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Everything posted by autumnalequinox
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Oh ok no wonder they didn't work! Thanks. Let me make sure it works first and I'd have no problem with that. They were asking for one over on the ETT thread for some time now.
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I wrote a config for the Engineering Tech Tree so that the module upgrades would occur coherently (it's like the CTT but everything is arranged totally differently). It has many custom tech nodes. So I wrote a .cfg and I want to make sure it will actually work??. It is housed in the ETT patch folder along with other configs so it's rather simple. //ETT Compatability by autumnalequinox @ScrubberEfficiency { tech0 = spaceExploration tech1 = simpleCommandModules tech2 = spaceStations tech3 = shortTermHabitation } @ManufacturingQuality { tech0 = engineering101 tech1 = experimentalScience tech2 = scienceTech tech3 = advScienceTech } @SignalProcessing { tech0 = electronics tech1 = mechatronics tech2 = automation } Note: I'm not sure if it works yet because I don't know if these can be targeted by MM the way I'm doing it.
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
autumnalequinox replied to Probus's topic in KSP1 Mod Releases
Did anybody ever write a Kerbalism config for the module upgrades? These include the scrubber, manufacturing quality, and processor. I'm going to try to write one tomorrow but would love to take an already completed one, however it's set up.- 1,028 replies
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
autumnalequinox replied to Probus's topic in KSP1 Mod Releases
This is a thing of pure beauty. No more adding hundreds of sci just to feel like I'm "starting" the game right! ::squee::- 1,028 replies
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This tree seems like it would be a great alternative to RP-0 in Realism Overhaul. RP-0 is awesome and challenging, however it lacks significant mod support (especially since it stops at modern times). It's also very narrowly focused, which can be stiffling to those who enjoy more "creative" space programs. I've always wanted to make something like this myself. It also seems to support most mods that RO does so that's definitely a plus! I know RO changes parts to RL equivilants which would be a nightmare to reconfigure with this tree, however. But those who aren't obsessed with that level of realism could work with this. Oooor, you could do a "RO-lite" with real fuels and a smaller Sol System and this tree.
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Before I set up a full mod-set to test this out, is there still a conflict with Real Fuels (Engine ignitor, etc)? I saw only one mention of a possible conflict waaay back in May, before full Community Resource Pack integration. Edit: NM! I just saw the patch for Real Fuels.
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KScale64 v1.2.2 16th April 2017
autumnalequinox replied to Paul Kingtiger's topic in KSP1 Mod Releases
NOTE: For anyone using Deadly Re-entry with Kscale along with the RO-lite physics configs make sure to delete the DR compatibility patch. It severely reduces your heat shield temp tolerances preventing their use from Munar or IP velocities. Removed, my heat shields survived but it was harrowing! (which is how it should be) With the patch my shield exploded within 5 seconds of atmospheric interface. -
KScale64 v1.2.2 16th April 2017
autumnalequinox replied to Paul Kingtiger's topic in KSP1 Mod Releases
This was the case for the old OPM patch for 64k. It applied values that Sigma already did basically adding another multiple (it was effectively made obsolete). Thanks for this I was just about to deploy my first scanner. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
autumnalequinox replied to tomek.piotrowski's topic in KSP1 Mod Releases
I always used to just use AntennaRange because RT seemed daunting to me. I thought you needed to actually point antennas perfectly and keep orbits 100% accurate. So after trying RO and now playing RO-lite I decided to go all in. And my conclusion is that it isn't so daunting after all! I like that features can be turned off. It's basically AntennaRange squared. Same principals but more complexity, not a completely different mod. I've put up my first com-sat constellation and it works great and feels good. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
autumnalequinox replied to tomek.piotrowski's topic in KSP1 Mod Releases
Thanks! I just started writing configs (but I'm totally new to RT so I doubt they would have been balanced). This saves major time. -
KScale64 v1.2.2 16th April 2017
autumnalequinox replied to Paul Kingtiger's topic in KSP1 Mod Releases
Is geo-sync orbit around Kerbin simply 6.4x the stock value? Anybody been able to pin it down? (I'm using RT for the first time and establishing my first Kerbin SOI network). -
[1.11] RemoteTech v1.9.9 [2020-12-19]
autumnalequinox replied to tomek.piotrowski's topic in KSP1 Mod Releases
Same here, same situation. Should just be a matter of changing the names of the stock in the stock config to match Ven's. If that's it I'll make one tomarrow. Edit: Not that simple. They have the same part names (duh). I'll try to look into it. -
KScale64 v1.2.2 16th April 2017
autumnalequinox replied to Paul Kingtiger's topic in KSP1 Mod Releases
I found NathanKell's RO-lite configs a ways back after some searching and they work ok. I also found the RT configs. Phew took a few hours of hunting. -
KScale64 v1.2.2 16th April 2017
autumnalequinox replied to Paul Kingtiger's topic in KSP1 Mod Releases
Oh ok thanks! I'm going to do some band-aids until then but def appreciated. I am using kscale in 1.1.3 however. -
KScale64 v1.2.2 16th April 2017
autumnalequinox replied to Paul Kingtiger's topic in KSP1 Mod Releases
Sorry reply to an old post, think I've figured this out (EDIT). Does anyone have any ground station configs? I'd like to add a few more but I can work with one. -
Yeah I removed it from the config and now the pod won't drift when firing engines (or waste tons of RCS). Yaaaaaay I can reinstall my saturatable reaction wheels and nerf them back to 10%. Makes thing alot more challenging without going full RO (...yet). Oh and btw these revamps are things of true beauty. They mesh really well with Nertea's (very similiar art style). Now I'm not choosing other parts over stock parts anymore just because of art clashes. Oh and I think KW rocketry might also mesh with these better now (I typically avoid KW because it has a hard realism look compared to stock).
