dzikakulka
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Everything posted by dzikakulka
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Using FAR: tri-coupler spins my rocket
dzikakulka replied to Zwer.ch's topic in KSP1 Gameplay Questions and Tutorials
Have you tried attaching stuff to tri-coupler with symmetry disabled? By the way, so we won't get confused - you shouldn't be thrown off by lenght/direction of CoL vector. It is usually (I mean unless you do fancy stuff with wings) horizontal and it is totally OK. The only unusual thing is that is off main vertical axis. @Hodo With FAR it is most efficient to aim at fastest ascent while retaining control and structural integrity Terminal velocity is reaaaaally high with sleek rockets, losses to gravity are much much bigger as long as you don't go supersonic in 10 seconds or something. -
Using FAR: tri-coupler spins my rocket
dzikakulka replied to Zwer.ch's topic in KSP1 Gameplay Questions and Tutorials
First thing first, your vessel will not be stable if center of lift is ahead of center of mass. Change its geometry or compensate with surface below center of mass. -
@kcl202 Open your persistent.sfs (save file) in notepad, search for "ExSettings". Change 'ForceResourceUse' to '= True'. I guess. Haven't tried it tho. Edit: Backup stuff first as always.
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[1.12.x] Freight Transport Technologies [v0.6.0]
dzikakulka replied to RoverDude's topic in KSP1 Mod Releases
Simply disable aerodynamic failures in options. Nothing will rip off but it's still infinitely more realistic (and intuitive actually) than stock "physics". -
Thanks Necro Looks pretty sweet so far, good job!
- 720 replies
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- mrs
- modular rocket systems
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I get 403 Forbidden on your website and Mod Not Found on CurseForge :/
- 720 replies
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- mrs
- modular rocket systems
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
dzikakulka replied to TaranisElsu's topic in KSP1 Mod Releases
It doesn't require any of these. I have little experience too but '!' before variable usually negates (can't find better word) it so it probably requires that there is no MFT/RF modules And about your issue, check if you do not have any additional ModuleManager dll files somewhere in GameData. Usually older versions can mess stuff up, delete all of them. Same thing with Firespitter.dll (another widely used plugin) - just by the way. PS. If anyone is interested in not-so-realistic but still working and intuitive configs (same number od days supply in mixed, same number of days in same sizes of specialized containers) for HexCans and CTB (and stock LS containers but they are updated), pm me. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
dzikakulka replied to TaranisElsu's topic in KSP1 Mod Releases
Does anyone have updated .cfgs for HexCans and Cargo Transfer Bags so they have consumption/production-adjusted ratios of storage (same amount of days to consume resources)? -
You want to change converter module (that's how original looks): MODULE { name = KethaneConverter Label = RocketParts InputRates { Metal = 0.5 //FIXME kerbal hours would be much better, but they're not a // resource. ElectricCharge = 10 } OutputRatios { // I've seen as bad as 0.35 and better than 0.95. This seems like // a good compromise RocketParts = 0.7 // Tiny scraps escape. ScrapMetal* = 0.2995 } } I'm not super familiar with that particular module but you'll figure it out - maybe deleting whole InputRates with latter brackets will work, maybe simple make 0.5 and 10 in there zero and give it a try. And multiply that 0.7 in OutputRatios so you produce as fast as you use them. Remember that you have to use the part you've edited and you still have to activate "converter". And you should learn a little on how KSP handles parts, configs are easy to understand and give you amazing tweaking/modding possibilities even if you can't program/model/do anything related at all.
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Edit rocket workshop cfg, multiply rocket parts output, delete input metal/anything requirement (in converter module). That's like one of thousand ways
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I think binary throttle rocket wouldn't be much more limiting than stock rocket. It would be just taptap-taptap until you get what you want cause you can still turn around between taptaps if you overshoot. When you can't stop and miscalculate, you either undershoot or dump engines running (collision risk, lost dV in fuel, lost dV cause of dead weight before). I would be very excited to see and test new more complex systems (sipping leftover ox somehow is a great idea), hovewer talking about SRBs, IIRC they are usually made of "fuel grain" which is simply solid mixture of whatever-you-need-to-burn. I think doing "lets put some excess oxygen here and see how it burns" wouldn't end very well Still, that's realism issue and neither stock KSP nor I am too much into realism. Just thought it did sound funny So yeah, there is a lot of room for creativity (which I lack) in this area, I sign in for any experimental testing!
