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Everything posted by juanml82
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
juanml82 replied to RoverDude's topic in KSP1 Mod Releases
Question, is it possible (or better said, what do I need to delete?) so I can have MKS and EPL but let EPL use rocket parts for building, as it's the original way, instead of material kits and specialized parts? Also, is there a point in using the new kerbal jobs MKS adds? It looks like the default 3 jobs can do what the new jobs can do, but the new jobs can't do what the default jobs can. For instance, a scientist can replace a medic (I think) but a medic can't reset the goo and science jr (I think) -
Paying loans, probably. Unlike previous patches, Making History means money is getting in.
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Why isn't delta-v exposed in Stock (yet)?
juanml82 replied to eightiesboi's topic in KSP1 Discussion
But you can have lifter subassemblies ready and a dV readout. I do just that. I build my upper stage keeping an eye in the TWR and dV requirements to do whatever the upper stage must do. When it's done, I check the weight and pull a subassembly to use as the lower stages. So if my payload is 62 tons, I just pick the "Lifter 70 Tons" and attach it. -
How do i get 27 tons into orbit?
juanml82 replied to phantom000's topic in KSP1 Gameplay Questions and Tutorials
Don't use the orange tank without oxidizer. Either use Interstellar Fuel Switch or Configurable Containers to change it to an LF only tank or stick to spaceplane tanks, like the MK3 line, which come in LF only variants. You're wasting an insane amount of dV with your current setup. I usually rely on rtgs for electric generation, as you don't need to worry about the ship alignment with the sun, the night or about accidentally breaking them while maneuvering. 2-4 rtgs with a good battery are more than good enough. Also, the 2.5 RCS tank is too heavy and has too much RCS. You typically don't need that much, not even in a large ship. You can use radial tanks. I usually use Procedural Parts to create a very short 2.5m RCS tank.- 21 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
juanml82 replied to RoverDude's topic in KSP1 Mod Releases
Hi, I'm building a refinery for a mining base I'm building at a border between the Mun's midlands and highlands, which should have access to all raw resources (need to double check that, though). I'm checking the 10th slide here https://docs.google.com/presentation/d/1MF9iXJfcId5jF0TCA_gln0vcCXHmlHQK_Y83DvOLBvE/pub?start=false&loop=true&delayms=3000#slide=id.g1eec1a52be_0_0 and according to it I need two Industrial Refineries and one Assembly Plant to process all resources except for greenhouses/fertilizer and uranium. But how are the Bay configurations supposed to be set up? I mean, they aren't labeled as, for instance "silicates to silicon". I'm setting them up this way But is this way right or will it need adjustments? Also, what's the MPU for? Is it some sort of improved ISRU? -
I love this mod, I seriously do. One question though, one of the settings, I guess within the Bloom effect, dims the skybox too much, is there a way to mitigate that, so the screen isn't so black during the night?
