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panarchist

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  • About me
    Space Freak and Train Geek
  • Location
    Tacoma
  • Interests
    KSP, DCS, Train Simulator 2017, Attack Vector: Tactical, NASA, SpaceX, cycling, camping, bike camping, mountaineering, books, Sci-Fi and especially HARD SF.

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  1. December '68 - when Apollo 8 orbited the moon - the first time mankind made it past LEO and changed SOIs. Honestly you should get extra kudos for predating the Space Age.
  2. They removed that functionality a year or two back. You have to use an external link like Imgur or Pastebin now.
  3. Glad you were able to resolve it. Global Construction was once integrated with MKS, and like MKS it uses (or used) MaterialKits, so I'm not surprised that was the issue.
  4. What I love about Kerbalism is radiation, and rendering it and the Van Allen belts beautifully in the UI. I have other mods for LS, science, and parts failures, but there isn't anything else out there doing radiation the same way.
  5. You have at least one of RoverDude's mods installed, which means you have MKS, or at least part of it. If you look in the configuration options for your save game, you should see a checkbox for MKS somewhere in there that you can uncheck - or uninstall RoverDude's mod. Alternatively, you can go into GameData/StationPartsExpansionRedux/Patches and delete the "SSPXR-MKS-Extras.cfg" file.
  6. Gorgeous ship, great video! Also, a real nail-biter at the end.
  7. Try reproducing with only Heisenberg and its dependencies installed (no other mods) so you can determine if it's a mod conflict. If it still happens with no other mods, then there may be an issue. Most likely there's a mod conflict.
  8. Also a good suggestion, but a lot of people don't use CKAN, and sometimes it's not practical to use CKAN.
  9. It's most likely due to a mod interaction, but not EL or KAS by itself. Best way to figure it out is to remove all of your mods that are not "parts-only", and then add back half the other mods and see if you have the problem - if not, remove that half and add the other half. Keep removing and adding half the set with the problem until you isolate the specific mod. EL does modify the KSC buttons, so it's likely a conflict between EL and another mod that accesses the same functions.
  10. From a technical perspective, the input and output temperatures are far lower, necessitating a different working fluid. For a life support radiator, you're basically limited to either water or ammonia. Ammonia is more efficient, and to date nearly all LS radiators in the real world use Ammonia. I've been thinking for a while about trying to model this in KSP via System Heat and possibly a modified version of TAC-LS or a custom mod, but I've been either too lazy or too busy to start creating one.
  11. (emphasis added) That's exactly the problem. Documentation is a living thing. It's never 100% up to date, and always in flux. It's the nemesis of any organized tech company and the last thing to get attention. And that's a problem - it's always a problem, but more so when it doesn't start or isn't disseminated early on, because the more documentable content that gets added without documentation, the less likely it is to ever be documented. In today's game modding climate, as soon as you have an accessible API, there should be documentation for it to support the modders. (and internal devs) Modding is expected nowadays, and it increases game sales and gives the game longevity and additional sales long past the point at which sales would normally stop. The earlier support exists, the larger and more robust the community for that game. It's a win-all-around situation.
  12. This right here, 100%. I think that's why I play almost entirely sandbox. Honestly, I'd rather have a system where I could choose on which date parts unlock, so I could simulate going from 60s NASA ->Skylab -> STS -> FutureStuff without having to worry about getting enough funds / science to level up. I want progression, just not in the traditional way. Ditto. I wasn't a big fan of it with science either. What I really want is to be able to have science mean something but not have it determine if I can have a space program. Don't hinge my unlocks on it. I want a reason to *do* science, but I don't want it to impact whether or not I can do a launch.
  13. This is what happens when we all use sloppy terminology for years. Technically, building a ship in orbit by launching 2 smaller ships from the surface and docking them is "orbital construction". So is docking 2 smaller ships already in orbit. Building a ship in orbit from raw materials, whether mined from an asteroid or launched from a planetary surface by making the parts is "orbital manufacture". EL in KSP1 is orbital manufacture, and having that in KSP2 is definitely a ways off. This is what happens when we all use sloppy terminology for years. Technically, building a ship in orbit by launching 2 smaller ships from the surface and docking them is "orbital construction". So is docking 2 smaller ships already in orbit. Building a ship in orbit from raw materials, whether mined from an asteroid or launched from a planetary surface by making the parts is "orbital manufacture". EL in KSP1 is orbital manufacture, and having that in KSP2 is definitely a ways off. This is what happens when we all use sloppy terminology for years. Technically, building a ship in orbit by launching 2 smaller ships from the surface and docking them is "orbital construction". So is docking 2 smaller ships already in orbit. Building a ship in orbit from raw materials, whether mined from an asteroid or launched from a planetary surface by making the parts is "orbital manufacture". EL in KSP1 is orbital manufacture, and having that in KSP2 is definitely a ways off.
  14. pre0.13.3 and 0.18, because we'll having docking out of the gate this time.
  15. Someday maybe I will actually write the KSP fan fiction that explains them. In the meantime, I am messing up the guessing of my predecessor, and guessing that the next reply will come from @Abel Military Services
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