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About PTNLemay

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  1. I've been meaning to ask, I'm guessing the lack of compatibility with 1.7 comes from the fact that Breaking Ground introduces it's own inventory system. How different is the stock implementation to an inventory to KIS's? I wonder because it feels like Squad was heavily inspired by KIS when they came up with their inventory system. Is there a chance that KIS could be modified to take the stock inventory's place? It's a shame because I love the new Breaking Ground parts, but it's inventory seems a bit clumsy. I prefer the KIS approach where you can drop items on the ground or slide the boxes onto kerbal's backs like backpacks. Things like fuel lines as well were always really fun.
  2. I might be having a similar problem. Or maybe it's different, I'm not sure. I'm playing CTT, with all of Neartee's parts, USI Kolonization and USI life support, and KPBS. I've finally unlocked life support parts that aren't just new tanks of consumables, the first one being the K&K Oxygen Regenerator. I can store it in the cargo units, but when the ship actually loads outside of the VAB, the item has vanished. I can't seem to place the part anywhere on the ship, so I imagine it must be placed in an inventory. Do these "placeable parts" only work with KIS, or is it able to be placed using the Breaking Ground's inventory system?
  3. I'm also running into problems. I did that thing where I go away from KSP for a while, come back because the mood hit me, and despite having done this many times I've lost all ability to install mods properly (at least that's what it feels like). Here's what I'm doing. I start with a clean install of KSP 1.7.3. I get the latest files from the Sigma Dimensions github, here Same with rescale here: And Kopernicus here: The kopernicus one contains a whole bunch of stuff (I imagine for the mod makers?) but the ReadMe says that I only need what's in the GameData folder, which I found under “build”. So I took that. I had been thinking of trying out a bunch of mods (Community Tech Tree) but I wanted to start with a clean install. And this first step is not working very well. This is what my GameData folder looks like after I unzipped the github stuff. Do I have something in the wrong order, or in the wrong place? I initially tried with MM 4.0.3, but upon seeing the issue with MM 4.0.3 mentioned above, I tried again with 4.0.2, but still no luck. The game runs fine, but the planet stays it's normal size.
  4. EDIT: Nevermind. I'm a dingus. All I had to do was scroll down on the expansion's download page to see that there are exes for all of the old versions. Disregard the rest of this post. Squad did us all a solid and ensured the older version of the game will remain supported. ---- I've been doing a rather modded playthrough of KSP, and I wanted to "finish" before I finally tried Breaking Ground. Now I can finally play it, and I want my next playthrough to also be modded. Hence why I want to go with KSP 1.7.3 (few of my mods have properly updated). But the exe won't let me. Is this new? Because I'm sure I installed Making History on old versions at some point. Is there really no way to install the expansions on slightly older versions of the game anymore?
  5. I'm not super familiar with it, but I remember reading somewhere that the perturbations scale inversely with the size of your solar system. So for a real sized solar system, you're talking about tiny nudges. But for the Kerbal system (where everything is denser and squeezed in relatively tightly), the perturbations are much more significant. Thus, orbits that just work in real life wouldn't necessarily work in KSP due to it's rescalling of everything.
  6. Mission time 70 days. While waiting for a more optimal launch window to Dres, we've put the refinery in slow-mode. Hopefully this will allow a higher quality fuel to be produced. We've also re-oriented the ship to have all solar panels facing the sun. In this gravity the manoeuvre was quite easy, despite the ship now weighing over 120 tons. Mission time 120 days. Due to a considerable oversight in calculating orbital trajectories, we will not be going to Dres. The astrophysicist responsible for the error has been dealt with. Instead we will be heading to Duna's moon, Ike. The ventral engines should be able to get us onto it's surface without problem, as it's surface gravity is almost identical to that of Dres. With the tanks back up to full, the ship has another 5 km/s to give us. Mission time 136 days. We're leaving the Kerbin sphere of influence now. We expect not to return for several years. The ship is well stocked and equipped, but it will still be difficult being away for so long. Mission time 356 days. Duna spotted, Bob went EVA to do get some readings on the space near the planet. Nothing much to report during the interplanetary flight. All systems show optimal. Mission time 362 days. We came in closer than we expected, a glitch in the navigation system caused our trajectory to dip into Duna's atmosphere rather than just pass over it. No apparent damage to the antennas or solar panels. We did get some interesting readings with our instruments. We're making preparations for the Ike landing.
