-
Posts
98 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by Cochies
-
[WIP] Nert's Dev Thread - Current: such nuke, wow
Cochies replied to Nertea's topic in KSP1 Mod Development
Experimented with a Fresnel engine. It seems to me that the impulse in the "reaction products" mode should be raised to 160,000 - 300,000, depending on the length. So the "high thrust / low delta" and "high delta / low thrust" modes will start to work logically in terms of gameplay, but will leave the Hammertong engine more efficient in terms of delta. Clarke's engine thrust, it seems to me, needs to be reduced, and reduced greatly. With a max thrust of about 10 kN this is a good simple solution for lightweight probes. Now it is too simple, it even works with heavy ships and occupies the Hammertong niche. (Oh yeah, you moved it to node 4000! Great!) I also wanted to ask: is it possible to disable the waterfall debug menu in the right pane? It's good that there is such a menu, but it is unlikely that you need it all the time in flight)))) UPD: And there is a small problem with HeathSystem. When the battery is full, the reactors run at 25% power and very slowly increase power when the charge is expended. This is an interesting mechanic, but when such reactors are used with NFP motors it leads to problems. When the engines are turned on, the reactor does not have time to gain power from 25% to 100% and the energy is spent too quickly. You need to increase thrust very slowly or have huge batteries. It is not convenient for flying. It might be nice to be able to manually increase the power to 100% before starting the engines. -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Cochies replied to Nertea's topic in KSP1 Mod Development
Thanks for the detailed explanations, this is exactly what I needed and answers many questions about the characteristics. -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Cochies replied to Nertea's topic in KSP1 Mod Development
Here are not those who silently wait for KSP2, but makes KSP 2 here and now. -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Cochies replied to Nertea's topic in KSP1 Mod Development
Good afternoon. Can you tell me what logic you use when setting values in the @MODULE[ModuleActiveRadiator]? I have a couple of radiators not from your mods and they are unlikely to ever get support for SystemHeat. I would like to write patches for them myself in the same style. (By the way, you probably forgot to write patches for the radiator-surface-25-375 and Heat Exchanger from HeatControl) And I would also like to ask you: do you plan to use the SystemHeat for reactors from the NearFutureElectrical? -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Cochies replied to Nertea's topic in KSP1 Mod Development
Of course, I understand that WIP. Therefore, I'm talking about the problems here and before the release.)) Of course, everyone can open configs and change anything they want, but it would be a pleasure to see such a high-quality mod without problems on release. -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Cochies replied to Nertea's topic in KSP1 Mod Development
I really do not want to criticize, I have been using NERTEA's mods for a long time and with great pleasure. Yes, the new FF is great, the waterfall is perfect for these engines, the heat mechanics are interesting and much better than the stock one, the model is (as always) at the highest level. But so far this mod has huge problems with the balance of characteristics. The NSW atmospheric engine is more powerful and much more efficient than a toroidal thermonuclear engine, although the price is 4 times lower and it is simpler by 2 levels of technology. Hammertong is almost useless in practice, opens very early in a node with simple atomic engines and completely loses to an enriched uranium engine. -
Installed RSS 18.1.3 and textures 18.3. I noticed a strange thing at the height map: many lakes without water, the northern polar ice under water. Is this problem just for me, or did someone come across this too?
-
[WIP] Nert's Dev Thread - Current: such nuke, wow
Cochies replied to Nertea's topic in KSP1 Mod Development
With great impatience! It's time to send FF grandfather to a well-deserved retirement. -
I beg your pardon, I just wanted to know: the topikstarter is the author of the new version of the RSS with 16k textures for KSP 1.8.1.? : https://github.com/KSP-RO/RealSolarSystem/releases
-
Oh yeah! Now this guy looks like he should.
- 21,832 replies
-
- 3
-
- parts
- stockalike
-
(and 2 more)
Tagged with:
-
Kerbolrise - new space shuttle - v0.2 (Beta)
Cochies replied to Alcentar's topic in KSP1 Mod Development
Stage 1 tanks from Falcon1 or Falcon9 are an excellent choice for LRB.)) I use from on all my Energia/Vulcan/Energia II -
N1...... N1..... N1..... Always N1. Do not be afraid of new experiences. Try N2!
