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Everything posted by KawaiiLucy
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The KSP1 Tribute Challenge
KawaiiLucy replied to kspnerd122's topic in KSP1 Challenges & Mission ideas
The game is still there, it isn't like everybody will stop playing after 1.12... -
Logical Progression 0.1.4 License: CC BY-NC 4.0 Description This mod is the successor to ImprovedTreeEnginePlacement. It is an expansion to the entire community tech tree, Logical Progression therefore already contains ITEP, mainly focused for better career gameplay. It is an attempt to streamline and linearise the progression through the technology, no more random unlocks, or basic parts that are pushed far down the tree for no logical reason (hence the name!). You get parts you want and not a random mix of parts from different categories. It is primarily destined to support my own suite of mods, but I am putting it out so anyone who desires to can also try it out for themselves. It conserves the CTT to the highest extent possible while adding a minimal amount of new nodes. Almost all parts have been moved to new tech nodes, here is a brief summary of what it boils down to: parts get unlocked in growing order of size. Most parts with the same cross-section get unlocked in the same nodes, with one exception being the rocket fuel tanks. The tree now has a line for fuel tanks, trusses & station parts, couplers & docking ports & engine mounts, robotics, aerospace, aviation engines, landing, science & isru, ion & plasma propulsion, probes & antennas, drone cores, electrics, radiators, colonization & habitation, logistics. You won't find radiators or antennas in electrics, nor will you find science experiments elseswhere than in the science nodes. Some sacrifices had to been made so some patches can be debatable. As of v0.1.4 a patch aimed at rebalancing CryoEngines and NFLV is included. For now it reduces most of the engines thrust to bring them more in line with stock performance, but they are still better than average. Supported mods FFT NF (all mods) USI KIS ReStockPlus Stock Making History Breaking Ground SSPXR CryoEngines HeatControl Interkosmos Kerbal Atomics ScanSat Benjee20_Suits BonVoyage Spacedust SystemHeat ExtraDockingPorts Notes: No patches are provided for making history 5m parts (as of now) since NFLV replaces them, and my patches target those parts. SSPXR v2.0.0 is currently supported, and further patches will be provided for the upcoming 5m parts. I will also look into the part placement of KSP 1.12 once it comes out. Dependencies Community Tech Tree Better Early Tree Module Manager Download https://github.com/TakashiSenpai/LogicalProgression https://spacedock.info/mod/2774
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[WIP] Nert's Dev Thread - Current: such nuke, wow
KawaiiLucy replied to Nertea's topic in KSP1 Mod Development
@Nertea I've updated the patches for MKS and USI-LS to include the new 1.875m parts, however when trying to pull request on github I get 20k additions and 10k deletions, which means I am certainly doing something wrong. By looking into the 2.0.0 configs, I've noticed that some of the deployable centrifuges are also missing the module DeployedCrewCapacity, which should be already taken care of in the current release. -
KSP: 1.11.1 Windows 64bit Problem: Overlapping Frames , game still running in background Mods installed: Scatterer 0.0770 Eve-Redux Rescale 2.5x Galaxies Unbound Restock OPM +visuals Reproduction steps: was unable to reproduce again, but: set settings to integrated. Bug appeared during reentry from a mission to minmus, and during reentry from mission to duna settings on medium get rid of the problem. Note Running ksp on laptop with graphics card
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[1.12.3] Restock - Revamping KSP's art (Feb 25)
KawaiiLucy replied to Nertea's topic in KSP1 Mod Releases
Would it be possible to allow the same for the mk16 parachute? As of now if you clip it, the LES can't be jettisoned. -
I am having troubles with the latest version, especially in atmosphere, some frames overlap. I don't have vsync activated, which could explain that, but else if I pan the camera around, one frame gets "stuck" and I can't see the actual frames (the simulation still runs, I just can't see what's happening).
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Doom Eternal. On nightmare mode and mostly dying lol. send help pls
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[Most 1.12.x] Near Future Technologies (August 26)
KawaiiLucy replied to Nertea's topic in KSP1 Mod Releases
Yes I know, but I meant to add CH4 to the small radial tanks of NFEx. -
[Most 1.12.x] Near Future Technologies (August 26)
KawaiiLucy replied to Nertea's topic in KSP1 Mod Releases
I don't know if this has already been proposed or ruled out before, but since there has been the addition of liquid methane to cryoengines, would it be possible to make the fuel tanks provided by Near Future Exploration also contain croygenic fuels? -
What ecaxtly has happened to Kerbins clouds, has the low orbit cloud resolution been increased?