  7. As a sort of "casual" player, I'm curious to know how pausing would work. I like to progress my game very gradually. Putting in a few hours here and there, a mission or two, then maybe going a day without opening the game again. Real life keeps me busy. Assuming a server that's set up for a "space race" scenario (if MP ends up being like that). I imagine the easiest way to deal with it is to not worry about it. Those who have the time to pour tons of hours into the game progress much faster. And those who can't go more slowly. This is fine if you trust your team mates (and they too are approaching the game in a more casual style), but it gets more messy if the competition is taken more seriously. One option that could force equality (that I hope they don't implement) is alloted time slots. If player A is up to 20 hours, but player B is only at 10 hours, then A has to wait for B to catch up. This would be more "fair", but a lot more annoying for the long-running players. Regarding the concerns people have with multiplayer ending up too competitive, I think what would help is too keep the number of players in a server small. Less than 8, maybe even just 4 or 5. This way you can more easily check and verify the players. Keep it as close-knit groups. You're less likely to have that one guy who wants to conquer the whole server by bombing everyone else's VAB using kinetic kill warheads. And judging by how hard it has traditionally been to implement MP, I think the small number of players will be forced upon the devs.
  8. I started thinking about what if scenarios for the game. Namely, late game when most of the tech tree is unlocked and the contracts all sort of feel like the same thing. It would be fun if those contract you'd been building up (things like build a station here, then make it bigger, then deliver 2000 units of ore to the orbit in which that station is located) would turn into sort of... NPC stations. Big huge things in fixed orbits that you could still rendez-vous and dock with. Unlike contracts, these things would serve as trade depots. You'd go there with a few thousand units of ore or fuel you'd collected earlier, and sell them for cash. Or if we do want to use the existing contract system, they could add ones to deliver cargo from one NPC station to another. I made this thing as an idea of what one of these NPC stations might look like. Room for 25 Kerbals, and enough tanks to receive dozens of fuel shipments. No solar panels on this one, it has enough RTGs on the lower level to count as a small nuclear reactor (which would also be fun to have in the stock game...)
  9. Do you know if the USI mods are currently compatible with the community tech tree? Or is it sandbox only? I searched the thread and the last mention of the CTT was in 2018 referencing KSP 1.4.
  10. I imagine most people use this with RSS, have many people tested it with Sigma? I may be showing my lack of skill, but I've been playing a Sigma rescaled game with just 2.5x stock sizes, and most destinations I can reach, but moving beyond Duna has proven to be seriously challenging for me. Normally, reaching Dres orbit from Kerbin orbit is about 2000 m/s, but in my system it's about 7000 m/s. It's do-able, but the difficulty scales very quickly the further I go. I think that inclined planets also become harder to reach as you scale up. And Jool... I can reach it, but I can never leave. Is the default setting on the mod intended for x6.4 or x10 scaled solar systems? I intend to dial down the mod for my comparatively smaller system, but I'm wondering by how much I should dial it down. Has anyone tried it with small-scaled solar systems like 2.5x or 3.2x?
  11. Started a mission to send 4 Kerbals to Jool. I've never done it before, and to add to the challenge I'm doing it on a 2.5x upscalled Kerbol system. It doesn't sound like a big increase, but some of the destinations require a staggering amount of deltaV now. Reaching Jool needs well over 10,000 m/s. Here's the good ship Jericho. It has a pair of drills, a refinery, and a surface scanner. Everything you need to find a good spot to refuel. The plan is to planet-hop where ever we can on the way to Jool.
  12. Mission time is 17 days. We spotted Minmus outside the port window. We've been tracking it on sensors pretty much the whole way, but it's comforting to see our destination with the naked eye. fig 6: Minmus just visible We deployed one of the solar panels. Bill wants to perform a full diagnostic of the refinery, but we don't want to put too much strain on the reactor just yet. Minmus now fills the whole window. We'll be performing our breaking burn soon. fig 7: Minmus approach Mission time 30 days. We idled in orbit while every system was checked and rechecked. We're good to go. We'll be landing on the Lesser Flat, in a particularly ore-rich area. This will serve as an important test of the ship's systems, but also as a refueling point. Dres is a long way away, and we'll need every drop to reach it. fig 8: Coming up on the landing site fig 9: final approach fig 10: group photo on Minmus The landing rolled off without a hitch. The ship is sluggish when only using the reaction wheels, but the maneuvering pods gave us the control needed to keep her steady. Off in the distance we can just make out another mining ship that's making use of the same ore deposit. We'll start drilling right away.
