woot
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Everything posted by woot
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I just convert to dds immediately so it's all the same except for making a new version more of a hassle than it should be. I do agree that at this point there's no reason at all to not just use dds to begin with.
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The ALCOR pod conveniently has a part-only download for those of us who never do IVA. Does it cause problems to just delete the whole ASET folder in the Chaka download?
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That looks great. Do you have it up somewhere?
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Does the electric screwdriver surpass the wrench? An Engineer doesn't need to have both, right?
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Back in .23 or so I had a tweakable on my procedural tanks that allowed them to be LF/O, LF, monoprop, xenon, etc. that I'd love to have back. It's annoying to have to switch tanks if I decide monoprop might work better in a design. I'm now also using Nertea's cryoengines so I guess such a solution would have to utilize InterstellarFS rather than Firespitter. I wonder if I could use veryinky's FSFS code for most tanks and then have a different part for hydrolox using IFS. Any thoughts?
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
woot replied to Starwaster's topic in KSP1 Mod Releases
I tend to agree with Starwaster on this one, but am trying to figure out how best to handle re-entry in those rare situations when atmospheric instability is a necessity. Won't those airbrakes burn up? I'm trying to land on Eve; I've done it a couple times but in both cases it was mostly luck. I use the big deployable ADEPT heatshield (after messing with the config file so it doesn't explode), but I haven't been able to keep things oriented properly. The center of mass is very low and the deployed heatshield is wider than the lander, but I think it's just too tall to want to be stable. I might try airbrakes if that seems workable, and have also thought about figuring out how to stick another big deployable heatshield on the opposite end. For the sake of general discussion, what's the best way to handle atmospheric entry of an inherently unstable spacecraft?- 5,919 replies
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I tend to agree that while boil-off would be a nice addition, the rate of boil-off would need to be pretty slow. These cryo engines are a lot of fun, but I don't think their performance is spectacular enough to compensate for boil-off that would significantly impact near-Kerbin operations. Matching the real rate per hour seems like a decent starting place. 4x seems like it'd be very prohibitive. I don't know though. It would be fun for insulation and active cooling to have significant advantages too. I do worry that adding these types of considerations to cryogenic engines will make them less attractive overall
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I've made several ships that utilize the 1500kw USI generator, and the bug is reproduced every time for me. At maximum warp, with the generator on and having less than 10% of its output utilized, and with some tens of thousands of KW of battery capacity, the power levels fluctuate, very often going to zero after a short time and staying that way. I do assume it's a stock issue since the same thing happens with solar panels; it nevertheless seems quite problematic to incorporate a mission failure mode that is triggered so readily by this stock bug. It happened on two different missions recently, one with a crew of 3 and another with a crew of 6. I also hadn't heard of "save scumming", but that's exactly what this situation has required for me.
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[1.2] TweakableEverything 1.16-beta - For all your part tweaking needs
woot replied to toadicus's topic in KSP1 Mod Releases
That's an issue with proc fairings. Go into the interstage base and give its decoupler force a number other than zero and it's fixed. -
Is there a way to disable the kicking supplies out the airlock feature? I just lost all my supplies on a Jool mission even though I had full power and that giant USI generator providing more power than they'd ever need. It happened immediately upon jumping to the ship via Kerbal Alarm Clock, so I suppose there could be a compatibility issue, but I'd prefer to just remove that mechanic entirely. My solar-powered ships consistently lose all power at maximum warp due to something funky going on with how solar input is calculated. I generally have to warp at the 2nd-fastest speed in those situations, which is annoying.
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[1.2] TweakableEverything 1.16-beta - For all your part tweaking needs
woot replied to toadicus's topic in KSP1 Mod Releases
Indeed it is! I guess I had inadvertently turned it off. Thanks a bunch. -
[1.2] TweakableEverything 1.16-beta - For all your part tweaking needs
woot replied to toadicus's topic in KSP1 Mod Releases
Pardon if this isn't relevant to the thread, but until a week or two ago I had an option to middle click a part in the VAB to get more info on it (mass, etc.), which was very helpful. That option doesn't exist for me anymore. I don't even know if it was stock or a mod (possibly this one?) that allowed it. Does anyone know? I'd really like to get that back. -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
woot replied to DMagic's topic in KSP1 Mod Releases
This change seems fine to me. As I recall, I recently got awarded like 270 science for completing a contract to... collect science. That's many times higher than any other stock or mod contracts I've seen. -
Holding alt helps the parts to not freak out but they very often still won't attach to the proper node. It's definitely a stock issue, but one that might go away if there were a way to make the payload bays node-attach only, or if it were possible to just add them in around the actual payload after construction is done. I can never get them to attach to anything unless they were there from the beginning. I ended up just going with the usual procedural fairings instead. I suppose turning on part clipping might let me attach the bay at the end, but nothing is actually clipping and turning that on seems like cheating for most purposes.
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I'm having a really hard time with the payload bays. Anything capable of surface attachment (e.g., docking ports, procedural fuel tanks) will only try to do so, with seemingly no way to get them to attach to the nodes. Is this expected behavior? If so, what's the workaround?
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Has anyone successfully landed on Eve and returned to orbit in 1.02? The designs in this thread don't seem likely to work, so I'd be interested to see anyone's updated designs. I thought I had a good one but it's not working out so far.
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
woot replied to SpaceTiger's topic in KSP1 Mod Releases
I've noticed the telescope doing this a lot as well, especially during crew transfers. It would pop up every time somebody moved between crew capsules. -
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
woot replied to nightingale's topic in KSP1 Mod Releases
Ok it seems to work fine then. I guess I've always recovered vessels from the tracking station.- 699 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
woot replied to nightingale's topic in KSP1 Mod Releases
Every tourist ever spawned is still around (except for a few I killed accidentally).- 699 replies
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