Chyort
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Rocketry Enthusiast
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[1.4.2] ForScience! v1.5.2 - Your science autopilot.
Chyort replied to WaveFunctionP's topic in KSP1 Mod Releases
Huge thanks for updating this for 1.1 Truly a must have mod. -
My part counts thank you.
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
Chyort replied to Nertea's topic in KSP1 Mod Releases
I figure i might as well throw this out there first. My previous post was never meant to throw wood on the fire, so to speak. It was simply about my confusion over how the stock radiators were released/handled. No more and no less. And my question remains as far as i can tell. If you go with B or B1 as it seems most people in the thread are requesting, How will that affect other mods that make stock-alike radiators or reactors that use stock heating? Rebalancing 1 stock engine to be more in line with your much larger pack is one thing, and it causes a fair degree of confusion by itself from what i have seen. What happens if you do the same to multiple radiators and, from the sounds of it, the stock heating system? Not trying to take a side at the moment, just looking for a little clarification i guess. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Chyort replied to Nertea's topic in KSP1 Mod Releases
Can't say i am fond of the "Surprise!" moment where they reveal stock radiators in the 1.0.3 release... After mod makers dumped dozens of hours into fixing something that should have been in 1.0. Without even mentioning the fact that it was going to be in 1.0.3, so mod makers didn't waste their own time. Which is made even more confusing with rover recommending yours all while building his own. With that said however, it is stock now... If you go with B or B1 how will that affect other mods that add radiators/reactors/whatever that use stock? Which will cause less headaches down the road? I was waiting for 1.0.3 before starting a new save, so i honestly don't know the pro's/cons of both systems. I am just afraid of conflicts down the road. -
[WIP] DEV: Lithobrake Exploration Technologies 0.1 (2015-07-08)
Chyort replied to NecroBones's topic in KSP1 Mod Development
Much better. Thanks -
[WIP] DEV: Lithobrake Exploration Technologies 0.1 (2015-07-08)
Chyort replied to NecroBones's topic in KSP1 Mod Development
Dont get me wrong, I will use them either way but having something perfectly flat like that just feels wrong to me. Even a slightly bubbled top would sooth my spinal reflex of "Flat! Drag! Bad!" heh That might work better than a full sloped/shaped top too. Duno. -
[WIP] DEV: Lithobrake Exploration Technologies 0.1 (2015-07-08)
Chyort replied to NecroBones's topic in KSP1 Mod Development
i normally design my landers to do sub-orbital hops, which with refueling tends to put them on the larger end of the scale. So dumping the legs is mostly out for me. Although, to be honest, very few places have an atmo at all. So it isn't a huge issue. And in my personal experience, fairings pretty much go out the window once you start getting up into this part-size range. Tuck the small stuff into service bays, and just eat the drag from the landing gear. Which is part of why i like the appearance of the smaller of the 2 i guess. *Shrugs* Any way you look at it though, having landing legs this size is a huge plus in my book, thanks for all the effort. -
[WIP] DEV: Lithobrake Exploration Technologies 0.1 (2015-07-08)
Chyort replied to NecroBones's topic in KSP1 Mod Development
hah, i am starting to drool over those large landing legs. My only question though is why are the larger ones flat on the top? Seems like that would just create extra drag. -
Wow, what a grind – Science is not coming easy
Chyort replied to Xwingace's topic in KSP1 Discussion
Skip the mun and go to minmus. Lower gravity makes it all so much easier, not to mention all the perfectly flat biomes. Yeah it takes a little more DV to get an intercept, but you save so much on all the landings. You don't even need landing legs most of the time, just balance on the engine. Personally i try to rush the gravity scanner as well, once you get that you can grab a report from high/low orbit over every biome with a polar orbit. Huge science without ever having to land, and if you throw it on a disposable probe with an antenna you don't even have to worry about bringing the ....... back. -
From what i recall NF doesn't have vaporization. So odds are it is coming from real fuels, and his boiloff stuff.
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Is it even possible to return from Eve in 1.0.2?
Chyort replied to yorshee's topic in KSP1 Gameplay Questions and Tutorials
It should be even easier now... Instead of shipping a 100+ton lander or whatever, You ship up an empty 20ton lander and use ore to fuel it after it is on eve. -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Chyort replied to FreeThinker's topic in KSP1 Mod Releases
Personally i would love to see that referenced in the first post. I am fairly sure most people are looking for exactly the same thing. I know i was.- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
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gotta vote for #3 as well. With the old stock tree and nodes not showing up until stuff was unlocked, there was some degree of guess and check. "Ok, this node is junk, but there might be something after it!" So with CTT you ended up with possibly blank nodes that led to dead-ends. Annoying to say the least, and the best thing to do was to hide them entirely. But with the current tree showing everything at the start it is easy to see where you are going. And i would like to see CTT continue this as well. Seeing everything, even with empty nodes, is preferable. Not to mention it would be easier on modders. They don't have to unlock the nodes they want to use, and consider dependancies and everything else.
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Chyort replied to SpaceTiger's topic in KSP1 Mod Releases
heh, Point.