sober667
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Posts posted by sober667
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would be avesome to have same affeckt some way on bigger bateries
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im close to RAM limit(HUGE amount of mods ) so im using it with DX11 and ATM is any way to make just a little less RAM-hitting?
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i played a lot testing in santbox for me -work good i have mod to wach my RAM usage so its not big deal to be aware of it.
but when i swiched to career i saw that i cannot found it in any of nodes wich im resarching ( i have olmost all tree in plane parts in wich node it is?)
nice mod for RAM usage information
http://forum.kerbalspaceprogram.com/threads/99494-0-90-MemoryUsage-v1-11-2014-11-19
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Its posible that wings can have more various shapes like rounded corners or leading edge as a bow(like in shuttles) instead of being always strait?(waching it from abowe )
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u can have done everything by stock but u neeed A LOT of work to make your own categories (part by part) wich i SLOWLY starting to do with most commonly used parts but... its lack of filtering using multiple funcjons at once u can make it by your own but u need a lots of time a LOTS OF and this mod was awesome for that
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i dont know what to say other than it looks stunning, much more than what i could build xD
I been working on re texturing the old parts and starting to redo the cargo bays. So instead of go rectangular i decide to keep it streamline like J series but wider, and can attach mk2 parts on the side
heres a img of K series wip and retexture of the J cargobay
Anyway the main thing i want to share is this video:
Im not an aerospace engineer so i never understood it untill now, i want to make a ksp version of the turboRamJet as well as a RamJet.
The plan is Each type of Engine are single parts and will have 2-3 variants (different size and shapes), and ill tweak the current ARIEngine similar to that of a AirTurboRocket
The idea is
RamJets are cheap, operates at high alt and high speed (around 20km-40km at mach 3 - 6) and provides decent thrust. BUT it won't activate until mach 2 and above 10km, is also heavy
TurboRamJets are able to have thrust at 0 speed, operates efficiently at high alt (around 5km - 20km and speed up to mach 3), BUT it will be expensive and heavy << more thrust than stock turbojet
AirTurboRocket are also able to have thrust at 0 speed, operates efficiently at a wider altitude range (*need more research*), it will also operates on other atmosphere with no oxygen
If anyone is more familiar about these type 3 type of jet help me out xD
Lastly, if I complete these engines (modelling and scripting), it will adds around 10 or 15 new parts, so i might separate this into a propulsion pack mod.
woow nice
did u thinking of adding think like Screamjet wich is in real world can travel even faster (its getting warm up about when ramjets stop working)
so could be fun to have something that in game
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Essence of KSP is keep going even everything goes KABOOM even if your rocket has o power or no parachutes or is not balanced fairy well just keep going to DO SCIENCE!!
umm not only but too
Fails is essence of KSP "
and teaching on your own exploding rockets
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i need to say B9 has "new" Mk3 parts long time a go... but named HL and if i need to decide wich one to use its obvious i will use B9 ones they have cargo ramps and fuel inside and better stile but some stock adapters will be quite usefull within some crasy disines
Great work keep going!
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As far as I know, dx11 doesn't require a mod... isn't there a command-line parameter to make it launch for dx11? same for OpenGL I believe. But, you see, if I could run with those settings, I wouldn't need anything like LOD. You kinda need to be able to run the program at a level where LOD becomes pointless to even begin to run with those more advanced settings. As for OGL... KSP just blinks between full black screen and my desktop for 5 minutes until I force it to close down.
now that
i just saying that in 0.25 dx11 was funky now works good for me (on the same computer ) so it should work better overall
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For ones wich wana make some difrence in RAM for now i need to say dx11 mod work preete stable for me now and has nice reducjon in RAM so check it and i hope guys that somebody will maitain it becouse its great mod
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hey, didn't really know where else to post this question but...
i have a bug to report (i guess), i've narrowed it down to ksp interstellar however it doesn't happen with EVERY item, it seems to be a B9 incompatability as it happens most often with those parts, specifically air intakes and other radial mount jet parts. The problem: when i place (in the SPH) something(for example the RBM Variable Geometry Intake) that is radially mounted, in mirror mode, a strange bug occours. Its hard to describe but ill give it my best shot. basically what happens is, on click, the part detatches still in hand (on the cursor) in "place" mode, however upon "replaceing" it, the game locks up and the part is now in "attached" mode but still following the cursor, thus causing the lag. this is extremely irritating when trying to build a space plane! if the part in question isn't a radial mount part, but is being attached to one, it tends to just not be able to be replaced. everything up to the "replacing" part happens on click but instead of causing a lag spike and what have you, it simply looses the green ball attachment point and is no longer functioning, it also causes the ship to be un-saveable, and the problem then persists to any and all parts tried placed after. this bug is INSAINLY annoying and i'm sincearly not sure what is causing it. all of my mods are up to date and this ONLY happens when interstellar pack is installed. i'm not sure what to do so ANY help would be Greatly appreciated!!! if you need any other info, just ask!
