ioresult

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About ioresult

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    Curious George

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  1. Oh wow, I haven't thought of that! I agree!
  2. Just saw it. Brad Pitt in the role of Jeb Kerman. Steely eyed missile man. Some spoilers. -Jumping over crater edge in rover going super fast on the moon and somewhat landing on all four wheels and regaining control. The huge number of quickloads it took me to make it happen is not even funny. -Taking manual control of a rocket landing on Mars at interplanetary speeds after magic gamma ray burst EMP shuts down auto-landing sequence. Landing precisely on the pad. -Climbing on a launching rocket, entering the airlock while said rocket is staging, all crew accidently killed trying to fight him. He taking control of the rocket as if nothing happened and getting the rocket to the exact trajectory to aim for Neptune. Nice. -Using radar bar circular motion to launch himself to another ship through Neptune's rings using a piece of the radar as shield from ring particles. Using his own sense of "situational awareness" to gauge delta-v change to accurately intercept his ship which he couldn't even see before launching himself. Using his suit's cold gas jets to correct his trajectory as needed. Catching ladder rungs at high relative velocity. -Using antimatter anihilation reaction to get enough delta-v to go back to Earth from Neptune. And surviving Earth atmosphere reentry at full interplanetary velocity and not even wincing from high G load. If that's not a "badS = True" character, then who is.
  3. I had to look at my calendar to make sure it wasn't April first. I couldn't believe it. Please make it be real. I'm dreaming here: I would like stock: no clear atmosphere limits, background station keeping, orbit decay and lagrange points! Difficulty levels: life support optional. Fuel settling with ullage motors an option. Realistic engines optional (difficulty settings for minimum throttling, number of restarts). Realistic fuels in option. Parametric engine design and type (gas generator, pressure fed, staged combustion, etc). Closed loop maintenance system for colonies à la Umbra Space Industries with complexity levels in option.
  4. I made my own one-third size RSS starting from full size RSS and down-scaling by one third using Rescale! It works fine in 1.7.0. I'm just waiting for Kopernicus to catch up to 1.7.2.
  5. I've had the same problems, but: 1-Connected living space has an option that disables it on the fly so you can move your kerbals anywhere in the station without regards to parts connected or not. 2-In the CLS config, you can activate optional VAB PAW buttons with which you can activate "surface passable" or something. Haven't tested that option yet. Will do soon. 3-No need for Hyper Edit when you have the built-in alt-f12 cheat that lets you put anything in orbit from the launch pad.
  6. NEVER MIND! I was confused about the 30 degrees part. No I haven't even unlocked this part yet. So it was probably a random kraken glitch that exploded my station and after editing that part it didn't happen. I mismatched the name. I thought the hub was the PTD-6 Star module. Sorry about the confusion. Never mind. Move along, nothing to see here.
  7. Still, I reverted the following line from sspx-hub-125-1.cfg: node_stack_top03 = -0.214, -0.1448, 0, -0.5, 0.86602540378, 0, 1 to its previous state: node_stack_top03 = -0.1448, -0.2106, 0, -0.5, 0.86602540378, 0, 1 And lo and behold, my station doesn't explode on loading anymore.
  8. Unzip under GameData\UnTiersRSS (means one third RSS in French) https://drive.google.com/file/d/1_j9EVxAqiGugb_Stvr8lUkR8FOCHUJe_/view?usp=sharing I have to warn you, a lot of it has been taken directly from SSRSS configurations. I'm still tangled with some visual data from SSRSS. So you better download that mod and copy the visuals directory inside UnTiersRSS so you won't miss some clouds and textures. I've stopped tweaking my config when I decided it was "good enough". I want to spend my nights playing, not tweaking configs dammit! You also need Rescale! and its dependencies. Scatterer, RSS, RSSVE, EVE. It works with RSSExpansion too. I'm also using SMURFF with the following SMURFFCONFIG (I should use a patch...) : tanklever = 0.5 enginelever = 0.5 podlever = 0.5 I think I went and got some SMURFF configs directly from the dev directory in github, because there has been some good tweaks that haven't been released yet. Anyway, it took me about a month to get it to work for me. Good luck. Ah as for parts, I use Restock, Restock+, most of Nertea's NearFuture stuff and his FarFuture parts, SSPXr, Snark's Missing History, JX2Antenna, USI Konstruction and LS, Scansat, SmartParts, ResearchBodies, Tarsier Space Telescope, Strategia and more. I have 95 folders in my GameData directory. It's a mess but it works!
  9. Hey @Nertea, could this explain why my little space station explodes on loading? I have this part and since I updated the mod, I can't load my station. F3 only gives me a couple items colliding together (like a docking port and an adapter, not the Utility module) and there are only a couple of floating debris left (a probe core and a Spark engine last time I tried). And 4 MIA Kerbals. I think I stuck airlocks, radial access tubes and a KIS crate to this particular module (from memory, I'm currently at work, hardly working). Also a 1.25 Station Core and a 1.25 Hab on each node. I'll try reverting this part in my game tonight see if it works.
  10. Good to know. I'm playing with my own RSS Rescale to one third (or 3.33 times original Kerbin) and discovered by trial and error that to reach orbit the dV requirement is a bit less than twice. SQRT(3.33) is 1.82. Not too bad. I love RSS One Third! Next on my roadmap: Galileo 6.4!
  11. Okay, @Snark, you win the argument this time! I guess I'll just have to push the sliders to the right!
  12. There are airless moons with huge mountains. Especially with planet packs like OPM (Priax comes to mind). I've crashed more than once especially in map mode in low orbits. I've even recently crashed on Earth's Moon because I thought I was 11km AGL but I was in ASL and hit a 11.5km mountain. Switching high up makes the altitude fluctuate, but I really just look at the big numbers. So no surprises 10 seconds before impact when it's too late to burn radially. Same reason in atmosphere if I'm flying above high mountains. OPM's Tekto is a good example. Lift comes very high up but low gravity also means high plateaus and mountains. I like to see AGL when approaching KSC on Kerbin over the mountains there. Also when trying to approach the two mountain monoliths using a VTOL on Kerbin. I like doing weird stuff, that's all. I can continue using Kerbal Engineer it's no trouble.
  13. Snark, thanks for the mod. A suggestion: Can you add the option of having it switch to AGL immediately upon switch from High to Low Space in a vacuum? Also switch to AGL immediately upon entering atmosphere (or at a certain percent of sea level pressure, use case for me: at the moment wings can generate significant lift...)? That's how I like it.
  14. Would you consider sharing that patch of yours? Also, about Restock+ redundant parts, I've played with the deletion feature of Module Manager so I may be able to add to your patch. Thanks.
  15. Yeah PR 280 seems to have been merged to main on feb 4 and v1.1 was released on feb 5. And I'm using it. I probably started my current career game on a previous USI-LS version. Thanks.