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Everything posted by Threadsinger
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You sir are awesome. I would do it, but I don't have the faintest idea how. The one thing I liked about CTT was that it pushed Karbonite extraction much higher up the tech tree, so I couldn't exploit it for the first mun landings. (I also liked how it spread out the stock-a-like station parts too.) The big appeal for me for interstellar is the slow climb from basic engines to warp drives, and I'd like for all the popular sci fi mods to play nice in that regard. Then again, it's still in beta, and this mod hasn't seen any serious updates in awhile. Because it's a hobby and all, not a paid career. Thanks so much for tackling this! (And to all others who tweak this to keep it alive!) - - - Updated - - - Compatible, although for obvious reasons be wary of firing up your fusion/AP turbojets at full power in low atmo. You'll break apart.
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Does anyone have a CTT config which would work well with RoverDude's Karbonite/MKS OKS mods? I pulled a CTT config for KSPI from someone's signature (it's been awhile, I forgot who ), but it's not quite working right - I haven't unlocked fusion reactors yet, although I have access to them (and AP reactors) in the VAB. Also, GreeningGalaxy, I look forward to seeing your torch drive! Once I figure out how to get all the cool tech mods to play nice, I'll give it a try!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Threadsinger replied to ferram4's topic in KSP1 Mod Releases
Thanks for the reply, was just curious. It's not delta-v (I can make an SSTO at this point... mostly), it was more that I read how wacky the stock jet engines were, I was wondering if my success was due to that or if FAR provided some nerfed engines (meaning I achieved something). I was debating AJE, because it looks well-thought out and developed, but I'm not sure how rigid I want to confirm to reality. - - - Updated - - - With hilarious results. It works well though to set you on a rough entry vector toward your desired location. Usually in a cloud of plasma debris.- 14,073 replies
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- aerodynamics
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Threadsinger replied to ferram4's topic in KSP1 Mod Releases
Apologies if this is an obvious question - I did read the FAQ, most of the wiki, and did a decent search of the 752 page thread, but: Is FAR still changing the characteristics of the stock engines for isp, etc? Just curious if that is still the case (it's cool if it is), I thought I remembered awhile ago that ferram might have wanted to remove that feature. Now that I got my first SSTO into orbit using FAR, Jeb is wondering if that's a feat of engineering and piloting panache, or just a function of super-amazing stock jet engines.- 14,073 replies
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Indeed, I do hope he returns as well, although I understand this is his hobby, not his job! (And WaveFraction, if you're still lurking, we like yours too!!) I still love seeing the gradual experience increase from the basic, starting engine, to the bigger and badder Mainsails, the PB-Ion, the ARM ones, the NERVA, KSPI ion-engines, basic fission, microwave, basic fusion, etc etc etc. KSPI is my must have mod for KSP (although I do appreciate KSP for its casual-accurate space exploration philosphy as a vanilla product)... I think whilst I wait for the modlists to update (including this one), I shall backup my save, wipe clean the folder, and try a run using all of RoverDude's excellent modpacks (which I've never done). As noted above, I still prefer the large range of incremental propulsion increases, but I shall enjoy this brief respite from imminent antimatter containment failure and see how his fusion engines and torchdrive compares to the awesome power (and abuse) of antiprotons. I will still be checking back, hoping for an update! Ike won't orbital bombard itself!
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Hehe. I just got my ass to Duna at long last using my version of the Interstellar Quest modlist (and all the wonderful headaches that go with it), and they release this awesome (but personally ill-timed update)! It's almost like Christmas, except you need to wait a week before your rocket ship's fusion reactors get that vital firmware update, lest the tree go up in nuclear fire. Gonna go mirror a vanilla version of KSP and play with the new features, should be interesting! (But wierd, since I will totally get bummed out when I max out at NERVAs and PB-Ion engines...)
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
Threadsinger replied to RoverDude's topic in KSP1 Mod Releases
I for one look forward to the coming orbital bombardment of Duna by sounding rocket. Might even strap on an antimatter payload... for science. -
Thanks for the prompt reply (apologies on my end, I check this only intermittently...) I am using FAR, and have had to relearn a little bit about rocket design, but I find that the rocket just tumbles end over end at the turn point. I figured the center of mass is off balance, so I've been trying to design accordingly, but my other rockets do not behave a such. I just assumed the launcher weight was a lot less at that point in the flight. I'll figure it out after I spend time fixing the attachment points on the alum booster, using that patch i read a ways back. As for the different tank sizes, I just recall the methane engine flavortext (or the wiki?) stating it would open new options for planetary exploration, which I assumed meant using it as a a lander/return vehicle on Duna using fuel made from there. Landing that office-block sized tank planetside just seemed awkward in that context. That's all. Plus, I think aerospike engines look cool - the methane one looks realistic, but flimsy. If I get the chance, I might try and post something for ya to comment on; i just play this game casual, so don't expect Elon Musk levels of forsight or engineering efficiency.
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That's a pretty sweet mockup! I've always wondered where the design considerations for the tanks came from, guess I know! Although the nitpicker in me is horrified at the increase in dry weight due to using the smaller tanks when a bigger one will do... Also, needs moar booster.
