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pasty2k2

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    Spacecraft Engineer
  1. RD - this is a fantastic companion mod to your others - any estimates on a v1 update? Any extra features you have up your sleeve for AMT? As always, love your work on KSP!
  2. Oddly I didn't spot those pics despite only being 2 pages away, and started designing something very similar myself, but only 72 drills. What was the rate you get from 128 drills, at say 1000x timewarp (since the number is going to be -0.00 at 1x)? Just to give me an idea! Are you using FAR and Deadly Re-entry? if so how did you land that? Miy current design which also handles mass LH2 production works out at about 90T, which is landable I think but may take 100 chutes and a couple reloads.
  3. So you can transfer Karborundum itself, just not use it as a fuel to make the transfer (like the choice between LFO/Karbonite), right?
  4. The Linux build is fine and does allow for "really large" orbital stations, in that it has virtually no upper RAM limit, only the max RAM you have in your PC. I installed Linux Mint just to give the KSP linux version a go, and I am pleasantly surprised, it is all it is shouted up to be. A couple of niggly bits are present in both versions but no sudden crashes in the Linux build, no "I wonder if it will crash" when switching between scenes, it behaves well. Sucks RAM up but behaves if you feed it! You can run essentially an unlimited amount of mods I'm using 7.5GB RAM and it's still smooth as butter. I began this save on Windows, got fed up with the issues, installed Linux, copied the gamedata, ships and saves folders over into the linux KSP install, and continued on fine like nothing had happened! I recommend all to give the Linux version a try if you can, getting your head around using Linux isn't as big a deal as it was 5-10 years ago, I use it as my main OS whilst playing KSP. It works fine for HD videos/music and internet browsing, drivers aren't that big a pain in the arse anymore either. Though I do still have Windows on a separate disk if/when I want to switch back for whatever reason.
  5. Very cool, though 20m seems a little limited in range (for these big bases), would be better if it were 20m from any existing part on that ship.. Is the range freely moddable or built in? Can't see an option in the part.cfg...
  6. Really? That's what it's for then, you pick a target with a stake and the pads can build whereever you placed the stake? If so, that just gave me plenty of ideas... and render's my previous post completely moot!
  7. I have an idea for this... might seem a little out there: I noticed that these modules are HUGE. However they should be - it's a permanent base. So I thought how do we get all that on the surface of a moon/planet and connect it all up nicely, without having to strap rockets/wheels to it to get it into place? A permanent structure shouldn't move, buildings here aren't wheeled/skycraned onto their final site. You build it there. Extraplanetary Launchpads has the ability to generate ships in-situ, on a launch pad, and I'm sure thats the best way of getting these massive structures at least most of the way to their destination, build it nearby. But you still need to wheel/fly it over, off the launchpad. This is sort of EL's camp but it only applies to this mod (and MKS a bit but those modules are smaller) - what if EL could generate the ship in-situ, rather than needing you to wheel it into place? If you could pinpoint where you want the building to be generated, and then tell the construction dock to "build it over there", that would match up a little better with reality. What we have right now is fine in KSP, even with FAR I can get ridiculously shaped rockets into orbit. I could if I tried get most of my designs into a proper shape with a fairing, using folding arms/panels etc, but with something like the biosphere I don't think a fairing will help! So, in-situ construction is my way forward, and I think that could benefit from the above or something similar. What do you think?
  8. Trying it now! I need more land based greenhouses and these look awesome! +rep!
  9. Really loving this, finally we can do "space tourism" for the civvies! Nice work dude!
  10. I've tried in sandbox and 0.13 works fine for the warp drive and power plants - tested with "Working Multiple Star Systems" and a fair few other mods. Didn't test tweakscale with it though, or do anything other than launch to 80km, power up, warp to a different star, and use a plasma thruster to try circularizing. (42K D/V!) Currently going through career mode and I have only just unlocked reactors, so I haven't had a chance to try this properly yet, though the parts all appear properly in the VAB list once researched (using Techmanager 1.5, removed TreeLoader packaged with KSPI). Anyone know for sure what doesn't work in 0.90, or another reason to not use Interstellar 0.13 with KSP 0.90?
  11. Hey guys, Not for 0.90 yet I know, but what is broken? I've fired up 0.90 with KSPI 0.13 in Sandbox and so far so good, it all seems to be there. Is it just untested, or actually broken, can anyone confirm? Ta!
  12. Hey guys, thought I'd mention what may be a bug I've found - possibly in Interstellar or stock KSP (12.2!), not sure. If I warp at 50x time accel, a 3.75m Fusion reactor loses Tritium no matter what rate it's breeding at. Warp at 100x or more and it behaves correctly. Is that inherent to the way KSP calculates resource usage during warp, or something with Interstellar? I can post screens of this if its totally unknown. Oddly during lower time warps, deuterium is being used (decaying?), 0.04 usage at 50x warp. 100x warp and more, it sits at flat 0, no usage/loss at all.
  13. Cool idea, a suggestion - have a "bin" part much like the Extra-planetary Launchpads mod has that you would drop the parts into, by means of a KAS hook/magnet and a tow ship. Then, CRUSH the contents of the container (or imagine it with an explosion ) down to the raw materials as you say. Downside is it does kind of need KAS for that (or robotic arms mod?), and I'm pretty sure you want to keep as many features as independent from other mods as possible. Would be nice though I think!
  14. I thought I noticed that myself while playing, but I couldn't quite put my finger on it. At least one of the capsules would run out of charge while re-entering if I phys-warped down, but I'd be left with 10% if I didn't. I swear the calc's are just wrong if you warp past 50x, to the point where you need loads of batteries if you have a large demand for powah and TAC LS is installed or you get deaded Kerbals if you increase the warp rate too quickly - not that that is at all TAC LS's fault - it throttles back to try and stop that, it's just an alpha game issue. Considering HarvesteR's informative recent blog post it's something they'll definitely deal with later; for now just add more batteries, quicksave often and all is good! Cheers again dude, don't work too hard!
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