nbartolomeo5
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Everything posted by nbartolomeo5
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Ive been playing with the config from better than starting manned which uses 1.09 and it feels just about right
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I have a question about the CrewGMultiplier. Im trying to add a bit of difficulty by lowering Kerbals' G tolerance so i looked at the readme and decided to set the CrewGMultiplier to 4.3 instead of 4 (default). I edited the config file however the debug menu in game still says 4. When i try changing it in game it just reverts back to 4 every time a new craft is loaded however the config still says 4.3 . Does this value need to be an integer? or is it merely a bug in the debug gui or something. As long as the simulation code is going to use the correct value i really don't care. Can anyone confirm? thanks
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
nbartolomeo5 replied to TaranisElsu's topic in KSP1 Mod Releases
Ahh the dreaded "Soon" lol But seriously thanks for all the work done on this mod. It's one of my essentials -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
nbartolomeo5 replied to TaranisElsu's topic in KSP1 Mod Releases
Hello! A question about the resource costs in the newest version of TAC: why are they set the way they are? It seems that they account for very minuscule costs compared to the containers. Why not make the containers cheaper but make the resources account for a large portion of the cost? Also when I tried to edit this in myself, I noticed that the large medium and small resource containers have different per unit costs. Why is this? thank you -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
nbartolomeo5 replied to sirkut's topic in KSP1 Mod Releases
I'm finding that the Tweak scale window in the editor isn't working. Its just not showing up period. Theres a big empty space if i right click on a IR part where the tweak scale part of the tweakables UI should be. Im using .24 with the latest version of IR. Procedural Fairings is using the latest version of Tweak scale as well and is working fine. -
Psychedelic colours in the VAB
nbartolomeo5 replied to THobson's topic in KSP1 Gameplay Questions and Tutorials
What did you do to get it to stop?? Ive been messing around with my modlist....i can have every one of my mods installed except Kethane and i don't get this glitch, yet i don't think it would be a Kethane problem -
Psychedelic colours in the VAB
nbartolomeo5 replied to THobson's topic in KSP1 Gameplay Questions and Tutorials
Has this bug been squished yet? I'm running into this problem with .24 but i never encountered it with .23.5. Also running a macbook pro with 16 gigs ram. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
nbartolomeo5 replied to sirkut's topic in KSP1 Mod Releases
In terms of cost balancing i crunched a few numbers. Based on the in game costs of shuttle SRBs and the 2.5m command pod, i compared these to their real life counterparts and then compared these to the cost of the robotic arm on the space shuttle. Any way, it turns out that an in-game canadarm should cost about 1800 funds. Now if it takes about 6 parts to make a very basic working robotic arm, each of the IR parts should be about 300 funds. -
I've been looking at the stock part costs. Consider the fact that a basic wing is 500 or so. Capsules are between 1 and 4 thousand....I definitely think 200 is too little funds especially when you consider that heat shields will allow you to get back some of the initial cost of the parts they protect.
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Well I'm not sure exactly but i think a heat shield should cost a fair amount considering it allows you to protect a capsule, and now capsules have a recoverable value. My first instinct is to make each heat shield slightly less costly than the price of the corresponding command pod
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
nbartolomeo5 replied to sirkut's topic in KSP1 Mod Releases
This mod could definitely use some cost balancing -
Any chance we could get a balancing pass on this mod? The prices on the parts seem too inexpensive. I love all the habitation modules for bases later in career mode
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Will this mod receive a balancing pass at any point? IIRC the cost of the heat shields are all 200...seems a bit low. Other than that thank you for such a quick update. awesome mod.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
nbartolomeo5 replied to Porkjet's topic in KSP1 Mod Development
Would anyone be willing to update the FAR config that was posted a few pages back for these new parts? -
I really think think the two mods should be merged as they aim to do nearly exactly the same thing. Since TT is leaving perhaps Nazari might consider reviving development on his mk3 mod pack
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
nbartolomeo5 replied to Porkjet's topic in KSP1 Mod Development
So any word on when well get our hands on that docking port....it looks awesome!! In response to some of the other comments I totally think that this mod is a viable substitute for b9. And considering it comes without the massive part bloat it makes it better than b9 at least for me -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
nbartolomeo5 replied to Porkjet's topic in KSP1 Mod Development
But since all the other wings have a node size of 1 defined does that mean they'll cause problems with Ferram too, or is it limited to the delta wing only? -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
nbartolomeo5 replied to Porkjet's topic in KSP1 Mod Development
But since the other wings also have a node size of 1 defined does that mean they'll cause problems with Ferram as well, or is it only a problem for the delta wing?