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MaximumThrust

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Everything posted by MaximumThrust

  1. Thanks! I did a basic test, seems to be working fine in the 1.3.1. This topic don't have any purpose anymore, feel free to closed it. About the updates, I totally understand if a modder choose to support only the last version, because there are lots of older versions, would be a nightmare to keep backward compatibility. I cannot demand this (or anything), only hope it works or the modders have this interest. I don't want to start a discussion, but I highly disliked the 1.3.1 > 1.4.1 update. The only reason I still play KSP is for the mods, and I see this update only as trouble, without adding almost nothing that interested me or the mods didn't do much better for years (and some absurd bugs and other unwanted things). Gladly for me, most of the most important mods I use still didn't update (so I don't even bother considering to update or having doubts), and a bug fix I was waiting had backward compatibility. The way things are going, If I update, will probably be in some version after the 1.4.1.
  2. Thanks! Searching for this in Google is possible to see how much, and for how long, people craved for this mod To everyone using 1.3.1, seems to be working perfectly. Can't believe I'll finally be able to build and merge vessels without worrying about this
  3. I was confusing it with the Mk1-2. I'll stay in the 1.3.1 and didn't bought the DLC, feel free to add a solution if you want
  4. I didn't understand if you liked or not The top tank is using the original textures included the mod (which I and other users didn't like). The one in the bottom is the one I edited.
  5. Thanks. I think this could easily be done with some more lines. The problem is in the 1.4.1 version, or in the 1.3.1 too? I can't open the game right now.
  6. Totally agree. The foil tanks where the only thing in all of Nertea's mods that I disliked (and I use all of them ). After some testing and reading a little about textures, I edited the color to and the normal maps, I think they look much better now. With photoshop is easy to choose the color and the size of the crumpled effect. The upper one is a original tank, the bottom a edited one: What do you guys think? Depending of what Nerteas think and the license of the mod, I can share the archives.
  7. How about making them use the stock monopropellant for non-RO users? Near Future Spacecraft adds a lot of very cool monoprop tanks, and 4 vacuum engines. Would be a very nice addition to this mod, adding more sizes and atmospheric engines. https://spacedock.info/mod/708/Near Future Spacecraft
  8. It needs a longer runway? I think not. The runway is long enough to any reasonable plane, even with tweakscale. I've made SSTOs capable of delivering 150 ton to LKO, I only encountered problems when trying to go bigger than that. And I never needed to lift more than 100 ton to LKO. Would be nice to have the option to have a longer runway, or a runway that ends with a slope or a cliff, without using laggy and heavy mods like Kerbal Constructs? Yes, would be fun to have something like this to test some SSTOs with smaller wings and lower TWR. But it's not needed.
  9. I really like this mod! I find fun when the time to Ap. is less than 50 seconds, and it pitchs up a little to increase it, exacly like I do, especially when I was using MechJeb. MechJeb tends to go horizontal too fast, sometimes it goes horizontal at 30-35 km, wasting all the fuel fighting the atm and then falling back. To avoid this I was reducing the AoA and delaying the Gravity Turn start, but it loses efficiency. And was tedious to make adjustments to every different vessel Launch Vehicle I have. It also don't deal well with third stages with low TWR, because it tries to achieve Ap too fast, and start circularizing too late. Many thanks for this mod!
  10. Exactly. They are also lighter, smaller, cheaper. Goes well when you don't need too much Delta-V. But Kerbal Atomics, also from Nertea, make the "nukes fight back", introducing dual-mode nuclear engines, that can use oxidizer to increase the thrust (but reducing the ISP), making the choices even more interesting and dynamic. In the other direction, Near Future Spacecraft introduces monopropellant engines. They are very light, with more TWR and lower ISP than the liquid fuel/cryo engines. The mods from Nertea are like a "Kerbal Space Program 2" for me.
  11. I would like it very much this mod, if you make, I hope it will be compatible with 1.3.1. How would be possible to change that? A .dll plugin, a MM Patch, Custom Barn Kit config? Just curious. For now, I would be happy with at least some roll indicator in the VAB. Things can get really confusing. Sometimes the rocket is the correct position, but the command pod don't. The orientations gets all messed when merging vessels to attach the launch vehicles to the payloads. When I think everything is correct, it's 180 degrees, and not 0 (and I need to revert to editor again).
  12. Is possible to change the default rotation in the VAB to be 90 degrees to the right? So the vessels start with the "bottom" pointing to the ocean, and the gravity turn can be done pitching down (pressing W). For me the default rotation don't make any sense. I know, I can rotate them, but this is very confusing with command pods that are symmetrical (you can't identifies it's sides) and time consuming. Many thanks!
  13. 3-4 minutes. I pruned (disabled) a lot of parts and reduced the size of 4k textures. I think it's a lot of time, but acceptable. The stock game loads in seconds, but I don't see nothing interesting in there in years. It helps, but won't make any magic. I guess a system that stores everything in the RAM can make the game load instantly, you'll only need to reload it one time per reboot.
