Piberius
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Posts posted by Piberius
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On 5/10/2016 at 4:35 AM, amarius1 said:
Kerbol Origins v.0.3 has been finally released!
Thanks a ton!
The potential exploration and return from Keelon is what inspired me to reinstall the game in 1.0.4
I'm glad its back here in 1.1, thanks for your contributions to the community.
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On 2/24/2016 at 4:28 AM, KillAshley said:
yeah most of the worlds are the same names with one letter dropped, didnt realize i named it Sarin until after release and I honestly have no intention of changing it anytime soon
It has the same planets, minus a couple of the more useless ones, for example the moons of Eve & Duna have been removed, as well as the large outer body so it plays better and has further compatibility with other packs (like OPM)
I miss the Keelon system. I can live without it but can I ask the reason it wasn't added.
Thanks for all your work BTW, including the rest of the team. This really makes the solar system feel alive.
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16 minutes ago, Starwaster said:
Stock maxTemp and skinMaxTemp values are often higher than they need to be. DRE rebalances those values to saner levels. Pretty much all stock and a lot of parts from other mods are handled as well. Anything not caught gets run through caught and has its maxTemp clamped if it's too high.
But just increasing the reentry difficulty isn't really enough (except maybe for a neophyte who doesn't know how to really play yet)
Decreasing global conductivity would have more impact than increasong the difficulty slider. (reason is that a lot of incoming heat ends up conducted into the interior. Therefore, decreasing conductivity causes it to buildup to higher levels at the skin.
So I just installed you're mod, do you recommend the stock Re-entry slider to be left at 100%?
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14 minutes ago, Starwaster said:
How can I put this.... which way would you like your Kerbals? Crispy or Original Recipe?
I worked at a KFC, I always liked the look of the crispy chicken.
But could this be replicated by turning up the stock slider to 120%? Or is this much higher than that?
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12 hours ago, Starwaster said:
When KSP 1.0 came out, Deadly Reentry was updated to use the new thermodynamics model. The first post KSP 1.0 DRE version modified the stock thermodynamic system to introduce the concept of skin heating vs internal heating to better model how parts should be affected by heat, especially convective heating.
KSP then adopted the skin system that I had introduced so Deadly Reentry limits its thermal involvement to balancing of temperature tolerances to prevent unrealistic or unbalanced behavior. Other thermodynamic enhancements are fire damage and better handling of ablator depletion in heat shields.
Non-thermodynamically, it also introduces G-Force damage
What I meant to ask is how much more deadly is this compared to vanilla. With stock heat at 100% in career I can push through Duna's atmosphere at nearly 2km/second without a heat shield.
With the the Deadly Reentry mod, would that same scenario result in Kerbals KIA?
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I understand this mod was made before Squad introduced reentry heat. How does this mod compare to the 100% of the 1.0.5 heat model?
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This is precisely what I needed, child locks.
I have kids, 7 & 9 that play Kerbal and I accidentally hit the EVA button once. Because that was one of the things they saw when being introduced to the game, they have turned it into a Felix Baumgartner simulator. I was not able to teach them anything. This can help me to kindly beguile them into learning. Thanks so much.
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I am having an issue in 1.0.5 that was not in 1.0.4
The warning for low fuel does not make a sound. In the menu, I attempt to select one of the 2 sound files but it shows none are there.
In the folders I can see both _DefaultWarning.wav & _DefaultAlert.wav are in the correct place but do not show up in game. Can anyone else confirm this? I've even tried a complete reinstall of the game.
Fantastic mod TriggerAU, this is my one and only must have addon for Kerbal.
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[B]EDIT: Posted in the wrong thread
[/B]New question however: Where does this file go to be installed?
[1.1.3] 4x Kerbol system + clouds + OPM
in KSP1 Mod Releases
Posted
I started a sandbox without reading this. This is the first time I have used OPM and I expecting them to be 4 time larger. Shocked me to see Sarnus is only twice the size of 4x Kerbin, then I read the above quote. What caused you to keep OPM planets' radii the same?