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Everything posted by Yemo
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Thank you, I have updated the OP and the KerbalStuff page with regards to contributions, dev section and the Scansat link. Not sure about the ALCOR IVA, I put it in last minute and only the part, not the IVA. I used the IVA in a previous version, but I m not sure I have the time to dig out the dependencies and test them at the moment. So I just put a warning in the OP. Unfortunately I havent had much in game time either and when I am in game, I tend to only fly specific missions for testing or the lulz. So I do not have input for the epic career game, for which strategies play a role, since I just havent played that in 0.90. I started, became very annoyed with the "balance"/science spam and began to make the SETI-BalanceMod... This list may or may not be full. I might have missed something, because I didn't closely inspect every single part. Fun Fact 1: White textures are the most missing. Fun Fact 2: Aerodynamics has the biggest amount of broken parts. Here's hoping it will be helpful to you.. somehow. Note: If you ever implement full SXT, could one of the N-1 decouplers be kept? (it's tweakscalable) Its form is hard to replicate with struts (result is also ugly). Maybe keep fuel tanks as well, engines are made with those tanks in mind. I think second post should be updated with new screenshots. What do you say? & Here are new entries for Unused Parts: KAX/Parts - "KAX_medFuselage" and "KAX_medJetFuel" ModsByTal/Parts/Command - the whole folder RLA_Stockalike/Parts/Engine - solid_m_upper, solid_s_srbs, solid_s_upper RLA_Stockalike/Parts/FuelTank - the whole folder RLA_Stockalike/Parts/Structural - everything EXCEPT "ml_frames" and "sm_radialextend" SH_mods/Parts - "SH_RATO" Suggestion 1: Cool stockalike greenhouse for Hydroponics tech Suggestion 2: Move RLA Stockalike LV-T5 engine to Advanced Rocketry & move MPR-1 + MPR-1R to Flight Control (where RCS is) Thank you for the lists! SXT compatibility looks more manageable than I thought, since SETI would throw out most of the aero and fuel tank stuff anyway. Will keep an eye out for the N-1 Decoupler. I will update the second post right away, thank you very much! I intended to update the second post with the craft from 0.8.0, until I realised that the airbrakes would be nice too. So 0.8.1 FAR craft should be "final" enough to update the post. Most likely a gradual update adding stuff from time to time. The collage could use an update as well, SETI came a long way since then. I put the greenhouse on the list, though at the moment, I m intrigued by the MCM progress as a priority... Will take a look at the engines, though I wanted to keep FlightControl relatively "clean", since that is a tech node most likely to receive mod parts like early aircraft cockpits. And it already has the Place Anywhere RCS, while the MPRs use the normal throttle instead of the translation. Hm, I ll take a look in the future. Not sure how much time to invest on DRE and heat, 1.0 will change that anyway.
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[0.90] FAR/NEAR usability Package - FARuP, v1.0.1, Feb. 25
Yemo replied to Yemo's topic in KSP1 Mod Releases
Spoilers are great for bleeding off speed when touched down, but to use them while still on approach, some good placement and/or symmetry is necessary. Airbrakes are much more comfortable in that regard. -
@Lord Aurelius: I consider the IR remodelling to be a part catalog at the moment, like B9Aerospace. Unfortunately, the parts do not follow a naming scheme (I proposed one, but nothing came of it, not enough interest from other users, I guess). So I already use packs from time to time, but it needs to get trimmed a little (part count, naming) until I officially support it. Kerbonov is supported from now on: New Version 0.8.1 Extended Mod Support ALCOR - Advanced Landing Capsule for Orbital Rendezvous Cargo Transportation Solutions FAR/NEAR usability Package - required for FAR from now on Kerbonov RLA Stockalike SXT MiniPacks: Mk3CargoLoadingRamp & MiniGoo only FAR Jet craft updated to incorporate airbrakes from FAR/NEAR usability Package Engine Ordering by Resources ION - Electricity + Xenon LFI - Liquid Fuel + IntakeAir LFO - Liquid Fuel + Oxidizer Mono - Monoprop Engines Nuclear - Nuclear Engines New/Unused Parts/Textures, updated AutoPruner file New Textures for Procedural Decoupler: StockDecoupler, Separator, HazardStripes from SwGustav New procedural HybridRocketBooster at basicRocketry based on concept by Lord Aurelius Unused command capsule from Cargo Transportation Solutions Unused RLA_Stockalike Engines, FuelTanks, RCS and Structure elements RCS TechTree changes RCS tank and basic thrusters now @flightControl Procedural RCS tank size restrictions adjusted RCS thrusters rebalanced in terms of mass For better Sat control/placements, esp. when using RemoteTech and the CC pack by nightingale Command mass rebalances, for better compatibility with non-supported mods Mk1 pod: 1 ton instead of 1.1 tons Mk1-1 pod: 2.2 tons instead of 2.4 tons Mk1-2 pod: 3.2 tons instead of 3.4 tons Mk1 LanderCan: 1 ton instead of 1.1 tons, 40 monoprop instead of 60 Mk2 LanderCan: 2 tons instead of 2.3 tons, 80 monoprop instead of 120, 80 KAS instead of 60 Mk1 Cockpits: 1 ton instead of 1.1 tons Mk2 Cockpits: 2 tons instead of 2.2 tons 3 Kerbal Cockpits: 2.8-3 tons instead of 3.2 tons 4 Kerbal Cockpits: 3.8 tons instead of 4 tons Cupola Module: 1.6 tons instead of 1.8 tons, weaker reaction wheel Hitchhiker 4Kerbal: 3.0-3.2 tons instead of 2.5 tons Other Rebalances & Adjustments EAS-1 External Command Seat much cheaper now at 400 Stayputnik a little lighter KAX prop engines a little lighter Earlier Nose Fairings @basicRocketry Earlier KAX TurboProp @aerodynamicSystems Universal Storage decouplers hidden, but not in Prune file, may come back if fixed Sepratron to advRocketry Modular Girder Segment and Adapter to generalConstruction Radial Decoupler TT-70 to advRocketry 6S 2m Service Compartment Tube to heavyRocketry Minor Changes and Fixes Basic Jet Engine moved to Aerodynamics
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@Crzyrndm: Thanks for the heads-up, I ll keep in on the radar, since that would really help with balancing between reaction wheels and RCS. @Lord Aurelius: I think the IR model rework just go a new foldable rover wheel set, though I have not been able to take a closer look. Other than that, I think it is not possible to put separately steering wheels/legs within the same part, even with UbioZur Welding, but I m not sure on that. The Kerbanov package contains a heavy duty command seat, maybe that helps. A long shot: You can try writing a tweakscale config for the critter crawler from BahamutoDynamics and then weld a command seat to it and then try to make it KAS grabbable...
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In stock, the monoprop is relatively useless for landers. I guess for SETI it is a preparation towards weaker/less usefull reaction wheels sometime in the future. The semi saturation goes in that direction and with RLA Stockalike, there will be more options for RCS. Yep, USI Exploration is great for that (and part of my backlog).
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With the release of Multipurpose Colony Modules 0.4.4 earlier today and Interstellar still only focused on 6.4/realism, the MCM/MKS/OKS/Karbonite/EPL integration is becoming more likely. There was no movement on the Procedural Parts front, but I m tired of waiting for that and with HRBs and the addition of Hydrogen in 0.8.0, SETI already deviates from the original Procedural Parts on a functional basis. So I ll have to take a look again.
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Havent noticed that the Hitchhiker does not hav life support on board, how much should it get? The standard 3 days per Kerbal seat (plus 2 days emergency oxygen like on the command pods since version 0.8.0)? DeadlyReentry changes the temperatures on most parts, but not all of them. And I just lack the time to go around and check. I corrected that for some parts per MM statements, but it is a bit of a mess at the moment. All masses in the table above are dry masses. So if eg the Mk2 Lander Can has 120 monoprop storage, the dry mass of that storage ability is included, but not the actual monoprop mass, same goes for ablative shielding. I guess I could lower the Lander Cans a little. The Mk1 Can already has the advantage of quite some KAS storage and 40 monoprop storage over the Mk1 Command pod, making it a better dedicated lander. Though I do not want to get too low, otherwise is becomes easier to just strap a heat shield and mini legs on and disregard the Command Pods entirely. For a more detailed rework, I ll first have to bring some order into the whole temperature dynamic... ALCOR is still on my list, not sure if it makes 0.8.1.
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Great mod! Especially helpfull with the underwater hovering of Kerbals in "BetterBuoyancy"! There is however one thing which would greatly improve its usefullness: The ability to change the KerbalMass_Settings per ModuleManager. I m not quite sure why that is not possible at the moment, but it would greatly boost the usefullness of the mod. Players could set the value in their own MM.cfg, making updating/reinstalling much less painfull. It would also allow the tweaking and thus usage by BalanceMods (such as the one in my signature). Thank you very much!