- 21,832 replies
-
- 3
-
- parts
- stockalike
-
(and 2 more)
Tagged with:
-
Oh yes, if we talk about my taste, the option above is much better! Much more Soviet style)
- 21,832 replies
-
- 1
-
- parts
- stockalike
-
(and 2 more)
Tagged with:
-
The old color used was very close to the traditional Soviet military green. For example, this is a completely typical color. http://photos.wikimapia.org/p/00/03/34/11/99_full.jpg As far as I understand, the color from the third photo was used as an example or very close? Sometimes the colors differed in shades from the color of a mature leaf, to a dried-up color (As in the second photo - a very traditional color), but always these are green-yellow shades, and not green-blue, as in the first photo. Unfortunately, I do not know the history of the appearance of this color in Soyuz, but it is completely not typical for the Soviet military.
- 21,832 replies
-
- parts
- stockalike
-
(and 2 more)
Tagged with:
-
Good afternoon, author! Two days ago I installed a new version of Tantares (master) and found that you changed the colors of the TKS. Please, for heaven's sake, no !!! The old color was perfect. Wonderful, 146%-Ideal Russian-Military-Green. It is enough to look for 1/2 seconds to say - oh yes, this thing was made for the military. Color of tanks, ballistic missiles, military uniforms. New color .... This is the color of the walls in the hospital. Or 30 years ago, a painted bus stop in the steppe near Voronezh. Perhaps this is a small thing, perhaps you had to change the color for some other reason that I am not aware of, but this color change has badly damaged the beauty of the models.
- 21,832 replies
-
- 1
-
- parts
- stockalike
-
(and 2 more)
Tagged with:
-
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Cochies replied to JPLRepo's topic in KSP1 Mod Releases
The more I test TAS the more problems. For example: test ship. 356days food / water / oxygen supply Bosch module, water purifier 2 tests: 1 flight - real time, warp x100.000, flight 322 days Supplies left: Food - 35 days Water: 365 days Oxygen: 314 days 2 flight - through the tracking station, warp x100.000, 322 days Supplies left: Food: 35 days Water: 199 days Oxygen: 199 days I do not think this is a good result. Charge problems were most likely associated with RSS -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Cochies replied to JPLRepo's topic in KSP1 Mod Releases
I talked about a water purifier and a bosh module. And similar modules in Station Parts Expansion. The bottom line is how and how much electricity does the TAC generate in the background? And is it possible to change it? -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Cochies replied to JPLRepo's topic in KSP1 Mod Releases
Greetings. I wanted to ask: how is the amount of electric energy generated by the unloaded ship calculated in TAC? I redesigned the processing modules to my liking and increased their power consumption. On an active ship it was enough for work, on an unloaded ship it ended within a few hours. I came to the conclusion that the production of electricity is not connected with the actual generation on an active ship. Is it possible to change the calculation of electricity? -
Not all mods shipped with MM 4 really require MM 4. Maybe you can find one. Maybe not. I did assembly 1.8.1 with MM 3.1.3 and 9GB mods (including with several linuxgurugamer mods) and could not break it. Maybe I was not persistent enough)))
-
The mod works on 1.8.1 - I use it. Ubio does not work on MM versions higher than 3.1.3, but if you put MM 3.1.3 on KSP 1.8.1, then everything will weld perfectly. Yes, maybe MM 3.1.3 is considered not suitable for 1.8, but for the entire time of the game I did not notice problems with the game or with many installed mods.
-
Maybe I will help if I say that UbioWeldingLtd works on 1.8.1
-
totm may 2020 [1.8.1] Real Exoplanets v0.9.6 [04/03/2020]
Cochies replied to Andi K.'s topic in KSP1 Mod Releases
Thank you so much for the advice! This really solved the lighting problem. Unfortunately, I really do not know much about planetary configs and graphical improvements and my capabilities are far behind my desires.) No matter how high the quality of some mods is, sometimes I want to change something (only for personal use, I respect copyrights and the work of the creator)- 348 replies
-
- 1
-
- planet pack
- kopernicus
-
(and 1 more)
Tagged with:
-
[WIP] Nert's Dev Thread - Current: such nuke, wow
Cochies replied to Nertea's topic in KSP1 Mod Development
It also always seemed to me that MH or NSW engines were not needed. In my old assembly with FF, I either deleted them or transferred them to another fuel. It's not even that they are not realistic or not used, but they require separate tanks with separate resources that are not used anywhere else. They seemed to have got into the game by accident. Yes, I felt sorry for such beautiful models, so the NSW, FFR and MH engines joined the line of Lithium and Atomic engines. Let me express my opinion: for the role of so far no existing engines "better than exist" would be suitable Pulse detonation engine, Rotating detonation engine or Air-augmented engine. To be honest, I thought that some of them would appear in one of the new NFLV or NFProp releases(( -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Cochies replied to Nertea's topic in KSP1 Mod Development
Yeeeee!!!! Back to (Far) Future!!!!!