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[1.11.2] Improved Tree Engine Placement (8th May 2021)
KawaiiLucy replied to KawaiiLucy's topic in KSP1 Mod Releases
v1.4.0: Major Rebalance - Almost all the engines have had their position in the techtree updated, this may break saves that started on a prior version. Also includes extras for use in conjunction with BetterEarlyTree mod. - Improved repository organization and impemented some of @FreeThinker's suggestions- 17 replies
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[1.11.2] Improved Tree Engine Placement (8th May 2021)
KawaiiLucy replied to KawaiiLucy's topic in KSP1 Mod Releases
Quick rework sketch: balance following thrust and not size (no patches written yet) OLD 10 25 45 90 160 550 1000 1500 Swivel ASL 167 Reliant ASL 205 Terrier VAC 60 VACUUM Hecate VAC 55 Pavonis VAC 160 Ulysses VAC 390 Corgi VAC 250 * Tharsis VAC 360 Valiant ASL 89 Thud Thumper B-ASL 250 Buzzard VAC 90 Harrier VAC 300 Skiff VAC 350 * Wolfhound VAC 375 Vulture VAC 1000 Pug VAC 25 Bobcat ASL 449 * Sphinx VAC 95 Poodle VAC 250 Eagle VAC 420 Vesuvius ASL 203 Cheetah VAC 144 * Orbital VAC 110 Orbital VAC 560 LIFTER Erebus ASL 473 Fuji Allosaur ASL 1769 Etna ASL 2537 Deinonychus ASL 449 Iguanodon Walrus ASL 678 Tyrannosaur ASL 4043 Skipper ASL 735 * Boar Lynx ASL 948 * Manatee ASL 4071 Pollux B-ASL 1155 Mainsail Ocelot ASL 1235 Cougar ASL 1942 * Kickback B-ASL 593 Thoroughbread Orca ASL 1550 Kodiak ASL 247 Porpoise ASL 1170 Vector ASL 782 * Twin-Boar ASL 1866 Mammoth ASL 3480 * Rhino ASL 3009 * Mastodon ASL 1283 Clydesdale B-ASL 2948 PP Orbital 0625 VAC 14 Stromboli Torch ASL 51 Hawk Spark ASL 14 Compsognathus Ant VAC 2 Otter Goldfish Angora Orbital 125 Twitch Spider Puff Cub NEW 10 25 45 90 160 550 1000 Swivel ASL 167 Reliant ASL 205 Terrier VAC 60 VACUUM Cheetah VAC 144 * Pavonis VAC 160 Ulysses VAC 390 Vulture VAC 1000 Valiant ASL 89 Pug VAC 25 Thumper B-ASL 250 Hecate VAC 55 Harrier VAC 300 Skiff VAC 350 * Kodiak ASL 247 Buzzard VAC 90 Poodle VAC 250 Eagle VAC 420 Vesuvius ASL 203 Sphinx VAC 95 Orbital VAC 110 Orbital VAC 560 Corgi VAC 250 * Wolfhound VAC 375 Tharsis VAC 360 LIFTER Bobcat ASL 449 * Iguanodon ASL 961 Allosaur ASL 1769 Manatee ASL 4071 Erebus ASL 473 Lynx ASL 948 * Twin-Boar ASL 1866 Tyrannosaur ASL 4043 Deinonychus ASL 449 Boar ASL 933 Orca ASL 1550 Mammoth ASL 3480 * Skipper ASL 735 * Fuji ASL 915 Cougar ASL 1942 * Rhino ASL 3009 * Walrus ASL 678 Mastodon ASL 1283 Thoroughbread B-ASL 1515 Etna ASL 2537 Kickback B-ASL 593 Mainsail ASL 1379 Vector ASL 782 * Clydesdale B-ASL 2948 Ocelot ASL 1235 Pollux B-ASL 1155 Porpoise ASL 1170 PP Twitch ASL 15 Thud ASL 108 Spider VAC 2 Chickadee ASL 52 Puff VAC 20 Hummingbird ASL 114 Cub ASL 29 Stromboli ASL 35 Orbital VAC 14 Hawk VAC 12 Torch ASL 51 Compsognathus ASL 82 Goldfish ASL 19 Otter ASL 91 Angora VAC 18 Orbital VAC 140 Spark ASL 14 Ant VAC 2- 17 replies
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[1.11.2] Improved Tree Engine Placement (8th May 2021)
KawaiiLucy replied to KawaiiLucy's topic in KSP1 Mod Releases
Yikes, it shouldn't be WIP, I had updated the descriptions some time ago, must've uploaded an older folder to spacedock (will fix asap). The most up-to-date version is still on github. Edit: I've checked the folders and they are all correct, have you gotten the latest release? As for feedback: I looked back recently into the general organisation/balancing of the engines and it does seem that the later nodes are kind of lackluster or not on par with their cost. I was assuming that each supported mod would be used, but in retrospect I think I will shift the contents of the last two nodes into one node earlierto condense everything a bit. Originally it seemed good to unlock the lifter first and one node later the vacuum engine, but that concept worked better on paper than in practice; especially in the later tiers where science requierements/building upgrades may be a significant hurdle. So shifting vacuum and lifter back into the same columns might be better, leaving the last node totally empty by my patches.- 17 replies
