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mateusviccari

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Everything posted by mateusviccari

  1. Are there any mods that add probes with more storage space? I'm talking about some gigabytes. From what I could see, it looks like the biggest probe's capacity is just 1MB.
  2. Can anyone help me understand why some engines don't have available upgraded tech levels? Comparing two engines from the StockRealFuels configs (The stromboli from CryoEngines and the stock Swivel) both start in tech level 2, are the same engine type (L+) but only the swivel has tech upgrades (TL2-7) while the stromboli gets clamped at TL2. Their config files are identical (apart from the available fuel mixtures): Stromboli: https://github.com/Bellabong/RealFuels-Stock/blob/master/GameData/RealFuels-Stock/CryogenicEngines/cryoengine-stromboli-1.cfg Swivel: https://github.com/Bellabong/RealFuels-Stock/blob/master/GameData/RealFuels-Stock/Squad/liquidEngine2_Swivel.cfg
  3. Can anyone help me understand why some engines don't have available upgraded tech levels? Comparing two engines (The stromboli from CryoEngines and the stock Swivel) both start in tech level 2, are the same engine type (L+) but only the swivel has tech upgrades (TL2-7) while the stromboli gets clamped at TL2. Their config files are identical, apart from the fuel configs.
  4. Perfectly compatible. KK has some bugs preventing you from launching on custom launch pads, when you use spaces or underlines on the base name. Keep to naming them only with alpha-numeric characters. Also, when you launch, use the vanilla launchsite switcher (the arrow bellow the green launch button). That's what I am doing and it's working (I don't have KCT installed)
  5. I guess it's from a mod called "janitor's closet", you can access it from a broom icon in the VAB.
  6. Yes, it's a game engine limitation and there is no mod afaik that "fixes" it. The only thing we have is the vanilla joint rigidity but even that is faulty, that's why we have to use the Kerbal Joint Reinforcement mod. Even in the realism overhaul mod you can put an entire Saturn V on top of a space shuttle orange super lightweight tank, or massive weights attached to the side of balloon tanks, and accelerate them to 10G with no worries. I guess we can only simulate realism up to a certain extent, and beyond that, we can only pretend (or live with the guilt, your choice).
  7. Is there a way to disable crew leave (time inactive after completing a mission)? There's an option to disable crew retirement, but I couldn't find one to disable crew leave.
  8. Congrats to the true gentlemen who introduced the rainbow-sh*ting cat to the loading screen, I was going insane thinking I had somehow made some mistaking while installing mods, when I looked at today's date. Well played.
  9. You have to also install a config pack. If you play stock, you need "real fuels stock": https://github.com/Bellabong/RealFuels-Stock/releases/tag/5.2.b
  10. Does anyone know if there is a mod that allows me to stage a "play sequence" of a KAL controller? I know I can just assign an action group but I want to know if I can do it via staging events.
  11. There's far future technologies (no warp drive, just very efficient nuclear fusion/antimatter engines). Even so, you'll have to time warp to get there. They are very stock friendly. This is from the same guy who did the near future mods suite and Restock, both also recommended (especially Near Future electrical, for the nuclear reactors, which you'll need in the absence of a star to power your solar panels). If you like life support, there are some options. I use Kerbalism and DeepFreeze to freeze/thaw my kerbals on the long journey. They are compatible. There's Ksp Interstellar Expanded, which is a complex mod with a bit of a learning curve, and has some warp drives. I haven't tested it myself so I cannot comment more than that. As for the "believable" part, well, I guess we'll have to wait to see. Or our sons/grandsons/grand-grand-grandsons, and so on... But all of the above have at least some theory behind them. Check out this video from Scott Manley, where he explains the concept behind the far future mods: You can also play RSS and install REX (Reallistic exoplanets) which adds a few real neighboring stars systems, like alpha centaury, trappist 1, barnard's star, tau ceti...
  12. Is it OK if I make some changes to the tech tree, to accommodate the engines from cryo engines?
  13. Done! Took me a good time to figure out what was happening on cryo tanks side, but the patch itself is quite simple. Turns out it was considering the stock dry mass/volume ratio instead of the rescaler. I just submitted a pull request if you're interested. It fixed the switcher from both stock and procedural parts tanks when using the rescaler, I don't think it will impact anywhere else.
