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MaximumThrust

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Everything posted by MaximumThrust

  1. There are any texture replacements for the parachutes bags? Something that make them white, and fitting better the suit. I've searched, but couldn't find anything. I still play in 1.3.1, and I'm thinking in the possibility to update at some point. Thanks.
  2. What are the plans to integrate the parts into the game? Replacing the models of the stock parts, or completely new parts? And, to hype us a little more, how are the plans for the decouplers? The same model for every size (like in 1.4.x) or unique models for each size (like 1.3.x and previous)? And the heat shields, they will be a faded black matching the style of Near Future SpaceCraft? Ok, I'll stop here (for a while)
  3. My modding knowledge is very low, but with some help I maybe could do something, I've done some Real Plumes patches before. I'm seeing the docking ports as templates: I could use this as template, only changing the values and types of camera? If so, how can I get the right positions? Any tool in-game for that?
  4. I'm playing in 1.3.1. To test, I installed the latest version of MJ on a 1.5.1 install, now I have the "bi-impulsive" transfer, but couldn't find anything related to "period offset". Could you help me? Edit: I've found it in the latest dev build, but I'm nothing getting good results, I tried both 0.25 and 1.25 to get 90º apart. 0.25 puts the vessel very close to the target, and 1.25 almost 180º apart.
  5. @linuxgurugamer awesome mod! How about a patch to add cameras to the telescopes in DMagic Orbital Science?
  6. @sarbian I have a small suggestion for MJ. I love doing constellations with satellites equally spaced, and would be nice to have a feature to make this even easier than the Resonant Orbits method. How about doing Rendezvous to points forward or behind the target? Like: Rendezvous, but 1/3 of the orbital period behind. This would make so much easier and efficient to do this constellations, and allowing for adjusting them. Also one feature to allow to this easily (invert the position of the encounters). I think this one maybe trickier, since they are in different orbits. One I did with the actual method:
  7. Amazing mod! Thanks! Can't believe took me so long to find it. How about put in SpaceDock, so more people could find it easily? And as suggestion, how about tracking when you assign new Kerbals? A way to edit the entries in-game also would be welcome, but it's not essencial, since is easy to edit the save game file.
  8. @JadeOfMaar why not make a proper OPT Continued mod? I think the license allows that This mod is one of the best overall for KSP, it deserves more!
  9. I was searching the definition of rocket, to discuss the concept of "pure rocket", and the first one I've found were way more Kerbal than expected
  10. That's possible, air-breathing/augmented rockets They pull air to use it as reaction mass. I think Mk2 Expansion and Near Future Aeronautics have them.
  11. I'm playing in 1.3.1, and decided to take a look at this version (I may have to update at some point, to keep up with mods updates), and I'm impressed how the files are organized now, making extremely easy to choose what parts we want or not. When I decide to update, this will make my life way easier. Good job!
  12. @cineboxandrew awesome! Really liked the science experiments and the RTG. As a small suggestion, how about making the thermometer the same size of the others, since they all have the same mass?
  13. @Black-Two-Why would you want to invert pitch and control surfaces? Just curious. @Rocket In My Pocket well, it depends, for general crafts spending fuel is usually a big no. When doing reentries or landings, were you want to decrease your speed and increase the surface area in some points, it's very useful.
  14. @An old fan As much as I agree with you, we already had similar topics recently, including the same video you posted, that were already pointed out. If spamming the same thing will help or not, it's not up to me to judge.
  15. @Aerospike I've come here just for that! More zeros before the numbers, so they sort correctly by time with alphabetical order. If it is not much trouble for you and you don't mind, would be nice to have a recompile for 1.3.1. When trying to use the last one, the game loads, but semi-freeze when pressing F8 (I can still access the esc menu and it's options, nothing more). Hope this give some easier starting point. Thanks
  16. @DMagic in US1 the Seismic Accelerometer and the Negative Gravioli Detector where put together, as the same part. This bothered me, because for orbital vessels the accelerometer have no use. Would be great if you consider that for US2. And also consider making ScanSat parts for US2. Thanks
  17. The textures are .dds files, that you can easily open and edit with photoshop and the DDS plugin, or other image editors. Once opened, simple color changes are stupidly easy, I do this a lot to change brown-ish tones to gray, or the yellow stripes of monoprop to light gray. This could make your life easier, for all the mods you use
  18. @Gryphorim You can use a MM tweakscale patch to adjust the size of NF-LV, and use that nice looking flip-top in many sizes. Here what's I'm using, includes patches for many NF parts.