  13. A proposal was made to design a long-ranged interplanetary transport based on the venerable Julius platform. The A3-Julius was a military cargo transport (often nicknamed the Space Truck) used extensively during the Minmus-Mun Conflict. Even though the ship was unarmed, it's oversized manoeuvring pods gave it the thrust needed to side-slip in all directions. Thus, it could perform evasive manoeuvres needed to avoid enemy attacks. This, coupled with it's thick plating, gave it a reputation for reliability and survivability (albeit at the cost of delta V). fig 1: A3-Julius military transport The new ship will be named Jericho, and it's mission is to send a crew of four into the outer solar system. Prior missions have proven unsuccessful, as the attempted in-situ resource utilization ended in failure. Insufficient fuel for a return trip as well as a lack of vital resources resulting in a loss of life of all crew members. To correct these oversights, the Julius-class will feature a state of the art ore scanner, capable of pinpointing viable ore deposits from a distance of over 600 km. High-ISP nuclear engines will serve as the main propulsion systems, with lower-efficiency, higher thrust engines providing extra thrust when needed. Nuclear power will also be used to provide electricity in the sun-starved depths of the outer system. The ship will also feature an entirely self-contained mining and refinery system capable of refuelling it's tanks in under 2 weeks. This equipment will significantly dig into the ship's mass-budget, and as such multiple refuellings will be necessary to reach Jool. First at Minmus (where the ship will perform it's initial shakedown and extensive system's tests), then Dres, until finally refuelling at Pol when it arrives within the Jool system. While there, we expect to perform the first ever manned landing of Laythe. The lander (then unmanned) will be sent ahead of the Jericho and rendez-vous with it later. The ship's ventral engines provide an acceleration of 0.12 g with fuel and ore tanks at full capacity. At reduced capacity the engines can achieve 0.20 g, meaning it could theoretically perform a ventral landing on the Mun (though his has yet to be tested, as it would be pushing the safety margins to their limit). fig 2: the Jericho undergoing final tests before being mated to it's launch vehicle Since the orbital shipyards have yet to be repaired following the end of the war, the ship needed to be constructed on the ground, and then hauled into orbit on boosters. After careful planning, a modified Boreal-class lift vehicle was successful at performing the boost. The Boreal booster is capable of providing more than 13 million newtons of thrust at liftoff. Even this was not sufficient to lift the Julius, so modifications were made, adding 4 vector engines as well as 8 solid rocket engines to the first stage. fig 3: a Boreal-class booster in it's cradle prior to modifications fig 4: the Jericho escaping the atmosphere The vehicle boost was meant to be unmanned (due to the extreme G-forces that the vehicle would experience on ascent), Jeb insisted on coming along for the ride. The rest of the crew boarded via shuttle-capsules. Boarding was finished last night at 21:00 hours KCT. The ship is now ready to depart on your order. The injection burn will require around 1400 m/s. Upon departure the ship will be carrying a total of 4000 m/s (a significant excess and safety margin). God speed, and good luck. fig 5: the mission begins (( If the delta-V costs seem a bit high, it's because I'm playing on an up-scaled Kerbol system. Everything is 2.5x bigger than normal, resulting in some pretty big delta-V requirements. ))
  14. I feel it will kind of depend how they implement the interstellar aspect of the game. In the current game we are able to travel far enough and fast enough that eventually you leave the Kerbol sphere of influence, but I forget what happens after you do that. I think that altitude and relative speed are all still measured according to Kerbol. So if not that, what would the distances and speed be relative to? A distant galactic center of some sort? If we assume the nearby solar system will be based on Alpha Centauri, and we continue using 10% the scale of the real world, then this new solar system would be around 0.44 lightyears away. So... that's really not worth implementing any kind of speed limit. Some flights in the Kerbol system can take several years anyway. With the new super propulsion systems that trip could be done in a bit over 2 years while going at 0.2 C. But... if they open the door for modders to make planet packs, and have available "slots" where new planets could go. Or even slots for future official expansion packs (planet packs), and assuming some of these could be much more than 1 LY out. Then... maybe we would want some form of SR.
  15. YES, please. I would love to have a stock option to scale the whole solar system. I'm always stuck waiting for the mod-makers (bless them) to catch up to the latest version before I can play it. 2 to 2.5 x scaled is perfect for me, and I've played on it so much the normal Kerbol system feels too small for me now.