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Yemo replied to sarbian's topic in KSP1 Mod Releases
Thank you for the reply, but it does not seem to work, both versions. Maybe the dll extracts the values before the module manager can change them? -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Yemo replied to sarbian's topic in KSP1 Mod Releases
I seem to not understand how to use MM to change mods settings, if anyone can help, that would be awesome. This is the content of a settings.cfg from the mod KerbalMass: KerbalMass_Settings { // A Kerbal's mass in game units (metric tons). // Can't be 0 or less. // default: KerbalMass = 0.09375 KerbalMass = 0.09375 // If the default part mass (as seen in the part description in the editor) // already contains the mass of a full crew. // default: DefaultPartMassIncludesKerbalMass = False DefaultPartMassIncludesKerbalMass = False } I seem to be unable to address the "KerbalMass_Settings" since it does not contain a "name = whatever". How should my MM.cfg file look like, to change the "KerbalMass = 0.09375" to eg 0.04? Thank you very much for your help. -
I will take a look at it for a future version, it seems to require some testing for gameplay effect (for which I have limited time atm). You can install the whole package for simplicity, it uses the latest firespitter and the engine configs are deactivated if SETI is present. My main goal is, to give players reasonable options, instead of the stock balance mess. For example in stock, if you want to do an interplanetary mission, it is much more mass efficient to stack three Mk1 capsules instead of using the Mk1-2 pod. And it is even more mass efficient to use one Mk1 pod and put two Mk1 Lander Cans on top... With the masses of SETI at the moment and the proposed ones, this "gaming the system" is much less beneficial compared to the trade offs like stability. The "calculation" is basically 0.8 - 1 ton per kerbal (lower end for just transportation, higher end for command function), then a little bit extra mass to compensate for monoprop storage/heat shield. - - - Updated - - - I m working on 0.8.1 today, so depending on that, anywhere between late today and early weekend.
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That is a really great mod! One small request: Could you put your settings in the AGExt.cfg within a top node? AGExtSettings { name = AGExtSettings [...] OverrideCareer = 0 } It would allow the easy creation of a modulemanger config to change them. That way, players could keep their private settings without file handling/resetting in case of an update. It would also allow other mods (like my SETI-BalanceMod, link in signature), to set OverrideCareer = 1 per MM statement. Thank you very much!
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Thinking about making the switch to FAR.
Yemo replied to capi3101's topic in KSP1 Gameplay Questions and Tutorials
For wings, you should consider B9 Procedural Parts. And for Landing and some engine balancing, you might want to take a look at the FAR/NEAR usability Package. -
Hm, I will keep an eye on Rejector, it is a great idea. However compatibility with nightingale's ContractConfigurator is key. What are your thoughts on the capsule weights? While I think they are balanced within SETI, I fear they might have gotten a bit heavy now for easy compatibility with non supported mods. I m considering bringing the weight down again, for that reason. eg like this: Mk1 pod: 1 ton instead of 1.1 tons Mk1-1 pod: 2.2 tons instead of 2.4 tons Mk1-2 pod: 3.2 tons instead of 3.4 tons Mk1 LanderCan: 1.05 tons instead of 1.1 tons Mk2 LanderCan: 2.1 tons instead of 2.3 tons Mk1 Cockpits: 1 ton instead of 1.1 tons Mk2 Cockpits: 2 tons instead of 2.2 tons 3 Kerbal Cockpits: 2.8-3 tons instead of 3.2 tons 4 Kerbal Cockpits: 3.8 tons instead of 4 tons Hitchhiker 4Kerbal: 3.0-3.2 tons instead of 2.5 tons
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[0.90] FAR/NEAR usability Package - FARuP, v1.0.1, Feb. 25
Yemo replied to Yemo's topic in KSP1 Mod Releases
Thank you, I added it to the list! - - - Updated - - - updated to correct model path error -
Scott Manley showcases everything I find wrong with FAR
Yemo replied to foxkill2342's topic in KSP1 Discussion
Actually compared to rl, the jets are still massivly OP with regards to TWR, but this is a gameplay mod, not a realism one. At least the velocity is now a bit more balanced. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Yemo replied to ferram4's topic in KSP1 Mod Releases
Link to thread and download This is a small spin-off package from B9 Aerospace for FAR/NEAR (thus redundant if B9 Aerospace itself is installed). It just provides the B9 airbrakes by bac9 and the jet engine rebalances by Taverius. Thus dealing with one of the major hardships for FAR/NEAR users, the inability to bleed off speed for landing approaches and during the landings themselves, while having only a marginal RAM/catalog footprint.- 14,073 replies
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Scott Manley showcases everything I find wrong with FAR
Yemo replied to foxkill2342's topic in KSP1 Discussion
Turbojet Thrust is nerfed by FAR, this config just changes the velocity curve. Building a small SSTO with a single TurboJet with this config is very easy. -
Scott Manley showcases everything I find wrong with FAR
Yemo replied to foxkill2342's topic in KSP1 Discussion
Link to thread and download This is a small spin-off package from B9 Aerospace for FAR/NEAR (thus redundant if B9 Aerospace itself is installed). It just provides the B9 airbrakes by bac9 and the jet engine rebalances by Taverius. Thus dealing with one of the major hardships for FAR/NEAR users, the inability to bleed off speed for landing approaches and during the landings themselves, while having only a marginal RAM/catalog footprint. -
Thank you, will take a look at it. However it says 80 parts, which means a lot of sorting. Looks great (and small), will put in in the suggestions. About the RemoteTech: The initial 3+1 sounds good, maybe it could be splitted even furter into a 2+1 (which I use for example)? In general, I use a 2 KSO orbits in the beginning, first one 60° ahead of KSC, second one 60° behind KSC. Each one with at least 3 DTS-M1, one for KSC, one for active vessel, one (on one sat) for the third KSO position later on and the one on the other sat in reserve. For power supply (used, not the one for the contracts), the new Universal Storage mini Alkaline Fuel Cell is great, together with enough oxygen and hydrogen (per wedges or per procedural life support tanks for part count saving) to last a few hundred days under full load. The great advantage since 0.8.0 is, that the mini Fuel Cell wedge contains two separate fuel cell modules, one providing 1ec/s, the other one providing 2ec/s. So I can throttle the consumption depending on the dish usage... The 2 sats give about 70% LKO coverage, which is enough for most missions with a little timing. In other news, I was able to deal with the compatibility issues regarding the microMod release I was talking about. So we have a new REQUIREMENT for using FAR: FAR/NEAR usability Package it provides the B9 airbrakes, which will be used in the 0.8.1 FAR jets, making landing approaches and landings much easier (and more realistic). - - - Updated - - - edit: Thank you Lord Aurelius for the link in your new signature!