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As for spaceplanes, I've copied the cutlass LH2 patch to create a copy of the stock rapier engines which use LH2/LH2-Oxydizer instead of the generic Liquid Fuel. However, since an LH2 spaceplane will be huge, you may prefer to download the Mark IV System mod and use the patch to make the Cutlass engine (basically, a 2.5m rapier) use LH2 instead. Here's the patch for LH2 rapiers // Rapier LH // Juanml82 +PART[RAPIER] { @mass = 1.8 @name = LHRapier @title = Hydrogen Rapier @description = In an attempt to match fuels to the advanced nuclear thermal engines, C7 Aerospace and Rockomax Conglomerates redisigned their famed "Rapier" engine to work with liquid hydrogen instead. They just hope it works. @MODULE[ModuleEnginesFX]:HAS[!PROPELLANT[Oxidizer]] { @maxThrust = 100 @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 1.0 } @PROPELLANT[IntakeAir] { @ratio = 0.35 } !atmosphereCurve {} atmosphereCurve { key = 0 3800 0 0 } } @MODULE[ModuleEnginesFX]:HAS[@PROPELLANT[Oxidizer]] { @maxThrust = 170 @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 1.5 } @PROPELLANT[Oxidizer] { @name = Oxidizer @ratio = 0.1 } !atmosphereCurve {} atmosphereCurve { key = 0 450 key = 0.4 400 key = 1 300 key = 10 120 } } }
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
juanml82 replied to RoverDude's topic in KSP1 Mod Releases
Is there a limit in how much power the power couplers can transmit? I built a mining rig/refinery and I had a separate vessel with a Tundra Power Distributor Unit, both vessels with power couplers. If I joined them with KAS pipes, the joined vessel didn't loose electric charge. But if I disconnected the pipes, the refinery kept loosing electric charge, even though both vessels had engineers on board and were located at less than 500 meters -
[1.3+] Stockalike Station Parts Expansion [retired]
juanml82 replied to Nertea's topic in KSP1 Mod Releases
This redesign looks great! Out of curiosity, have you considered using Shadowmage's Textures Unlimited in the future? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
juanml82 replied to RoverDude's topic in KSP1 Mod Releases
But the refueling base would need to have LFO tanks or else the ISRU converter won't work, right? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
juanml82 replied to RoverDude's topic in KSP1 Mod Releases
I'm new to this mod and figuring out the logistics mechanic. Suppose I want to make a refueling base at Minmus. The miner has to have at least one ore tank to mine, even if there are ships with empty ore tanks within a 150m radius, right? Then, an ISRU part in a nearby ship will pull ore from the mine if I set it to convert as long as it has a small empty ore tank where ore can be transferred into. However, a nearby landed ship (within 150m) won't be pulling LOX from the ISRU converter because, even if the converter is converting, the landed ship isn't demanding LOX at the moment (unless I fire one of its engines at a low enough power so the ship doesn't take off), right? So a refueling base may have a mining vessel and a separate converter vessel, but the ships to be refueled must be docked/attached with klaw/connected with KAS pipes to the vessel with the ISRU converter, right? Or can this work without docking/otherwise connecting the converter vessel to the ship to be refueled? -
3.75m reaction wheels 2.5m nervs 2.5m rapiers, and intakes for it 2.5m Solid rocket booster 3.75m docking port A less draggy 1.25m shielded docking port Inline rtgs (essentially, a service bay with integrated rtgs, to save on part count) Big solar panels with integrated shroud so they can (reasonably) survive re-entry if retracted Retractable rover wheels, so wide rovers can be stored in cargo bays A lighter 2.5m landing can 5 ways RCS. Aerodinamic ones as well Interstage multiadapters Nuclear reactors
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
juanml82 replied to Ven's topic in KSP1 Mod Development
Hi, there is a com offset in the 1-2 Pod patch which causes it to tilt the ship to a side Check the torque. This is the line %CoMOffset = 0, 0.0, 0.07 And it seems completely unneeded. If someone is maintaining this mod, I believe that line should be removed. -
Question: can the health monitor be modified to show only the kerbals in the active vessel? I'm just starting a new save and it's confortable enough with 5 kerbals in my rooster, but I'll probably have more than 50 in my rooster by the mid-late game and I feel that would be unmanageable.