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[1.11.2] Improved Tree Engine Placement (8th May 2021)
KawaiiLucy replied to KawaiiLucy's topic in KSP1 Mod Releases
I've got no knowledge on how to do that, however after reading the github wiki I've ticked the "add to ckan" box on spacedock. I hope that that will work.- 17 replies
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[1.11.2] Improved Tree Engine Placement (8th May 2021)
KawaiiLucy replied to KawaiiLucy's topic in KSP1 Mod Releases
Version 1.3 is up: - Moved CryoEngine Iguanodon to one node later for balancing purposes- 17 replies
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You need to copy the image address in the right click menu, and not the actual link.
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Just get the waterfall mod and the stock config. It has very nice plumes, no need to complain. Plus it gets updates more regularly since it isn't under Squads management and you can even create your own plumes if you so desire.
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rockets taking time/money to design.
KawaiiLucy replied to jastrone's topic in Prelaunch KSP2 Discussion
IMO such a feature puts emphasis on the wrong aspects of the game. While yes, KSP is about managing your space program with funds/reputation the mechanic adds unnecessary complexity which distracts from the main goal, which is to launch and fly rockets, not wait for them to be built. You could even create the lore, that when you launch a new rocket, the point in time doesn't coincide with the moment where you launch it; i.e. instead of the designing and launching phase being right after the other, rather think about the design having been developped some time prior, same as production. (I hope this was clear lol). Now I could see why some people could find this mechanic attractive, it does at a layer of "realism", but playing with KCT in ro/rp-1 has only brought frustration and not enjoyment. Instead of having to carefully manage when to launch and produce rockets, it was more of a game of warping until construction was done. Basically the same as normal with extra, unnecessary and frustrating steps in between. The idea of decreasing lanch costs for an already existing design would be more appealing to me in this situation. -
[Most 1.12.x] Near Future Technologies (August 26)
KawaiiLucy replied to Nertea's topic in KSP1 Mod Releases
I've looked at NFLV's extra folder for methalox patches on LFO engines, but the naming of the patched parts doesn't match any of the mods engines... am I missing something, or is the config not ready yet? -
[WIP] Nert's Dev Thread - Current: such nuke, wow
KawaiiLucy replied to Nertea's topic in KSP1 Mod Development
Far Future adds a few awesome-looking "late-game" science experiments, it could be nice to have some for earlier, in contrast to the telescopes from FFT, maybe probe-sized, or more experiments specific to rovers (kinda hot topic atm no?). It could maybe integrate with NF Exploration? -
[1.11.2] Improved Tree Engine Placement (8th May 2021)
KawaiiLucy replied to KawaiiLucy's topic in KSP1 Mod Releases
Technically it would meet the requirements for the first four nodes for vacuum propulsion, since 2-3 mods get placed in them, but the last one currently only holds cryogenic engines, which doesn't meet it. I don't have anything against integrating it into CTT (my icons are kinda bad though, and not really homogenous with the style of the rest). I hadn't thought of that, I might look into it. The mod was only a first try at ordering engines, but is open to improvement, and might expand to balance the tank placement; gonna need a new title then tho.- 17 replies
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