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
dzikakulka replied to bac9's topic in KSP1 Mod Releases
Is there an HX sized SAS module (and I haven't spotted it)? I was like "oh, I'll copy fuselage and add sas module brb" but it turned out your parts are too damn awesome and I can't just duct tape a module Or is it in plans, or maybe HX sized ships are supposed to be more difficult to hurl around and require RCS/dedicated engines? BTW while I'm not totally into spaceplanes, HX is such a blast.... just amazing (KSP lego anyone?), I feel like I need bigger VAB.- 4,460 replies
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I would enjoy having an alternative in less controllable but more powerful and/or more efficient engine. That would require more planning and less room for mistake while you have increased efficiency. BUT in that case stock SRBs fail miserably because they're all one-piece parts making you carry (sometimes little, sometimes a lot) but still dead weight if you opt to not fill them 100% because that's not the dV fitting your plans. For that to work custom sized SRBs would be needed - or simply KSP-SRB style engines (hello old Cutter ). That could work much better IMO.
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[0.25] PartCatalog 3.0 RC8 (2014-10-08)
dzikakulka replied to BlackNecro's topic in KSP1 Mod Releases
First thing first, thanks for a great mod. Completely mandatory after... well, after you've tried it. Good job. And my question - is there a possibility to have categories (tags) hidden by default? It's probably answered somewhere in the thread but I wasn't able to find it :/ It would be quite useful if you have multiple specialized categories. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
dzikakulka replied to bac9's topic in KSP1 Mod Releases
Just wanted to leave this here of anyone would have similiar issues: There was an older version of Firespitter.dll lying somewhere in the GameData jungle and seemingly loading and causing problems. Fixed now, great stuff- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
dzikakulka replied to bac9's topic in KSP1 Mod Releases
No, I've never used RPM Thanks for the help though, I'll start checking what's causing it tommorow and will post results.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
dzikakulka replied to bac9's topic in KSP1 Mod Releases
I''m getting loads of null reference exceptions with loads of these in output_log: NullReferenceException: Object reference not set to an instance of an object at JSI.JSIVariableAnimator.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at JSI.InternalCameraTargetHelper.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) In VAB there is some cockpit without walls near the floor all the time (I can't click it or anything) and also there is no texture swithing button on right click on parts that should have it. This is only happening on already mod-cluttered install, clean one works fine. I just wanted to ask if anybody seen similiar conflict so I could find offending plugin faster. I'm not trying to report issue as this is 100% due to one of my installed mods. And congrats on release It looks great, nice job.- 4,460 replies
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
dzikakulka replied to cybutek's topic in KSP1 Mod Releases
@JWag: This is because KER is using 24h days and KSP is using 6h days. It should be an easy fix, for now you can enable 24h days in option if you want it to match -
[1.12.x] Freight Transport Technologies [v0.6.0]
dzikakulka replied to RoverDude's topic in KSP1 Mod Releases
I think a "classic" engine (horizontal in SPH) with same weight and profile as Honeybadger command module would help balancing a lot. Right now It's pretty hard to keep balance cause you can't really stick to full symmetry. I'm currently experimenting with modified stock parts but I'm no good at modelling so it aint better than anyone could do -
With Kethane: Scan for ore (Kethane style, dedicated part from mod), mine ore (Kethane drills IIRC), smelt ore to metal (dedicated part form mod), asemnbly rocket parts from metal (command modules, dedicated parts, anything with ExWorkshop module). That's the main supply line but not the only one. With Karbonite->EL conversion mod: Find suitable ore source (Karbonite style, Karbonite part), mine ore (Karbonite drills), rest goes as with Kethane version. If you want to refrain using these two main resource manage mods, you can for sure design your own system (ORS is easiest I think). You only need to do the scanning and drilling part and modify the rest to match ORS or any system you use.
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I already said how great this mod is so I'll jump to the thing: I actually like(d) Cutter having some distinct mechanics. Right now it's cool looking as all the parts and has uses but IMO it's a little bit too similiar to stock aerospike. Just little bit higher thrust, lower Isp, gimbal. I mean, it has its uses but I think those special properties are fun I wiould be pleased to see more of them actually on other stuff but I realize a lot of people would prefer more stock appearance. That's just my two cents.