  14. Deep freeze, dmagic, station parts are compatible. I don't know about the others but usually there are not many reasons for mods to not be compatible with custom planet packs
  15. I just noticed I was playing for a long time with a broken config, probably due to a conflict between the rescaler and CryoTanks Fuel Tank Switcher patch. Now I feel very stupid because my tanks have lower mass than they apparently should: Notice how the dry mass of the LF/OX setting remains the same as it should with LRTR only. But on the second image, some tanks (LH2) have negative dry masses! Playing the stock game with CryoTanks should give these dry masses for this tank: lf+ox=2 t lh2+ox=0.892 t lh2=0.84 t lch4=1.135 t lch4+ox=1.676 t I know that CryoTanks is not officialy supported, but do you think there is something we can do? If not, I'll try to make a patch myself to remove the B9PartSwitches from CryoTanks and make one exclusively for LRTR.
  16. There seems to be a version of Infernal Robotics that runs on 1.12: I know of a few mods that extend Breaking Grounds systems, there are probably more if you dig into the forum search. I haven't used them myself so you might have to test them:
  17. I can assure you it does work even in sandbox. Make sure you use the mechjeb case part (or have MechJeb For All mod), and that when you create your game you check that option "All part upgrades available in sandbox" or something like that, because AFAIK the mechJeb modules are upgrades unlocked from the tech tree so you probably need that option
  18. There seems to be a problem with FTF, I've waited some days to level two kerbals from level 1 to 5, and when I click "Level up crew" it just says "No astronauts on board are ready to gain experience". They still show only one star.
  19. Has anyone noticed a problem where the 2d clouds layer appears to be fixed relative to the stars, instead of rotating with the planet? It goes back to normal as soon as I enter the atmosphere. It doesn't happen at launch though, only (sometimes) when returning from a trip or loading a quick save already in orbit. I recorded this video a few years ago but it stopped happening for some reason, today I saw it again:
  20. First question, you can use either RVE (https://forum.kerbalspaceprogram.com/index.php?/topic/206768-110x-112xreal-visual-enchancements-rve-20-release-v11-for-rss/ or RSSVE (https://github.com/KSP-RO/RSSVE). RVE apparently works with the most up to date scatterer/eve versions and requires high end setups to run (I didn't test it because I run KSP on a potato). RSSVE requires outdated scatterer/eve versions, but it works just fine (with a few minor bugs now and then). For the second question, rockets are indeed not properly scaled for RSS because their dry mass is unrealistically too high, you need tanks with realistic mass/volume ratios. There's a simple mod to adjust that, it's called SMURFF (https://forum.kerbalspaceprogram.com/index.php?/topic/117992-17-19-smurff-simple-module-adjustments-for-real-ish-fuel-mass-fractions-191-02019-nov-12/)
  21. Colonies! (and all the awesome new features, but colonies above everything else)
  22. Perhaps you noticed this problem during time warp? Sometimes I have heat related bugs during high time warp levels. Even in stock KSP. And it gets progressively worse as you get closer to the star or activate stronger time warp levels. AFAIK, System heat only handles internal heat, not heat from the star. But from my experience, it allows KSP's engine to use the radiators for stock heat handling (heat from the star). I tested a ship with a thermometer close to the star and the temperature actually decreased when I activated the radiator (from the system heat mod).
  23. There's an issue where sometimes, especially when closer to a star, when entering high time warp settings or above (like 100x) the ship will immediately start heating up indefinitely until it explodes, even with radiators (the temperature remains constant at no warp or lower warp levels). There's also a problem, that happens for a few moments (less than a second) just upon entering any time warp level, in which the ship will start losing a specific amount of electric charge, even when there are enough solar panels to supply all EC demands. The amount increases with higher time warps. This happens in stock game (tested only in KSP 1.12.5). Do we know why this happen, and a way to fix it without completely disabling heat and electric charge in the cheats menu?
  24. Once for every type of surface feature, and you can use better arms as you unlock them on the tech tree on surface features which you already analyzed with the basic aras, to get the remaining science. As for mods implementing new surface features, I don't think we have them, sadly.
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