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This is a small spin-off package from B9 Aerospace for FAR/NEAR (thus redundant if B9 Aerospace itself is installed). It just provides the B9 airbrakes by bac9 and the jet engine rebalances by Taverius. Thus dealing with one of the major hardships for FAR/NEAR users, the inability to bleed off speed for landing approaches and during the landings themselves, while having only a marginal RAM/catalog footprint. ------------------------------------------------------------------------------------------------------------------------------------------ To all downloaders: Please leave a short feedback in this thread. Modding is a lot of work and even small suggestions/remarks/comments can help out a lot! DOWNLOAD v1.0.1 Changelog at Kerbalstuff License: CC-BY-NC-SA-3.0 except for the following plugins: This mod redistributes the plugin ModuleManager by ialdabaoth and sarbian under CC share-alike license. The KSP-AVC plugin by cybutek is redistributed under the GNU General Public License. The firespitter.dll by Snjo is redistributed under custom attribution license. ------------------------------------------------------------------------------------------------------------------------------------------ I. INSTALL: 1. Copy the "FARuP" & "Firespitter" folders into your "GameData" directory. 2. Copy the ModuleManager.dll into your GameData directory, you only need the newest version. 3. Optional: Copy the "FARuP Basic Jet.craft" file from the "FARuP" folder into your "saves\<savename>\Ships\SPH" folder. If you need information on FAR/NEAR design principles please consult the Basic Aircraft Design guide by keptin. ------------------------------------------------------------------------------------------------------------------------------------------ II. MOD Recommendations: Action Groups Extended - please follow these instructions to activate action groups without facility unlock B9 Aerospace - fantastic package from aircraft to space shuttle and control parts, the FARuP mod is redundant if you use B9 Aerospace FAR/NEAR - THE aerodynamics mod, practically required for FARuP Improved Chase Camer - camera follows the velocity vector without rolling Pilot Assistant - a plethora of tweakable settings, from navigation to SAS tuning SXT Mini-Pack: Airbrakes - provides 3 sizes of airbrakes using stock textures for more variety at a very small RAM footprint Tweakable Wheels - adjust the braking power of landing gear and wheels, to stop you from flipping over
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Hm, I m generally not sure about the dishes. The DTS-M1 covers even Minmus, so I m not sure I understand the need for the KR-7, except for the small "High above the Sun" peak. On the other hand, I m not sure if a step between Mun and Minmus in terms of communication makes sense. And if we are talking about an even shorter range Dish, that only covers KEO sats, then upgrading for Mun seems to be a bit of an artificial progression step. While the old Advanced Jet was more capable than the Basic Jet, the new is just more complex to build. And since the HRB is available at basicRocketry (between SRB and liquids) before the jet parts anyway, a restriction would imho be odd.
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Thank you, I plan to replace the SRBs on the Basic & Advanced Jets with HRBs in 0.8.1, so that they are useful for multiple short boosts without increasing part count. Glad you like the jets, it was quite a design process based on the Me 262. I have another addition in mind, but I need to release a micro mod for that. Unfortunately, it would require 1 additional part, maybe I ll need to change the Basic Jet again...
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[0.90] KSP Interstellar port maintance thread
Yemo replied to Boris-Barboris's topic in KSP1 Mod Development
@jihook: Sorry to hear that, experienced something similar myself. Since then, I copy paste my KSP folder before installing a major update, takes a few minutes in the background (and leads to having 3 or so KSP copies around), but if something does not work out, I can just switch back to the KSP backup. -
Any progress on that front?