  19. Me: The parts looks great, will be very nice to have all the parts with the same style and the magnificent quality of Near Future and all your other mods. You can take how many time you need or want. Your contribution to the game already is immeasurable, and we are in great debt to you. Me inside: PLZ RELEASE ASAP!!11!1
  20. Can I safely edit the "MaximumVacationDays = X" in the save game to higher values than 28? I tested and it worked, just to be sure.
  21. @Xurkitree @Streetwind I played with TAC-LS some time ago, and it used a background processing system, which was both demanding and generate all kind of errors and problems, specially with EC and Life-Support in general, and none of the fixes I found worked. It also don't accept NFE reactors, fuel cells and had problems with tracking solar panels, etc. The vessels behaved very differently when warping loaded and in the background. In my experience, it was not worth it, and I changed to USI-LS, which uses the stock system, that works well, is very simple and reliable (maybe except for the heat generation problem, which for me never caused any serious problem). USI-LS don't track what's happening in the background and the tool in-flight don't show real times, but you can trust all the times given in the VAB/SPH, and use Kerbal Alarm Clock. When loading the vessels, everything goes where it should be. To not be unfair, I think I used version 0.13.6.0, and the changelog says that version 0.13.8.0 had a fix regarding Ec usage: "Fix issues with EC consumption - Correct delta time check and not recording last EC usage when EC runs out resulting in never ending shortage in both scenario where window can be open and cannot." And have this in its first page: "From version 0.13.2 TAC LS will consume and produce EC for unloaded vessels. EC Production currently only includes Solar Panels and Generators. You can turn off background resource processing in the Difficulty Settings for TAC LS." Generators = The module generator, the same used in the RTG. So, it don't accept the use of NFE Reactors in the first place, but even if you use a support method, I don't recommend it, or at least recommend you do a serious amount of testing in other save game, before committing to it.
  22. I'm not happy with the updates after 1.3.1, because they causes a lot of problems with the mods (even if you decided to not update the game, you can have problems updating the mods and using new mods), and take time and energy from the modders to make new content. The mods are the only reason I still play. About bugs, they don't annoy me all that much, and I'm not aware of any game-breaking bug in my install and play-style, but that was only after upgrading my PC. My 1.3.1 install folder have 5 gb in total, but I could only run it very stable with 16 gb of RAM. For many people having problems, this could be a possible solution, you probably are underestimating how many RAM you really need. My 5 gb install make my RAM usage go to 12 gb, puts almost all the rest in "standby", and takes 3 minutes to load with a SSD. This don't seem very reasonable to be...
  23. I agree with that, also should be somewhat hard to get the money to contract the first ones, forcing you to start unnamed, at least in some game mode or difficulty option. Reputation could also influence in how much you have to pay them (or for them?!). I always felt the need to have an equal amount of the 3, and did a lot of things in my install so they are equally important, maybe because the game forced me to do it at the start, and bothered me to have 2 pilots. I like your thinking, this type of freedom would be very nice, but still think the classes should be somewhat balanced. In my current gameplay I dismissed the 4 before started playing, like it was some difficulty option that you pick at the start. Sorry Jeb, this wasn't easy with you
  24. They are great for when you don't need a lot of dV and want lots of TWR, they are also very cheap, and monoprop is the best resource to use in RCS. With EVA Fuel this gets even more important, so you use one resource for 3 things. RLA Stockalike also adds fuel cells that runs in monoprop, and smaller engines than the ones in NF. I find they useful for: - Landers, because the higher the TWR, the less you lose fighting gravity, both in descent and ascend. The low profile also helps with that. - Orbital craft that needs to make very precise maneuvers (mostly in constellations of relays) - Upper stages that don't need much dV, but need TWR to not fall back into the atmosphere - Crafts with up to ~2500 dV, that I still want do have a decent TWR. Since you need less dry engine mass to it, the weight of the vessel is lower than using LF. - Cheap things in general - Engine breaks for landing my SSTOs, with the newer landing ones. I was using LF/Ox engines (that also are inspired in the dragon capsule), but this means I always needed to salve some Ox for it and the fuel cells. Now I can burn all my Ox in the last reentry maneuver, because I use monoprop for RCS and fuel cells, and everything that was left I can use to break the plane if I'm coming too fast, lading without too much unused resources. In own my game I did 2 modifications, I removed every LF engine smaller than the Terrier, so anything smaller than it I need to use monoprop, and I slight increased the thrust of all the engines. IIRC, I did that when Nertea updated the mod and nerfed the engines, because people were complaining they were to overpowered
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