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I have no idea. It's the only craft that's yawwing when under thrust with SAS turned off, in orbit, with no other parts to mess with it. I'm guessing perhaps it's too high? Or is there something else causing this? I'm getting similar drift with the Mk1 pod. Both have the offset in their config files. The MK2 "Van" does not drift, neither does Nertea's two seater. This may not be a problem for other players. I'm playing with 5% reaction wheels that are saturable so they can't keep up with the drift. Note: I'm not playing RO. Sorry I misunderstood. Just 6.4x scale with stockalike real fuel.
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Mk 1-2 pod seems to have an offset center of mass. Under thrust it yaws to the right (correctable with reaction wheels). Tested other models, including pods from different mods and it's just the Mk 1-2. part cfg listed as CoMOffset = 0, 0.0, 0.07 Not sure if that's too high I'm going to tweak it until I can get it to balance out.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
autumnalequinox replied to Raptor831's topic in KSP1 Mod Releases
Anyone getting offset thrust? The plumes seem to be coming from deep within the engine (directly from the chamber) and I get a little spin with each burn in orbit, out of atmo. It's strong enough to yaw to the right significantly. Center of thrust and center of mass seem aligned fine in the VAB, however. Nevermind: The fault is with some of Ven's models. Headin' over there. -
KScale64 v1.2.2 16th April 2017
autumnalequinox replied to Paul Kingtiger's topic in KSP1 Mod Releases
I found out what I thought were glitches in Scatterer were actually foggy, distant mountain peaks! So sweet. It's so great to have that gentle curvature instead of the mind bending curve of stock Kerbin. And 12 hours is actually a nice, round number. I kept warping mornings and thought it was 14 hours. I've created a sweet modpack designed to be a bridge between RO and stock. It uses most of RO's mods, RF-stockalike realfuels, interstellar (never tried it before and figured what the hey), tons of realism enhancers and personal configs, and plenty of 5m and 7.5m launcher parts. I'm so excited to actually need to put propellant depots in orbit now since my launchers have to struggle to get smallish payloads into orbit. No more un-boosted stacks getting 50+ tons up. It's really stretching my engineering skills while keeping me in my familiar comfort zone as well. Plus everything feels new again. I don't know what to expect. I'm even excited about the prospect of going to the Mun, which used to be a ho-hum get-science and never come back sort of deal. Sorry for gushing but I love it when mods make the game feel new again. -
KScale64 v1.2.2 16th April 2017
autumnalequinox replied to Paul Kingtiger's topic in KSP1 Mod Releases
What visual packs are compatible with KScale currently? I'm using SEVE with the cloud configs provided here, everything works good except scatterer (but according to the scatterer page it doesn't do well with rescale). Edit: I spent some time reading back and I may just be seeing a normal quirk of scatterer. But SEVE is recommended a few times so I think I'm good. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
autumnalequinox replied to Raptor831's topic in KSP1 Mod Releases
Ooo ok sweet. A long time ago I built a little personal part that basically did that, it allowed you to "capture" fuel (aka direct convert) for use in Universal Storage cells. This was before I dealt with boiloff by adding Real Fuels (and before it was implemented in cryo engines I believe). Can't wait for this feature. Every gram counts. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
autumnalequinox replied to Raptor831's topic in KSP1 Mod Releases
I was thinking of that. I just DLed it to use in my modpack and as a reference for the fuel cells. I think there is a RP-0 or RO config that changes them to liquid cryo-fuel as well so I'm going to likely try to merge all these togethers and make equivilant configs for stock fuel cells and the MRS/RLA cells as well. (trying to track down the config that changed them in RP-0 right now) Edit: Found the config, it's tuned for RO so I'm going to have to edit it for stock EC and then apply it to the other cells (the others may run directly off the liquids, while the US one has a built-in converter). Perhaps I'll make the stock cells run "hotter" with more output since they will lack a built-in converter. Of course this means they can't be used to bolster life support systems. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
autumnalequinox replied to Raptor831's topic in KSP1 Mod Releases
Does this set of configs affect the stock fuel cells? I see in the R&D they are still listed as using "liquid fuel". If not I can write a config myself to have them use LqdOxygen and LqdHydrogen (assuming I can work out some decent numbers). -
KScale64 v1.2.2 16th April 2017
autumnalequinox replied to Paul Kingtiger's topic in KSP1 Mod Releases
I recently tried RSS/RO and got hooked to the realism. RP-0 was daunting and I got very, very stuck and wanted to resume a more broad, high tech, "expansive" career game before I got too frustrated (I will, however, return to conquer that thing). But I got utterly spoiled by the large scale of RSS, but disappointed by the lack of mod support. So I spent 2 days whipping up a realism-lite mod set using Real Fuels and most every mod for RO but with the stock configs. Then in my search I found this awesome mod so I could still use stock engines but get the awesome challenge of scale. Now I have to develop large, complex rockets instead of ending up with my 2nd stage with 75% fuel remaining (such a waste) as in the stock scaled game. Everything is harder but still achievable without totally changing all the engines (and now some of the big boys from Space Y and ModRocketSystems have uses). So glad this exists and I thank you! I'm never going back to the teeny tiny stock scaled KSP again! Oh one question: Are Kerbin's days 24 hour days?