lordcirth
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Everything posted by lordcirth
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You can stick a supply container (food/water) between the pod and chute. For more than that, or O2, you probably need a service bay. Universal Storage II is also great for this, but isn't updated for 1.12 quite yet. I've also stuck O2 tanks beside the engines, inside the fairing.
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I believe you can disable the mk1 pod as a habitat instead of detaching it?
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Just to clarify, Kerbalism calculates the number of ignitions simply based on how powerful the engine is, and whether it's a vacuum or sea-level engine: https://github.com/Kerbalism/Kerbalism/blob/6fc4503048dd766d6d29aece9f167214bdfae24f/GameData/KerbalismConfig/System/Reliability.cfg But you should be able to override this in a separate file using FINAL. Create a file in GameData, eg raptor.cfg, containing something like: @PART[myPart]:NEEDS[FeatureReliability]:FOR[KerbalismDefault]:FINAL { @MODULE[Reliability]:HAS[#type[ModuleEngines*]] { @rated_ignitions = 5 } }
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
lordcirth replied to nightingale's topic in KSP1 Mod Releases
Did the file ownership and permissions stay the same? Are both drives formatted NTFS? Any NTFS settings changed on either? -
Taking a quick look at the config and copy pasting relevant bits, something like this might work: @PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[#maxThrust,@atmosphereCurve]]:NEEDS[FeatureReliability]:FOR[KerbalismDefault]:FINAL { @MODULE[Reliability]:HAS[#type[ModuleEngines*]] { @rated_ignitions /= 2 @rated_ignitions ^= :\.\d+:: // Floor value to get an integer @rated_ignitions += 1 } } This will (hopefully) do vaguely what you want - halve ignition values, round down, add 1. That should leave 1 and 2 ignition engines alone, reduce 3 to 2, etc. I haven't tested it...
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Yes, you need a pressurized pod to safely do the 30 day contract. You can see the comfort / projected stress in the VAB, in the Kerbalism tab.
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The mk1 pod is not pressurized, so it will not lose atmosphere when you EVA. Other pods will.
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
lordcirth replied to nightingale's topic in KSP1 Mod Releases
The total mass of the ship at the instant KSP changes your status to "orbit". -
[Most 1.12.x] Near Future Technologies (August 26)
lordcirth replied to Nertea's topic in KSP1 Mod Releases
Mods go in KSP/Gamedata -
Rescale = orbit size, Resize = body size.
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Which, if you assume that each LFO stage is normally 2.5x the mass of it's payload (3.5x including it's payload), and you have a 10ton final payload on a 3-stage rocket, means that a LF/O rocket might be: 10*3.5^3 = 428.75t [1]. If you make all 3 stages cryo, your stage ratio is (2.5*.8)+1 = 3, so 10*3^3 = 270t. 63% the mass. The rocket equation adds up! (In practice you might increase Dv instead and go to a 2.5 stage design, but that's more complicated) EDIT: You can compute any hybrid, assuming there is no LFO stage above a cryo stage, as: (P*3^C)*3.5^L, where P is payload mass, C is the number of cryo stages on top, and L is the number of LFO stages below.
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
lordcirth replied to Probus's topic in KSP1 Mod Releases
30% science sounds like an awful grind, why would you do that? (If you want to turn difficulty up, I recommend JNSQ).- 1,025 replies
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Swapping the stock solar panel module for a Kopernicus one could do that, yeah.
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
lordcirth replied to SpinkAkron's topic in KSP1 Mod Releases
That's a pretty broad question - generally just that they don't both try to change the same thing in different ways. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
lordcirth replied to SpinkAkron's topic in KSP1 Mod Releases
The part config actually specifies what tech node it's in, not the other way around. So as long as the node exists, a new part can place itself in that node. And UKS moves parts between nodes, it doesn't change the internal names of the nodes. -
It's also licensed under the LGPL, so it would be legal even without explicit permission.
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
lordcirth replied to politas's topic in KSP1 Mod Releases
Try running "ckan gui", does it throw an error message? -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
lordcirth replied to SpinkAkron's topic in KSP1 Mod Releases
I do use fuel cells occasionally after unlocking photovoltaics, because I play with Kerbalism, and the Materials Bay takes a ton of power for an hour, which is very difficult to provide any other way in a small craft. But by the time I get the mat bay, I've unlocked both fuel cells and PV in either system, so it doesn't really matter. -
[1.2.2 / 1.3] Career Evolution Contract Pack
lordcirth replied to pap1723's topic in KSP1 Mod Releases
Launching craft that both have the delta-v to go long distances, and re-entry capable, then throwing them away again, is inefficient. You can have nuclear-engine craft that do deep-space missions, and refuel them at stations. Either refueling from ISRU or Kerbin. For example, a mining base on Ike + a Duna/Ike station that you use to refuel Duna craft for landing and returns. -
[1.2.2 / 1.3] Career Evolution Contract Pack
lordcirth replied to pap1723's topic in KSP1 Mod Releases
Stations can be used to refuel spacecraft. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
lordcirth replied to SpinkAkron's topic in KSP1 Mod Releases
So long as the node the part is in still exists *somewhere* in the new tree, the part will be put there. The node information is in the part definition, rather than the other way around.