forsaken1111
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Kerbal 4X: inventory and scavenging
forsaken1111 replied to SiriusSam's topic in KSP1 Mod Development
You may want to discuss with magico13, dev for this mod: http://forum.kerbalspaceprogram.com/threads/92377-0-24-2-Kerbal-Construction-Time-Release-v1-0-2-%289-3-14%29 His mod takes tweakscale parts into account and also maintains an inventory of recovered parts -
Kerbal 4X: inventory and scavenging
forsaken1111 replied to SiriusSam's topic in KSP1 Mod Development
Have you given any thought to how you will handle tweakscale? It allows you to resize parts in the VAB, dynamically changing their cost and capacity. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
forsaken1111 replied to RoverDude's topic in KSP1 Mod Releases
I assume it would simply not have any snacks. -
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
forsaken1111 replied to tgruetzm's topic in KSP1 Mod Releases
Maybe tie it to a kerbal's stupidity stat? Smarter kerbals more likely to properly ration snacks and eat regularly while stupid kerbals may overeat and have a more random eating schedule -
[0.90]Asmi's ECLSS Mod - REVIVED! (Version 1.0.19)
forsaken1111 replied to Shasol's topic in KSP1 Mod Releases
Alright. Thank you for the quick response. -
[0.90]Asmi's ECLSS Mod - REVIVED! (Version 1.0.19)
forsaken1111 replied to Shasol's topic in KSP1 Mod Releases
What does this do that TAC Life Support doesn't do? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
forsaken1111 replied to ferram4's topic in KSP1 Mod Releases
Stock KSP models the atmosphere as something which could be described as a dense soup. You lose a lot of energy to air resistance. Every part on your rocket causes drag regardless of its shape or whether it is shielded (by fairings for example). This means that putting a nosecone on or something like that actually hurts your rocket performance in stock. FAR actually models the aerodynamics much more accurately, so an aerodynamic rocket will experience much less resistance and thus lose much less energy to air resistance.- 14,073 replies
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
forsaken1111 replied to RoverDude's topic in KSP1 Mod Releases
Jep. 6 of them just about allows the fusion drive to run without constantly sparking out. I was not able to get the particle collector into orbit using the tiny fusion drive, alas. However... THIS IS THE BEST http://imgur.com/qKnEbN1 http://imgur.com/kSSna3m That turbofan contraption could fly around for ~8 years. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
forsaken1111 replied to RoverDude's topic in KSP1 Mod Releases
Silly mod is silly. This is an SSTO: I'm going to launch again with a particle collector onboard and see if it can do a refueling mission. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
forsaken1111 replied to RoverDude's topic in KSP1 Mod Releases
Exactly. So I'd have rocket level thrust with jet engine level efficiency on a plane moving Mach 12 and falling apart due to atmospheric heating and aerodynamic stress. It will be glorious. I'll post pictures. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
forsaken1111 replied to RoverDude's topic in KSP1 Mod Releases
Now I want to strap a pair of fusion drives onto an airplane and see what mach values I can hit before it shatters. -
No worries, this is why I asked for clarification. FWIW I think its a fantastic idea.
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
forsaken1111 replied to RoverDude's topic in KSP1 Mod Releases
Nooo. This would make an awesome first stage for K+ sun mining. Although I doubt it would work for me. Betting aerodynamic stress would tear a ship apart if I tried to use a fusion drive in atmosphere. -
Is that the way it actually works or are you suggesting that this should be the behavior but it does not do that currently?
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
forsaken1111 replied to RoverDude's topic in KSP1 Mod Releases
I want to see this. Did you take any pictures? -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
forsaken1111 replied to RoverDude's topic in KSP1 Mod Releases
I have the latest karbonite. fresh install. active texture management, scansat, part catalog, kerbal engineer, hyper edit, select root and floor it are the only other mods I have installed. You appear to be 2000km from the sun. You need to be 2000m... -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
forsaken1111 replied to bac9's topic in KSP1 Mod Releases
Fair enough. I can see you've justified the idea to the point that no argument is going to dissuade you. I like your art, if not your ideas about balance so I'll keep an eye on this from afar.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
forsaken1111 replied to bac9's topic in KSP1 Mod Releases
It just seems a bit off to me to use engines with 'realistic' numbers in KSP's unrealistic scale. If you're using RSS then sure, realism makes sense.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
forsaken1111 replied to bac9's topic in KSP1 Mod Releases
You 'fixed' the stock engines because they're unrealistic while simultaneously introducing silly sci-fi engines?- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
forsaken1111 replied to bac9's topic in KSP1 Mod Releases
Shouldn't you balance your stuff against stock rather than balancing stock for 'realism' in a game which is by its very nature unrealistic?- 4,460 replies
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