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Everything posted by Friznit
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Gas Giants Enhanced | A visual mod for Real Solar System
Friznit replied to ballisticfox0's topic in KSP1 Mod Releases
And I (and I'm sure many others) appreciate the support - it's a great compromise for experiencing the solar system using our favourite parts mods without having to go down the rabbit hole of full scale RSS support. -
Gas Giants Enhanced | A visual mod for Real Solar System
Friznit replied to ballisticfox0's topic in KSP1 Mod Releases
I understand this works in 2.5x scale KSRSS as well. Just a small point but CKAN requires RSS as a dependency - can that be made a recommendation instead? -
Gas Giants Enhanced | A visual mod for Real Solar System
Friznit replied to ballisticfox0's topic in KSP1 Mod Releases
Mmmm shiny! Instant install. -
/casts embiggerate Github has a page width restriction which makes the image a bit small. I wasn't aware people were using it as a reference but I'd be delighted to put higher res images on a build guide page (similar to the BDB probes pages) if people would find that useful - just nobody ever asked before! I've got all the craft files too so will sling them on github for you.
- 3,078 replies
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- parts
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Friznit replied to tony48's topic in KSP1 Mod Releases
Earth Asc number gets you into orbit (5375). Then add the Total to LO number for how much you need in your transfer stage(s) to get from Low Earth Orbit to Low Orbit at your destination (e.g. for Mars it's a maximum of 3225 taking into account mid course corrects for plane change on the way). You don't necessarily need real fuels but nuclear or xenon engines start to become very useful to get dV's above 9k. You do need to manage your expectations on the size and mass of the payload. Also bear in mind that you don't necessarily need to get into Low Orbit on some of the bigger bodies but can use them to slingshot your craft into orbit of a moon, or even aerobrake in atmo if you're feeling brave.- 1,881 replies
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Friznit replied to JPLRepo's topic in KSP1 Mod Releases
Pretty much all LS mods use the same approach that RD explained in the USI thread. Check their configs and patches on GitHub for details. The hard bit is balancing the quantities in a realistic way that doesn't add too much mass and mess up launch vehicle performance from other part mods -
[Min KSP 1.12.X] Sandcastle: 3D printing for parts and vessels
Friznit replied to Angelo Kerman's topic in KSP1 Mod Releases
Confirmed. Also if you happen to be running BDB as well the B9 errors multiply by the hundreds. I may be wrong but I think the B9PS cfg is trying to put an undefined resource type on every tank that has a B9PS module. -
[Most 1.12.x] Near Future Technologies (August 26)
Friznit replied to Nertea's topic in KSP1 Mod Releases
It works fine in the latest version of KSP -
That's a "feature" until Skyhawk makes a generic workaround patch for unsupported mods. You can add them yourself if you copy one of the mod support configs and allocate the parts to the appropriate tech node. The configs are very intuitive and I'm sure Pull Requests would be very welcome!
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It's fixable with a text editor. A few parts changed names, so you need to edit the craft file and update the relevant parts to the new names. Note that's the part "name" in the config file, not the "title" that shows up in game.
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See bottom of this page: https://github.com/friznit/Unofficial-Tantares-Wiki/wiki/Vostok
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[Kerbalism 3.14] Kerbalism Lab Experiments Expanded
Friznit replied to RoadWarrior9's topic in KSP1 Mod Releases
Google sheets might be an easier way to share a spreadsheet. I've just added this to my game so will have a play. It'll be easy enough to relaunch the science lab part of my mini station if needed. If I was into roleplaying I'd think of the first launch as a proof of concept. It's currently full of pilots because that's what the contract demanded. -
[Kerbalism 3.14] Kerbalism Lab Experiments Expanded
Friznit replied to RoadWarrior9's topic in KSP1 Mod Releases
Would it be possible to provide the table of experiments in spreadsheet format please? It would be useful to filter by body allowed etc to figure out which experiment to install. Also I guess this is a general Kerbalism question, but I assume it's not possible to change the experiment installed in a lab after it's launched? -
[Kerbalism 3.14] Kerbalism Lab Experiments Expanded
Friznit replied to RoadWarrior9's topic in KSP1 Mod Releases
Superb work! And timely as I just launched my first lab in a Kerbalism career and was wondering what to do with it. -
Seconding this. It would work particularly well with a BDB-specific tree, as there are many duplicate experiments and it would encourage sending more advanced probes on follow up missions. Early probes provide a partial and proportionally lower % of the science available for a given experiment (which is OK, as you don't need so much science in the early tree anyway) and you need to send a follow up with more advanced tech to capture the remaining science. Finally a use for all those magnetometers!
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