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Everything posted by LitaAlto
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Since I'm more familiar with Snacks! LSS I can speak to that easily enough--on average .5 Snacks are consumed per Kerbal per Kerbin day. (That is slightly variable--Kerbals with high Courage will sneak an extra Snack here and there, while Kerbals with high Stupidity will forget to eat now and then.) Presuming two Kerbals per medium hub and four Kerbals per large hub, that translates to about 200 days' worth of Snacks per hub per Kerbal. I think that's reasonable--long enough to make sense for a space station, but not so long that you can go indefinitely without service missions or greenhouses. But I can make these values more restrictive, so you only have 100 days' worth of supplies instead. I went with default configs for two- and four-Kerbal pods for the other three LSS addons, so I'll have to get back to you on how long those supplies would last. Regardless, if you've decided to leave the medium hubs as purely structural parts, it would be pretty easy to drop them from these config files, and only provide life support resources for the large hubs.
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Pro Props - Wearable items for your kerbals. Updated to KIS!
LitaAlto replied to Locob's topic in KSP1 Mod Releases
Given the size of the bag, I'd suspect the number of servings are greater than 1. I'd go with 1 or 2 snacks per bag. I'm also half-tempted to ask Porkjet if I can use his "Snacks" texture for the bag: -
How does the game determine which things to use with terrain scatter? Biomes? If that's the case, then in theory one may be able to create a MM config to treat the KSC like it's another biome for generating trees/rocks/cacti.... (That's only conjecture, and if I'm wrong feel free to explain why.)
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I tested the new quad-engine today, and I really like them.
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I have ModuleManager life support configs for the station hubs, including TAC, ECLSS, IFI, and Snacks. Cpt. Kipard, to his credit as a developer, is keeping consistent names across releases, so these configs should work with upcoming releases as well as current ones. Download here. I only have Snacks for testing. If you have TAC, ECLSS, or IFI, please give these a try. I presumed that the large hubs should have resources for four Kerbals, while the medium ones would have resources for two. I also went from example configurations which may or may not be properly balanced. Feedback on the config is very welcome.
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Massive Emulation of Spectacular Separation (MESS)
LitaAlto replied to EpicN's topic in KSP1 Mods Discussions
I think he wants to see a spray of debris. It's less about cheating and more about visuals. -
The Official KSPumpkin Halloween Contest Thread
LitaAlto replied to Rowsdower's topic in KSP1 Discussion
Overly Dramatic Pumpkin Rocket is overly dramatic. -
AWK-ward...! More seriously, Allista, thanks for calling that texture pack to my attention. I'll see if I can experiment with the textures this weekend, and I'll post pics if I do.
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I'm really looking forward to trying out 1.0! Where are the attachment nodes for the cargo bays, BTW? Can you attach cargo to the bottom or only to the top?
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My only complaint? I wish the textures were more stockalike. Beyond that? AWESOMENESS!
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OK, time to redo the jack-o-lantern rocket I was building.... Seriously, this is awesome!
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Can you destroy more than one building at a time? Here's what I'm running into: Using Yoshidude's Power Decouplers, I confirmed that I could hurl a Mk 1-2 command pod hard enough, fast enough, from the launchpad to the VAB, to cause the VAB to explode. BOOM. I then cloned my evil, nasty, pod-plus-decoupler in an 8x symmetry, launched the whole craft, landed close to the Mk1 pod memorial, and then let all the power decouplers rip. I expected the pods to slam into every nearby building, causing near-instant destruction to most of the KSC. Mwahahahahaha...! Except... most of the pods now bounce off. At most, I got one building at a time to explode. Even with multiple direct hits at a distance a tenth of that from the launchpad to the VAB, the VAB remained standing while another building would explode. It seems the power decouplers' power is fine--but apparently firing more than one at a point produces too many objects with momentum to track at once. Thoughts? (Aside from whether I'm horrible for wanting to make such a device. )
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Figured as much, thanks for confirming.
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Fair enough. And if you got a decent enough reaction wheel in the station you don't really need RCS to orient the station, either. But battery support would be awesome indeed. I'd be happy to take a stab at an MM config to add Snacks! Life Support to the hubs once they're released. For anything like TAC or ECLSS, I'll let you take the lead. (Speaking of MM, why not use that to add batteries, and leave the file optional?)
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http://createdigitalmusic.com/2014/10/nasa-posts-huge-library-space-sounds-youre-free-use/ There's a huge, free library of space sounds waiting for a mod developer to use--including rocket engine sounds and recordings from missions. I hope this is useful for someone....
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Did Porkjet say they'd be discontinued? I can't find the comment if he did....
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[WIP] Separation Solutions (And some other stuff)
LitaAlto replied to SlimeCrusher's topic in KSP1 Mod Development
Intriguing--will try out! -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
LitaAlto replied to nli2work's topic in KSP1 Mod Releases
Is it wrong that I wish the Eddie low-profile engines were still stand-alone? Your RetroFuture plane parts look great but I focus on rockets....