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LV-T45 40,000M 1000m/s
juanml82 replied to Chopper1066's topic in KSP1 Gameplay Questions and Tutorials
I've been playing science career for several months, so I haven't been doing part contracts (or contracts at all), but those requirements seem to be in line with the speeds you'll get when launching something into orbit. At best, you may need to slow down a bit by cutting on throttle. So just launch whatever payload you want to launch for whatever purpose you want to launch, make sure you're using an LV-T45 to launch it and you should meet those requirements during ascend. -
I just did a quick test with the stock Ravenspear MK3, replacing the engines for rapiers and adding an MK2 nose cone from MK2 Expansion for comparison. Honestly, I don't know about the Panther and the Inline docking port because I didn't check them. I think the issue is unifying the look of all the parts, at least those from a single mod/stock. See https://imgur.com/pwrNRGy Both the winglets and the RCS tanks stand out because of their differences. The MK2 nose cone, which uses the stock textures, obviously do so as well, but it's obviously up to each mod maker to take advantage of this mod or nott.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
juanml82 replied to RoverDude's topic in KSP1 Mod Releases
I was reading about Kerbal Health and its combination with MKS and it mentioned something about disabling MKS habitation mechanic in order to use Kerbal Health's mechanic. But where is the options panel to disable functions of MKS/USI-LS? -
I've just "finished" (ie, went to all bodies and back) a save with OPM, KSPI-E and other mods and I was thinking about starting a new save based around colonizing the Kerbol system instead of merely harvesting as much science as possible (Hey, had about 120,000 science points left by the "end" of my last save), so I was looking at the different bases, life support and colonization mods, but I'm also looking at recommendations. Basically, impressions and experiences of other people who played with these mods so I don't find, mid-game, that I would have rather used a different set of mods but removing them means either starting over or destroying dozens of vessels. The first thing I'm thinking about is how the different mods work together (or not). The other is that I'd rather find some balance between "nothing" and "too complex": One of the things I disliked about KSPI-E is that it has so many fuels, so many reactors operating mods, so many beamed power options, so many combinations, that at the end, I didn't even know what I was doing, and at times I had to put my gameplay on hold while waiting for answers about how to proceed in the forum. So while my first option for colonization and life support would be the combination of MKS and USI-LS, but how does it compare with KSPI-E in terms of up to date documentation and easy of use? As far as I see, it also has a lot of resources (but not several resources to do the same thing) + several production chains + a habitation logic I don't finish to understand. So, in a way, it looks like setting myself an objective of creating self supporting bases on Mun and Minmus would be a good enough objective. But would I end up banging my head against the desk instead? How about using Pathfinder instead? Or both? I first thought Pathfinder would be simpler, then I went to the wiki and saw there is a 17 step process in setting up a base. As for life support, the one thing I want is to be able to know how long can kerbals last in a give ship while I'm building it (and a cheat guide of travel times to and back from celestial bodies would be welcomed too). Snacks! has a calculator in the VAB/SPH. Does USI-LS or TAC-LS have them too? And if I choose to mix MKS with Snacks! instead of USI-LS for simplicity, do they work well together? And about Civilian Population, does it work well in combination with MKS, life support mods and EPL? How well is it working, considering it still looks a bit like a WIP? Finally, does Kerbal Health works well in combination with either MKS or Pathfinder (AFAIK, I'd have to switch off MKS habitation thing to use Kerbal Health. Given how complex MKS habitation stuff looks, that may be better). I'm a bit worried about the permanent radiation exposure limiting permanent bases, but fiddling with the excel spreadsheet it looks like it would still take centuries for kerbals to die of radiation.
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I have 12GB of RAM, right now I want to start a new game play with a different set of mods, but so far, I was using 11.9GB of RAM
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I found this a few weeks ago, it's a nifty mod, as it includes stuff which would otherwise require using several different mods. One little cool thing Precise Node has, which could be nice to add, is the ability to write the prograde/normal/radial values of the nodes - that's something I find useful from time to time
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- vessel select
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What makes you think it's a problem? :-P
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I second this. I was thinking about starting a new game with real fuels, then I realized I wouldn't want to go through many types of hypergolic fuels when only 1 or 2 are better than the rest, nor plenty of RCS fuels... so at the end, "liquid fuel" + LH2 + methane + "monoprop" + argon + xenon is more than good enough for me
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KSP Interstellar Extended Support Thread
juanml82 replied to FreeThinker's topic in KSP1 Mods Discussions
I solved it yesterday. The mothership lacked any megajoule storage. I guess some of the parts of the probes I had undocked (maybe the JX2 antennas?) had a built in MJ battery, so I hyperedited a small probe with a MJ capacitor and that made the reactor work again -
KSP Interstellar Extended Support Thread
juanml82 replied to FreeThinker's topic in KSP1 Mods Discussions
Well, I was saving and realoading as usual, and I had also undocked a probe from the mothership (no kspi-e parts in the probe, though). Is there a workaround? Editing the savefile, docking a ship with another reactor?