  14. If all the mods are compatible with the game version, and compatible between them (you don't have two mods trying to change the same thing), there's no reason to have a crash or any other problem. I just install everything manually, checking it first and making necessary adjustments. In this install I only needed to organize the mods that change the resources of the tanks. I also disable a lot of parts that are redundant or I don't use/don't like, so my final list is very organized, and a fine selection of the best parts from all this mods. The only mod to cause a problem in this install was SVT, and I was unable to find the cause, so I'll simply not use it.
  15. A small patch to increase the EC usage of the Reaction Wheels. An alternative to add some drawback to them, without removing their ability. Also an incentive to add more batteries and power generation to vessels (something I miss). Edit: after some testing I think 30 is better. I would use even more if weren't for the rovers (using MechJeb's Autopilot).
  16. I'm do not know a lot, but I think I can help. I think you can add the config directly inside the .cfg of the part, but it's better to do a MM patch. I simple use this templates that a user very kindly did for me: for parts with free scaling: An this for stack parts: In @PART[...] you put the names of the parts you want rescaled separate by a comma, without spaces. The correct name is the one used inside the .cfg, and not the one in the name of the archive, but usually they are the same. The * indicates any parts that begins with that name, let's say "solar_1_*", will include "solar_1_2", "solar_1_3", "solar_1_anything". in "%defaultScale" you put the default size of the part. 0.625, 1.25, 2.5, etc. I use this everytime I came across a part that misses the tweakscale patch, and it works. Hope it helps
  17. Is possible to create a module manager patch that simples multiply by a factor how much electric charge every reaction wheel in my game uses? Let's say, I want to multiply by 15, so a RW that uses 0.3 will use 4.5, the ones that uses 0.5, will use 7.5, and so on. I think it's a good solution for balancing the RWs and giving more reason to use RCS thrusters. What I like the most in them is not their power, but the possibility to change orientation without using unreplenishable fuel, very useful for rovers in mechjeb's autopilot. Also will give a reason to add more batteries and power generation to the vessels, something I miss a little. Many thanks! EDIT: I think I figured a way, seems to be working:
  18. Let's go on how to fly the stock air crafts first. First of all, you have 3 axis to control the craft, pitch (W-S), yaw (A-D) and roll (Q-E). I could try to explain each one, but a video is better: The wings generate lift by having an angle o attack in relation to the movement (so you can also fly upside down). Pitch a little up, and the lift pushes you up. To make turns you roll in the direction you want to go, and pitch up. The wings will collide with the air, pushing you sideways, in direction of the turn. The yaw is used mostly as stabilization and small corrections, don't try to make turns only with it. You can even make a controllable craft without any yaw in KSP. See how this F-22 makes turns: And to finish, a much more detailed tutorial:
  19. I think this mod is a good option, you can use your regular decouplers, without adding more parts. Near Future Launch Vehicles have great engine mounts, with a bottom node and a faring/shroud. They work well with Tweak Scale (but you need to add the patches). The one in the right is adaptive, it's only one part that you can change the number of engine holders (including only 1, that is not showing in the picture): Same deal with this one in the left, you have a lot of options. Everything from Nertea looks so freaking good
  20. Have you saw this mod? I didn't used, but seems to have a lot of features you are asking for!
  21. I will not update to the 1.4.1, at least for some months. But can I also give an opinion and try to help? For me the Janitor's Closet is an essential mod to anyone using a lot of parts mods, or mods that adds many parts. Thanks for all the work!
  22. I did some plumes, it's a little confusing at first, but not very hard. Try copying the .cfg (the RealPlume Patch) of a similar engine, and putting in yours, instead of trying to write one from scratch. Open the game, it should work, but the plume will probably be in the wrong place and with a wrong size. Using the in-game tool you'll see the adjustments that needs to be done. The in-game tool will not apply them, you'll need to do this directly in the .cfg file. Using Notepad++ instead of the default windows Notepad also makes things much easier. If still don't work, try to be more specific of what you did and what happened, posting the .cfg files (using the spoiler tool), and we'll be able to help more.
  23. I can tell a similar experience. All of my friends stopped playing it in a very short time, and without any huge accomplishments, due to the lack of information (TWR, dV, orbital info, info on how to transfer to other planets, info on suicide burns, etc) and the ridiculous wobbling rockets and the time/patient it take to strut everything. When I see something about KSP in places not related to the game, many people comment similar things. Most people think you are supposed to figure everything by eye and a exhausting try and error process, or to be a genius, and simply go away. I think this made the game lost a lot of players very prematurely If weren't for mods, I also would be one of them.
  24. Why not? What tool/data you suggest to objectively measure the interest in the game over the years? "KSP", and "Kerbal Space Program" returns the same graph. What assumption?
  25. I'm playing in career mode, and have unlocked everything. In every vessel I make, I need to manually enable all the modules in the SPH/VAB every time? Is possible to make them enabled by default? How can I edit my save game to enable modules I forgot to apply in the editor? Thanks!
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