New Horizons
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What do you think about using this mod in latest KSP 1.12.x?
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Are you recommanding this mod for JNSQ (about 2.5 Kerbins scale) or is this making game too easy?
- 232 replies
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Do you experience huge lag when scrolling into Jool or Lindor system? It almost makes no fun to plan gravity assists over there.
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Great idea. I'd love to see new contracts and even more improved building levels, since some where all those money has to be spend on.
- 19 replies
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[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
New Horizons replied to maja's topic in KSP1 Mod Releases
With the help of the RO discord, I learned that RO and Kerbalism alter RTGs in a way, that Bon voyage is not detecting them properly. Best way should be to activate infinity electric energy in cheat menue before sending rovers on a bon voyage. -
[1.9.x, 1.10.x, 1.11.x] Persistent Rotation Upgraded
New Horizons replied to linuxgurugamer's topic in KSP1 Mod Releases
Is there a function to orientate towards sun? Especially playing with Kerbalism requires to face solar panels towards sun before leaving scene. -
[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
New Horizons replied to maja's topic in KSP1 Mod Releases
Disabling wheels is not an option on a rover with 4 wheels. Besides ROWheels does not allow to disable wheels. I which that Bon Voyage module had its dedicated power consumption instead of assuming 35 % wheel power with using up more power than all parts combined while having perpetual net power even with all wheels at 100 %. And why is traveling velocity reduced by about a factor of 10 anyways? To me that Bon Voyage module is a artificial power sink and it is overcompensating here drastically. -
What is your best strategy to reach Moho orbit? DeltaVee requirements seem huge.
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[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
New Horizons replied to maja's topic in KSP1 Mod Releases
Why do need rovers 1/3 of wheel power as generated power? I recently landed a rover on Duna, which was only 5 % shy of driving via Bon Voyage but having perpetual energy production even through night. I wish Ii could alter this requirement at least in config files. I think needed energy should be calculated as a net energy after substracting all other usages. -
[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
New Horizons replied to maja's topic in KSP1 Mod Releases
Because Imgur is not working, too. Maybe that direct link helps. <blockquote class="imgur-embed-pub" lang="en" data-id="a/r8x5lWA" data-context="false" ><a href="//imgur.com/a/r8x5lWA"></a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script> https://imgur.com/a/r8x5lWA -
[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
New Horizons replied to maja's topic in KSP1 Mod Releases
I need some help with my rovers. They don't want to drive. Generated power seems wrong. Even more RTGs or mor solar panels do not help. Generated powers remains at 0.06 and needed power at 0.33. But overall power budget is positiv. I am using Kerbalism in a RO/RP-1 setup. I can't upload an image, because no service is accepted here. -
Did anyone ever thougt about using ROTanks (from realism overhaul) with this settup? As far as I found out the difference in basemass is about a factor of 9.
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
New Horizons replied to blowfish's topic in KSP1 Mod Releases
Is this that latest version 2.18 backwards compatible to KSP V1.10.x? -
Is it somehow possible to make fairing detaching less loud? It really is enoying,
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
New Horizons replied to TriggerAu's topic in KSP1 Mod Releases
I've a problem with seeing alarms (using V3.13.0 in KSP V1.10.2). I have 2 alarms listed, but have to scroll to see the second one. Can one make the window larger? Preferences show "Max alarms before scrolling the list" = 15.This is a little bit annoying. -
RP-1 Realistic Progression One for KSP 1.12.3
New Horizons replied to pap1723's topic in KSP1 Mod Releases
Is there any option to start a career without those 4 kerbonauts? -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
New Horizons replied to RoverDude's topic in KSP1 Mod Releases
Does this mod still needs those old patches for FAR of the following kind? @PART[SR_Nosecone_35]:FOR[RealChute] { @category = none @mass = 0.02 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.02 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 1 PARACHUTE { material = Nylon preDeployedDiameter = 0.8 deployedDiameter = 14 minIsPressure = false minPressure = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 4 preDeploymentAnimation = PreDeploy deploymentAnimation = Deploy parachuteName = String capName = Cap } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } } -
[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
New Horizons replied to Dunbaratu's topic in KSP1 Mod Releases
I actually activated file extension in Windows Explorer. I will try creating a file with ".ks" ending iin my external editor. But saving files ingame does create them without any ending and running them works fine.- 1,354 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
New Horizons replied to Dunbaratu's topic in KSP1 Mod Releases
I have one simple question to file format of global files in drive 0. Docs mentions the suffix ".ks", but I get files without any ending when saving them in drive 0.- 1,354 replies
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Is this mod working on KSP V1.10.x? The Use Guide file in the download folder says something about download correct version for a KSP version? I only found one version of this mod.
- 2,841 replies