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Everything posted by bigyihsuan

  1. I want to play with RealFuels for a 10x system. Can someone confirm that these are the folders I need to remove to keep the SSS Kerosene, Hypergolics, etc and the tank switching from patching, so that RealFuels can take over? Inside SkyhawkScienceSystem/Patches: Hypergolics Resources TankSwitch If not, I'll switch these back on and swap RealFuels with SMURFF.
  2. You could have the black hole system completely replace the Kerbol system, and force a home switch to Elif or Suluco.
  3. I'm using @Galileo's RESCALE configs from here: https://github.com/Galileo88/Rescale/releases I'll try using @Profiremu23's Rescale configs (https://github.com/Profiremu23/RescaleContinued) later today, and report back if anything happens. EDIT: Used RescaleContinued, got a full-on game crash this time. KSP.log: https://privatebin.net/?7511d6622183bdb7#Fmv6WD2CSpqfBEFTSGHMCuGS5ivrRHLuXfkTtGLckKMD
  4. How interesting. This is Rescale = 10, HomeSwitch = Efil. I don't have any other planet mods installed, and no RESCALE mod either. EDIT: maybe I do need to install 10x RESCALE, since the Kerbol system still exists and is at 1x. EDIT 2: installed 10x RESCAL, set Rescale = 1, now the game's not loading into a fresh save. Very fun. EDIT 3: I did not scroll far enough up and just saw the posts above. Uninstalling RESCALE, trying again with Rescale = 10, HomeSwitch = Efil. EDIT 4: Would it be possible to completely replace the Kerbol system instead of switching the home? I think that would help (a little) with the KSC drifting from its actual position.
  5. I had this exact problem; the fix is to turn off temporal anti-aliasing (TAA) in Scatterer. The cause is the outdated version of Scatterer that GPP requires. This specific bug is fixed in a later version of Scatterer that is not compatible with GPP (yet). See here:
  6. It's not possible to run SSS without BDB, as mentioned before, because SSS was built around BDB as a hard dependency. As mentioned before, you can use Janitor's Closet to filter out BDB parts. However, some nodes will be empty because of the hard dependency on BDB. But, I highly recommend playing with BDB, as the progression in SSS highly matches the IRL progression of American space rockets (orbit, then probes, more probes, Mercury, Gemini, interplanetary probes, Apollo, modern day rockets).
  7. Install Astrogator, it'll give a rough approximation of a transfer burn from wherever you are to everywhere, as well as when the transfer window is It'll also give an approximation for how much dV it takes to get to low orbit, which is nice. This works regardless of solar system.
  8. Dug around in the code, it seems SSS is patching the deprecated DIRECT_KJ10 rather than the new benjee10_AJ10_v2. Here's a patch that will fix this: @PART[benjee10_AJ10_v2]:FIRST:NEEDS[Benjee10_sharedAssets] { %SSS_Hypergolic = True }
  9. The latest v1.1.1 release has compat for Benjee10's Orion: https://github.com/CessnaSkyhawk/SkyhawkScienceSystem/releases/tag/v1.1.1 EDIT: After loading it up in KSP, it seems that the service module engine (in-game it's KJ-10b "Viking") is not patched for the new fuel types, defaulting to kerolox. It's from Benjee10_sharedAssets, so that needs to be patched.
  10. I'd say the same with the 0.9375m parts, but thankfully there's tons of adapters to/from various sizes to 0.9375m to help with Lego-ing. But as far as I know, only BDB has 0.9375m parts, so that's a thing.
  11. porque no los dos, either as a part switch (like the SIV instrument unit) or as 2 different parts
  12. I think at that size, you shouldn't be using reaction wheels and instead (or in addition) be using RCS. NFLV has some giant monoprop and biprop RCS ports for this exact reason
  13. Skyhawk Science System is built around BDB, and has you progress through the rockets in roughly chronological order. It's a bit of a grind getting nodes unlocked, but it's definitely geared towards the playstyle with sending many interplanetary probes to get the science to run Mun missions.
  14. Now that I've actually looked at the doc, yea it seems to be a payload stage. Though, for gameplay purposes, since I don't do shuttle stuff, I'd probably still use it as a thicc Agena.
  15. Mmm, thicc Agena. I'd happily slap this on an Atlas or a Titan when I don't want to use a Centaur. Transtage v0?
  16. That was some extremely convenient timing, I posted an unrelated feature request on the repo about procedural trusses. Booting up the game now to test it!
  17. Thanks, looks like it's using the same keys for the modules.
  18. Is there a way to adjust the "snapping" for the size adjustments for Procedural Fairings? (As noted in the linked post below) I have a patch installed for Procedural Parts that snaps the size adjustments to fractions (specifically 1/2 and 1/8 of 1.25m) and I want to have Procedural Fairings do the same.
  19. Ok I'm looking for Duna lander and mission suggestions, what do you guys have (made out of BDB parts)? My current planned Duna mission is essentially the Boeing Integrated Manned Interplanetary Spacecraft, with a Duna/Mars Direct lander slapped on instead of the lander Boeing had.
  20. I've used Procedural Parts for years, and they are really, really good at making procedural cylinders/cones/polygons work and look fine. However, I often come across scenarios while building things that I want to make a truss structure (for the weight, looks, etc) and just wanting a single part that would fit in that space. For example, I needed to go from a 1.25m to 3.125m stack in a flat adapter, but my options for trusses were: Use a Procedural Fairing truss base, which at 3.125m bottom radius, doesn't fit the 1.25m stack, as well as lagging my game with the fairing preview lines Use multiple skeletal adaptors from Near Future Construction, which is 2 parts and is too long vertically for my needed use. Kitbash one with PP structural parts and structs, which is really, really part heavy for what should be a single part. All three options aren't ideal, which is why I'm asking if such a mod (or mod for Procedural Parts) for trusses exist. ED: I've since made a feature request on their Github, let's see what happens: https://github.com/KSP-RO/ProceduralParts/issues/321 ED2: It seems they have merged an existing pull request for trusses:
  21. There's also Boeing's proposed Integrated Manned Interplanetary Spacecraft, which is 5 nuclear stages strapped together with a large Mars lander and mini-station for habitation: https://www.renderosity.com/gallery/items/2167658/boeing-manned-interplanetary-spacecraft-diagram The gist of it was that the propulsion stages would be assembled in orbit over several launches, and docked with the manned modules for transfer to Mars. Then, the lander will undock, land, and return with just the capsule in the central core. Then the whole craft will return to Earth with a single nuclear stage, with all the other nuclear stages jettisoned after they were used. https://ntrs.nasa.gov/citations/19680009769 https://ntrs.nasa.gov/citations/19680009673 https://ntrs.nasa.gov/citations/19680009770 https://ntrs.nasa.gov/citations/19680009780 https://ntrs.nasa.gov/citations/19680009779 https://ntrs.nasa.gov/citations/19680009778
  22. My god that looks beautiful. Not just the screenshots, but the kitbashing as well, with all the little giblets and details everywhere. I'd love to be able to do something like this, but I can't imagine the hell that is part counts if everything was like this.
  23. Snarkiverse Dres landing using BDB parts (and CryoEngines methalox engines)
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