NOTE: the main mods i'm using are as follows:
B9
interstealler(obviously)
kw rocketry
kethane
scansat
Kerbal attachment system (kas)
editor extensions
mech jeb
kethane mod
remote tech
rasta prop monitor
vanguard parachutes
kerbal alarm clock
camera tools
toolbar mod
tech manager
tweak scale
tac life support
fine print
contracts window
kerbal engineer
and deadly reentry
playing on version 0.25 and this bug has been around as long as i can remember
p.s. yes to my knowledge, all mods are up to date.
again, thanks anybody who is willing to help me! :3
I ha dthat bug some time a go if i good remember it was bad instalation of b9 or D13 i dont remember but its not interstellar think i think reinstal and try again its probably corrupted instalation
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Seems to be partially functioning with 0.90. Reactors are OK, but adding any kind of air intake to a craft seems to cause it to seize up. Radiators and waste heat appear to be working, though the guide in the toolbar no longer functions.
I added a lot of intakes and nothing happens (adding stock ones and no tweakscale)
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Part scaling and negative costs are issues that were around in 0.25. The patch from https://github.com/FractalUK/KSPInterstellar/wiki/Illustrated-Guide-Chapter-0%3A-Installing-and-Patching includes fixes for those.
oh so mi didnt spote d nothing new its quite good so anybody wich want use ONLY this mod is good to go probably only tweakscale brake it but will see on my havy moded instalation
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I have a question about collide meshes of reactors and generators - if I attach parts on their side they sometimes 'float in the air', I mean, there are visible gaps, is this going to be fixed eventually or I ask too much?
its problem with KSP not with interstellar if u want fix it just use offset to make them right lots of parts from stock and mods willl have that "issue"
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Very nice! Did you test with tweakscale installed?
read cearfully so u will now(new clear mean NO OTHER MODS
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I hadn't been able to get far into career to notice anything off , but the hybrid aluminum rocket (which was basically a resized basic solid booster) is the only bugged thing that I came across and it's only graphical, it appears as small as the basic solid rocket booster but otherwise works fine as far I can tell.
Its fairy optymistic i dont use tweakscale ofen (only for infernal robotick becouse its olmost usless without it) so its not a big deal but i will test it completly so will say what is working and what is not
EDIT: done some testing in sandbox so
-Warp Drive work as should
-Tokamak reactor work as intend(so generator work to)
-termal Hybrid rocket(termal turbojet) work in both modes
-beamed power network work
-plazma trusters work (but they are in tab of fuel not engines not so big deal)
testing done on new clear instal need test some other thinks but so far so good
EDIT2:
-cost are messed up a litle (lots of parts heve negativ evalues probably any items that have resousers)
-Antimater factoring work(colecting not tested YET)
-all types of reactors works
need more testing in career mode within science experiments
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This is mod wich i wating for now we cen build real working glider and fly not depending on infiniti-glide-bug
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on0.90 is completly dead or have some funcjnality?
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Sarbian Worked out KM_Gimbal
I did not have as much time to code as I anticipated so here his a quick version. I moved KM_Gimbal in a new directory and renamed to module. It will avoid conflict with old version and conflict with SmartPart (they shared a dir and it's not a good idea when 2 modders share a dir )Mod that rely on KM_Gimbal should now use "KM_Gimbal_3" for the gimbal module name. I'll open a thread for it when I get more time to code and integrate some of my AutoTrim in it.
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And we need to wait probably fractal go somwere and not go fast and nobady have skills to maintain this mod so we need to w8 for fractal or play on 0.25
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Do kerbals even fit in .625m cockpits?
I saw one probably maded by roverdude and..its bearly fits Kerbal if i remember good he made more than one
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Beamed Power, huh? I had also thought of that, but isn't the atmosphere going to make the relays extremely inefficient?
Why not place a reactor station on surface to provide start"kick" laterr u will be higher u will have more power so it wont be so big deal aspacjaly for termal turbojets wich dont need much power and higher u get-more power will u gain from outside of atmosfere stations
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This is what i have been doing in my latest save but it feels so much like cheating :/
its not cheting u make so big effort to set up a beamed power network and unlock quantum vacum truster and others so its only ... i dont now how say it in english but u hard work to do it so u deserve it think how many science and effort u need to make it in Career? even in science mode is not so easy
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Oh, I meant idea. Stupid auto correct.
And yeah, that was exactly what I was thinking of. However, I was not sure if Thermal Turbojets had the power to get a Plasma Engine, a Reactor and any useful payload to suborbital speeds. If it is possible, then I'm actually going to go on with my project. Thanks!
I had same idea...but even more crazy why using any onboard reactor? build huge enough beamed power network to power quantum vacum to have resonable trust and just use termal turbojet with termal reciver - much lither craft without ANY internal fuel (or u can have a reactor AND beamed power t maximalise efficiency and not beeing doomed without antimater
Has it been proved, mathematically, that an Eve SSTO is impossible?
in KSP1 Gameplay Questions and Tutorials
Posted
Stock without exploiting bugs is probably imposible (but i saw working stock elecrical helicopter so who knows?)