustries/LifeSupport/Settings.cfg and change NoSupplyEffectVeterans to 0.

    So this bit of RoverDude's OP is no longer accurate?

    On 27/04/2015 at 6:37 PM, RoverDude said:

    (Snip)

    Orange suited Kerbals (Jeb, Bill, Bob, and Val) are immune to the ill effects of life support. They will still consume supplies if given, but do not leave the job, because they are just that awesome. This always gives a player (especially a new one) an 'out' to test out a manned mission before actually committing your other kerbals, etc. to a horrible fate of snack deprivation.

    (Snip)

    Damn, that means I either have to leave Jeb and Val floating in space until I unlock the grabber (or KAS becomes available for 1.1) or I have to alter the config to get them back and then reset it... 

  10. 4 minutes ago, JohnnyPanzer said:

    One thing I noticed was that my mods were listed as not compatible with KSP 1.0.7. Which is... uhm... I'm not sure what it is.

    I realise that you're busy fixing your code and I have no complaints, I'm just wondering if that was a bug or if I have missed a new release of the game? I'm using 1.1 pre-release right now and I have a very limited bandwidth, so I can't check to see if there's a 1.0.7 out or if it's an error on your end.

    I don't think yours were the only ones listed as 1.0.7 as Real Launch Sites was showing as 1.0.7 (and as being an outdated version).

  11. Suggestion: Radial Karbonite engines, I've been testing a drone 'Ka' drilling rig and the stock radials work a treat with the existing derrick style drilling system in terms of functionality.

    Question: Is there a bug tracker set up for Karbonite so it is easier to keep track of whether a bug has been reported yet?

    Thoughts: I am in love already with this mod! This will synergise insanely well with KAS for fuel transfer as well as linking multiple derricks together and I am on tenterhooks to see both how Karbonite evolves and how you expand MKS/OKS with Karbonite functionality!

    Possible bug: lander legs are not being deployed by the 'Gear' button or 'G' key.

    Mods installed when issue located: Karbonite Dev 0.0.4, SCANsat 7rc4, Toolbar 1.7.6, Module Manager 2.2.0, HyperEdit 1.2.4.2

    Details: Tried from the VAB and the SPH, legs deploy fine via the right-click menu but do not deploy via Gear controls.

  12. Can't wait for a release so I can play with this lovely project!

    One argument in favour of radial drills is so they can be fitted on heavy rovers. Scenario: You have an EL assembly plant on Duna located at your main base (which uses MKS modules ^^), you can then build a heavy rover in-situ and drive it to a suitable resource site. (I'm sort of thinking along the lines of the UCS resource harvesters from Earth 2150)

    As a side-note, if you wanted to g for an "iron man" playthrough, you could RP only having a finite amount of fuel available as default and have to harvest fuel as you progress... that would mean having a fuel storage setup at the KSC would be needed and you run the risk of your fuel reserves being lost if there was a rapid unintended disassembly over the KSC...

  13. I think I found how to disable grabbing force, or explosion, but it's not a good solution.

    http://youtu.be/wY7TSJtg_LA

    The mod used in this video is "Time Control".

    Slowing down everytime grabbing things is a nuisance, but if you have to use KAS right now, this would help a little.

    I asked this question on the Youtube video but with hindsight I should have probably asked it here instead, what happens if you use 1/1 time with the "Lock Delta Physics" option? Boom or grabbiness?

    i think the problem with removing parts is to do with them taking the form of decouplers with an extreme force

    Aha! So KAS's explosiveness is in actual fact the direct result of all the failed decouplers of every KSP player being channelled through quantum entanglement into our KAS parts, thus causing our parts to detach with excessive force!

    ... which reminds me, where did I put my medication?

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