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Everything posted by Tellion
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While patches for RO are certainly going to do the job, things are going to be significantly easier when they are used in 64K. Apart from that, we already have a patch - it just needs to be a little nicer to spaceplanes :3
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Why this guy is not already hired by squad I cannot fathom
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- renaissance compilation
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merci beaucoup!
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I had some very weird save corruptions when experimenting with mods that modify heating, so be sure to test on another savegame first, then on a clean install.
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You can also go full procedural if it is that bad - getting rid of all the wings and all the tanks helps quite a bit.
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Tested some more with spaceplanes and found that RealHeat makes things survivable.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Tellion replied to KillAshley's topic in KSP1 Mod Releases
The idea of having some derelict, crashed probes on planets is really, really awesome, but I am not sure whether groundscatter would be the best way to implement it. Depends on how thinly it can be applied... Once mapdecals are possible with kopernicus, the possibilities will be endless though. Also everything suggested by eddiew sounds great -
Using the default tanktype, right? When you use a proc. parts servicemodule tank, you have access to hydrazine. But I agree, it may very well be a little oversight - after all most of the hydrazine derivatives are available with the default tanktype. I will send a quick PR, if we did not overlook anything it will get merged Edit: Not a 100% sure abt the mass, I went with the same as all the other hypergolics, PR is out.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Tellion replied to Starwaster's topic in KSP1 Mod Releases
There is also a patch for 64K that gives reasonable results with capsules (don't try spaceplanes though), it should be in the last pages of the 64K thread. It is applied to stock settings however, so throwing DRE into the mix might cause weird results depending on what is applied last.- 5,919 replies
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- reentry
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Tellion replied to Raptor831's topic in KSP1 Mod Releases
I might have seen this one already, with the OMS/RCS combos from SpaceY, which I may or may not have set up myself. I found that the thrusters are still usable in all configurations, but it takes a lot of fiddling around (attaching, reattaching, reselecting config - after some time it usually works) to get it to work. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Tellion replied to KillAshley's topic in KSP1 Mod Releases
What should help for difficult transfers like this is using Transfer Window Planner in conjunction with Precise node: The former gives you some very detailed values for your ejection burn, the latter makes it possible to set the node up with the necessary precision. -
@Citizen, did you by any chance test reentries with spaceplanes? Edit: because what I manage to get into orbit explodes violently at ~5.3km/s ._. What Sandworm linked should work fine, tell me if you find something broken though This is an issue with older versions of Kopernicus, upgrade to the latest one.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tellion replied to Ven's topic in KSP1 Mod Development
Not sure if this was already mentioned, but the KS-25 "Badger" engine has a heatproduction value twice that of a mainsail - continued usage will lead to it exploding even with four of the smaller radiators attached directly to the engine. Edit: Looking at some other configs it does not seem to be the heatproduction value after all. In any case, the engine always overheats and does not seem to radiate heat off - not sure why atm. Edit 2: The config for the RS-25 lacks some of the values regarding heating added recently, that causes the issue. -
One thing that helps is to remember that it is the orbital periods that have to match, not necessarily the orbits themselves (although you do not want too much of a variation here too). If all your satellites have orbital periods that are only within ~3s of each other, it is going to take a lot of time to cause significant drift. To fine tune the orbital period, limit the throttle on your engine as low as possible to get maximum precision. If you want to get extra precise, limit the throttle again with the flight computer and burn for something like 0.000001m/s through it, repeatedly. Using those methods, I usually do not return to my comsats after they are set up.
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Statements like this help neither yourself nor anyone else in resolving the issue. Be so kind to give this helpful thread here a read, follow the steps and then report back. I understand your frustrations, as I think will everyone who has had the joy of hunting down an issue in a 50+ mod install, but your attitude is not exactly constructive. Edit: and I got ninja'd ._.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Tellion replied to KillAshley's topic in KSP1 Mod Releases
A ton of work must have gone into all those extra configs and whatnot, really impressive! -
I am intrigued. Mind explaining how you did that with KSP? Those configs of yours are going to be really, really awesome once we get reliable multiple star systems, to think of all the interesting transfers possible with such orbits
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Tellion replied to Porkjet's topic in KSP1 Mod Releases
We have configs for the Lightbulb and the Lantern in the stockalike engine pack, I think the Turbojet should work without any modification. Best way to find out is to try -
What does not work specifically? Because I am using it on 1.0.4. There is one thing that comes to mind apart from that, but it has been outdated even longer than TimeControl. Orbit Manipulator theoretically allows thrust during on rails timewarp. Someone wanted to take it up some time ago, but you will have to test whether it works yourself.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Tellion replied to Raptor831's topic in KSP1 Mod Releases
Not sure if coincidence, can't hurt to link this anyway. Oh and: Thinking that throttle constraints as well as RF supplied ignition limitations would be a great addition to stockalike, although a global on/off setting would probably be the best in order to let players determine the amount of complexity they want to include in their game. -
Boy there is a lot of linux love in this thread, with which I can only agree!
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Well, I had an absolutely wretched bug that caused command pods to burn up on reentry even with your patch installed (and it's values successfully applied, and nothing else in /GameData doing so much as touching them) - clean install was fine, but what was really incomprehensible was that it also worked fine on other saves of the same install. I hate it when career/science with a lot of progress gets corrupted this way. Great work though, 10/10, would spend hours for again