andrehsu
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Everything posted by andrehsu
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
andrehsu replied to stupid_chris's topic in KSP1 Mod Releases
Can you implement the safe chute system into real chutes? Safe chute is kinda dead, and integration would also ensure that the feature will always work. Also, on regards to the ballutes, maybe you can add them as a material, and give it a new characteristic called "lift", which would give it the ballony effect. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
andrehsu replied to Starwaster's topic in KSP1 Mod Releases
Is there any progress on a kerbin friendly heatshield that could withstand a shockwaveExponent of 1.12 without modifying the heatshield size? IMHO, i think a shockwaveExponent of 1.12 should be default. The current default is way too easy. A majoring of debris wont burn up, especially those that have engines first. (I really think the engines should be modified to burn up easier. Engine = Heatshield???)- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
andrehsu replied to Starwaster's topic in KSP1 Mod Releases
The mk 1-2 heatshield is now 4m in diameter, and the 2.5m heatshield no longer fits nicely under the mk1-2 pod like it did before.- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
andrehsu replied to Starwaster's topic in KSP1 Mod Releases
Is there a config for a shockwaveExponent of 1.12 without modifying the size of the heatshields?- 5,917 replies
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
andrehsu replied to RoverDude's topic in KSP1 Mod Releases
Is it possible for a part to be developed, so that when you stick it on a part with crew capacity, and when you click evacuate on the part, every screw will try to get into the part? This would allow larger more customizable life boats, for when on large structures such as space stations. -
Not really, the system has yearly budgets, so even if you don't do contacts, you still get money every year, such as that NASA get 0.5% of the US's yearly budget, and that contracts are more like extra money on the side. Its more like there is a major contract that you MUST complete, and there are smaller contract that you can use to gain extra funds/science/reputation.
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(I don't know if this is the correct section) Currently, what we have is a system in which you can earn money by completing contracts. This system, although simple, is too easy(imho), so what I propose is that you have a yearly budget (much like a real space program), and how big of a budget you have is dependent on you reputation and you accomplishments. This modified system you give you reputation if you successfully complete a contract, and completing contracts will also count toward your accomplishments. And by having a higher reputation and more accomplishment on your resume, you will have a bigger and more generous budget next year. You might be wondering, "Then wouldn't you just time warp to stockpile your funds from you budget to get money?" This is where accomplishment comes in. In order to keep the taxpayers paying, you will not only need to have accomplishments to convince the public that you are worthy, and also there will be goals. Goals are set, so that you must accomplish things that you chose, in a limited time frame(such as putting a colony on Duna in 3 years). And if you fail to accomplish this goal, then you will get major budget cuts. This puts incentive in trying to do new things, and also present a potential failure condition that will enhance the game experience by having a tight schedule on what you will need to do (Like a real space agency, you have to get the people to believe in that you are worthy of the money.) In addition to all that, the current contract will also give you some boost in funds, but hard to sustain on compared to government funding. So in conclusion, these are the things that are added/changed: Funds - Instead of getting funds, you get a funds, that are limited by your yearly budget, so that you need to be wise about spending you funds (Like you salary) Budget - You will get a yearly flow of funds, and in order to have high budget, you need to have high reputation and accomplishments Reputation - The new reputation will now affect how much budget you get. If you lose a lot of kerbals, the government will deem you irresponsible and severely cut you budget. Accomplishment - Not only keeping a good reputation is important. You will also be required to convince the taxpayers that you can have noble achievement in the field of space exploration and aeronautics. So in order to get persistent funding and a high budget, you will have to have persistent accomplishments. Goal - This is a object that must be done in time, or else the public will think that you are wasting money. This and reputation shall be the major deciding factor in the budget you get. If you can convince Kongress that you can live up to your words, more money will flow your way. Contracts - The new system will have contract give more reputation, instead of giving you money (it will still give you money, but not as much, so that government funding seem like a better choice). The increase in reputation will influence budget, which then allows you to have more money. Ideas are welcome. This is all just food for thought.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
andrehsu replied to ferram4's topic in KSP1 Mod Releases
I don't know if this is a bug/feature/error, but when in VAB, the cargo bays says partShielded:23, but when in flight, the partShielded: then turns into zero. Is this is some sort of bug, or is it save to ignore? Another things is that the hex cans from tac life support tends to break off at high dynamic pressure, which shouldn't happen, since it is behind fairings/cargo bays(tried both). Is FAR designed so that fairings are ignored when the craft is in high dynamic pressure?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
andrehsu replied to ferram4's topic in KSP1 Mod Releases
Is it possible to add some sort of module that will allow it to act like a cargo bay but not have to change the title of the part, like how the 6s compartment tubes managed to achieve?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
andrehsu replied to ferram4's topic in KSP1 Mod Releases
If I am not mistakened, the new petal shroud in the latest kw rocketry release isn't shieding the payload corretly. When you right click on the item inside the the fairing, the isShielded = false, and when in flight, things fall off the lander that is inside the fairing- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
andrehsu replied to ferram4's topic in KSP1 Mod Releases
You can use this mod: http://forum.kerbalspaceprogram.com/threads/52882-0-24-Kerbal-Isp-Difficulty-Scaler-v1-3-4-1-7-17-14 This mod has a preset that make it so that the Delta V needed to reach LKO in FAR is equivalent to the Delta V to reach orbit in stock kerbin- 14,073 replies
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HotRockets! Particle FX Replacement + Tutorial
andrehsu replied to Nazari1382's topic in KSP1 Mod Development
The version .24 doesn't seem to work well with the new kw rocketry 2.6b. The engine's particle FX are always on no matter what -
It would be cool if there was a part to rule them all. So the mod will only add one part to the game, to avoid clutter. Then using tweakables, you can change its function (utility, science, etc.), its texture, and the model. This way would allow the part selection to be easier since it would avoid clutter and make choosing the right station part easier.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
andrehsu replied to Raptor831's topic in KSP1 Mod Releases
Also, what do I change in order to make it so that hypergolic fuel have infinite ignitions and cryogenic fuel have limited ignitions? -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
andrehsu replied to Raptor831's topic in KSP1 Mod Releases
Thats quite a genius method,because I was originally going to painstakingly edited one by one by hand. Thanks -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
andrehsu replied to Raptor831's topic in KSP1 Mod Releases
How do you copy the configs out to a file? -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
andrehsu replied to Raptor831's topic in KSP1 Mod Releases
Shouldn't engines that use hypergolic nitrogen-based fuel have infinite ignitions? "Hypergolic rockets are usually simple and reliable because they need no ignition system"- wikipedia -
There seems to be a mod compatibility bug. This incompatibility bug has several symtons: 1. The cubic strut in the editor has two scrollers. One reads the 1.25m but does nothing when moved, and the other says**not found** 2. When going to the flight mode after editor, the ships winds up somewhere in space, with the prograde, retrograde and everything in one direction 3. After returning from flight, the vessel name then become "vessel name" and the flag is changed into a picture of a kerbal I have a lot of mods, so it's rather a hassle trying to isolate the problem