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Hey Fractal/Wave, Assuming this post doesn't get lost in the torrent, I read this article on Ars: http://arstechnica.com/science/2014/11/firefly-space-systems-charges-full-speed-toward-low-earth-orbit/ It describes a new kind of methane-powered aero-spike engine that I thought might make a neat addition (or upgrade/sidegrade) to the methane drive already available. Just an idea, if you're looking for one. Also, I'm still having a little bit of difficulty using the methane tanks and engine - it keeps toppling over during the gravity turn; how do you guys use 'em/balance them, if at all? (Additional suggestion: maybe make the methane tank sizes more in line with the regular fuel ones, like a squatter tank?) I do hope this mod is still being looked after... I know it's a hobby, and a time-consuming one, but it's so much fun to use!
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Thanks very much for this easy to follow tutorial; I installed FAR because I liked the idea of forcing myself to do better re-entries (I noticed I could enter atmo at full impulse and still airbrake before impact, and wanted something a little more challenging), but I've been struggling with anything bigger than my F-14 Tomcat-inspired SSTO, which itself needs a lot of attention not to crash nose-first into the ground. The fun-to-frustration ratio was rapidly dropping to 1, so I'm glad I found this!
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Threadsinger replied to RoverDude's topic in KSP1 Mod Releases
Ha! Great work Rover! I still prefer KSPI's implementation (if only for having to develop fission, fusion, AP, plasma, and THEN warp drive so I feel like I've "earned" it), but this is a fluid, FTL solution for the stockalike-minded KSP'er. On the vein of fantastical technologies for KSP, ever consider a matching plasma thruster (seperate from the drive) or a cryostasis pod? I'd love to see your take on that... /RoverDude's Stellar Venture Propulsion Technology Bazaar anyone?- 1,694 replies
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Threadsinger replied to Arsonide's topic in KSP1 Mod Releases
One thing you can do is satisfy several contracts at once; or at least, it's worked for me for orbital stations (which can land) which then satisfy the surface base requirement on touchdown. I'm at work right now but I'll post a pic of an example station once I get home. -
Challenging is good, but if votes matter, I still vote for not having to hop around on a planet for a resource pocket (from a casual player's perspective). I like the idea of inexhaustible resources for simplicity, although tis your mod and your vision. (Asteroids would be ok, since they continually spawn...right?)
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That was my error as well, I thought it was like Excel, where a grayed out radio button means you can't do anything with it. Clicking on it revealed the other options, something I didn't find intuitive, but then, that's why we have threads! Thanks again Anonish for your mod!
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Roger dodger! Kept my old KSP safe somewhere, going to play around with the new one until I break it. Thanks for your advice!
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I frequently use nuclear/fission/fusion/antimatter engines in atmosphere, and above KSC, despite my numerous attempts and statements not to do so. I once hyperedited a satellite back into Kerbin orbit for some dish re-alignment/RTG install after I realize the satellite was improperly linked and underpowered, and i didn't want the expensive hassle of launching a new one (or sending a crew to fix it.) I've accidentally hit EVA during atmo re-entry and caused more than 1 Kerbal to spontaneously skydive. I once abused timewarp shifting to keep sufficient electrical power for one of my capsules which had no panels (oops) but used TAC lifesupport. Various staging accidents where powerful boosters (or air-fed fusion turbojets) were fired and decoupled at the same time. I've decoupled active boosters and tried to intercept them from KSC with suitably nimble aircraft. Just to see if I could. The booster was manned.
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Hey! Actually, there's never been such a folder ever. I've never made a DestructiblesTest save, I thought that was something that came with the mod. So I made that folder, and not knowing where TechManager.cfg was, I copied and renamed the UnofficialKSPI.cfg to TechManager.cfg in a vain attempt to fix it. It didn't work. That may not have been the right anything do to, I'm not familiar with the guts of KSP. I was just curious if I was missing something obvious. If I was trying to modify my KSP from TreeLoader to TechManager, can you please confirm the steps (including renaming files)? 1. Remove TreeLoader folder 2. Copy TechManager folder to Gamedata\ 3. Rename tree.cfg in KSPI to TECHNOLOGY_TREE_DEFINITION.cfg 4. Run KSP 0.25, 32-bit mode (breaks my heart, I have 32 GB of RAM) At this point, the game loads without errors, but when I click on my save, the button depresses, something processes, but then nothing happens and ALT-F12 shows the aforementioned error. It's probably any number of mods is causing some kind of weird problem, but all I did was delete TreeLoader and copy over TechManager. If I'm missing something obvious, I'm open to suggestions. I've maxed out my available tech tree in KSPI, and I'm craving fusion engines.
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Hey guys, apologies for what might be a kerbal-sized stupid question, but I'm trying to apply TechManager in lieu of Treeloader for my KSPI game, and I'm getting the following error: [Exception]: IsolatedStorageException: Could not find a part of the path "D:\SteamLibrary\steamapps\common\Kerbal Space Program\saves\DestructiblesTest\TechManager.cfg". I did my best to follow the simple instructions, but I'm not accustomed to playing around in the guts of KSP. Am I missing something simple?