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Everything posted by Tellion
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[1.1.3] RealHeat (Minimalist) v4.3 July 3
Tellion replied to NathanKell's topic in KSP1 Mod Releases
I would second that question. -
I imagine everyone. Think of it: We are using a system designed for ~2-3 km/s reentries and feeding it double that as a baseline. You can set the heating down in the difficulty options for now, but it is neither a balanced nor elegant solution.
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Tellion replied to Porkjet's topic in KSP1 Mod Releases
Low TWR is likely a question of enough funding, certainly it could be made usable. The same thing goes for radiation of passengers, this is more of a nuisance than some principal obstacle. Accidents, well, we have got nuclear submarines too, so why would planes be beyond possibility. A "great" purpose would have been bombers carrying nuclear warheads that do not really have to land for a long time given enough supplies. Before ICBMs became a thing, Strategic Bombers were the bread and butter nuclear deterrent for both the US and the Soviet Union. For some time, some of those were even kept in the air at all times to ensure the ability of striking back in the case of a large scale attack - planes not limited by fuel are a huge advantage in such a situation. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Tellion replied to Raptor831's topic in KSP1 Mod Releases
Because the MM patch you can drop into your "patches" folder and effortlessly remove should you want to try something else. If you forget direct edits, you might have quite the headache trying to figure out why things do not behave as expected -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Tellion replied to Raptor831's topic in KSP1 Mod Releases
This thread is where this project lives nowadays One page before the last, Felger posted a link to a version that is playable. -
Event-Based External Music Playlist Launcher Mod?
Tellion replied to Tandoori's topic in KSP1 Mods Discussions
Development has been slow of late, but this should be interesting to you -
WIP - Environmental Visual Enhancements Development
Tellion replied to rbray89's topic in KSP1 Mod Development
RL really does have some nice shaders... And those volumetric clouds... Not enough boosters though. -
Because pirating an up to date version of KSP is sooo hard that he would rather run with something as outdated as 0.22, makes perfect sense. What's it with the witch hunting here, in what way does that help anyone...
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[1.0.5]SKY - Scale-up Kerbalism for You - Kopernicus Rescale [v2.0]
Tellion replied to SkyRex94's topic in KSP1 Mod Releases
I don't know it, but here is how to calculate it -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Tellion replied to Nertea's topic in KSP1 Mod Releases
No. /10chars And thx for the update, DRE compatibility is much appreciated -
I absolutely get why RSS has its limitations for most styles of playing this game - which is the reason I like 64K so much. It scales the difficulty up by a handsome amount while still allowing a decent level of the stock "whackiness" that RSS shuts down for the most part. Career is indeed quite grindy and though to manage at first, but you can counteract it quite well with contract packs and strategies - or starting with more funds/science. Things like FAR and RF (make for an LKO dV of ~7500m/s) also help tremendously while adding some new facets into the mix. The cool thing is that you find yourself imitating RL designs in order to deal with the difficulty - instead of your bread and butter 100t-to-LKO SSTO you need Shuttles, instead of the 5-in-one munhopper used to max out the tech tree you are actually forced to do it Apollo style, bringing a rover with you at most - things like that. And OPM adds a whole new level of awesomeness to that... I could ramble the whole day about this, but in the end everyone will find the playstyle that suits themselves best
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Tellion replied to pizzaoverhead's topic in KSP1 Mod Releases
The latest preview build was already posted with a google drive link. I have been mucking around with this mod a bit and I have to say: absolutely fantastic work, it is greatly appreciated!- 779 replies
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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
Well, that is nice to hear, although playing 64K it does not exactly help me... It is not the out-of-place fx that bother me, it's everything burning up on reentry. The reason I posted was to find out what values I have to muck around with to use DRE with 64K or with rescales in general. Just increasing the amount of abaltive shielding by some factor seems like a bit brutish imho.- 5,919 replies
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As ModZero noted, it has to do something with the cache files. To use OPM with Kopernicus 0.0.8, copy the Tekto.bin file in Kopernicus/Cache from the OPM download into the Cache folder of Kopernicus 0.0.8. All other bin files can seemingly be generated by Kopernicus without issue, Tekto however is weirdly bugged. The black body issue still persists as well even though Kopernicus 0.0.7 fixed it on Moho - no idea why or how to go on about fixing it though.
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It isn't that new actually Default determines the actual skybox and Envmap (used with much smaller images) is used to create a "fake" skybox reflections on visors, which is much better performance wise than having real ones.
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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
What would be needed to effectively use DRE with rescaled systems, things like 64k and 10xKerbol? Oh, and thanks once more for the help with NFE, it is quite playable now!- 5,919 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Tellion replied to FreeThinker's topic in KSP1 Mod Releases
Yea, its basically the visual part giving me trouble. I need either for IFS to push RF modules in the different versions or to "reverse engineer" what IFS does, eg. split all those different tanks up into their own part.cfgs and then modify those... No idea whether the first is possible and no idea how to do the second ._.- 1,187 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Tellion replied to FreeThinker's topic in KSP1 Mod Releases
Sorry, I might have expressed myself a little convolutedly. Near Future Construction adds parts than can have different visuals and tank contents using IFS, and I want to make them RealFuels compatible. RF has a huge amount of possible resources, and doing all of them with IFS is not practical. RF uses ModuleFuelTanks to define what and how much of it goes into a certain tank, so I need to add that to the different versions of the part. For example, of the tanks in the screenshot, the one on the left needs something like MODULE { name = ModuleFuelTanks volume = 7000 type = ServiceModule } and nothing else, the next one needs something similar but slightly different. Now, if those were separate parts, I just write a MM config adding what I need and removing what I do not - they are, however just two parts using IFS. So I need to either (a) add those RF Modules with IFS (I am not sure whether IFS supports something like that) or ( split those two parts up into many individual ones, so instead of having all those tanks in the screenshot handled by IFS I have each of them as individual parts with individual appearances. I am asking here because I do not know whether IFS would support the more elegant (a), or how to "split" the parts handled by IFS into their individual forms (how to make a part that looks like exactly one of the ones in the screenshot).- 1,187 replies
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Using Kopernicus 0.0.7 does eliminate the black body bug on moho, however Tekto still exhibits it. Furthermore, deleting Tekto's .bin file will cause the game to display a blank screen when it starts (removing any ​other .bin file has no such effects) . The bin file can seemingly not be regenerated by adding exportBin = True in a debug node for tekto either. Oh, and playing on a 6.4x rescale for stock and opm bodies, though I don't believe that matters.
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Tellion replied to FreeThinker's topic in KSP1 Mod Releases
Heya, I am currently trying to make Near Future Technologies RealFuels compatible and have hit a wall with Construction. It is using the IFS to create parts with different tanks and textures (correct me if am describing this wrongly), however the tank contents RF offers are too varied to just change a few values in the IFS module of the part file. A servicemodule tank will for example hold many different kinds of hypergolic propellants as well as electric charge - doing this with anything but RF would be quite the chore and get overly cluttered quickly. Now, from what I gathered, IFS does not allow me to add something more complex than tanks, like RF's ModuleFuelTanks as a switchable option to a part. The second option that comes to mind would be making a bunch of different part.cfgs that each use one of the different textures IFS applies ingame and let RF handle things from then on. What I do not know is how to do that - what I would need to include in the part.cfg to create a tank with one of the distinct visual options IFS provides ingame? Hints greatly appreciated- 1,187 replies
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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
Try curly brackets when you remove something, eg. "!RESOURCE[LiquidFuel] {}" This is definitely needed for resources (had that issue two days ago and I bet Jebediahs life on it being important for modules too. On another note, the latest NFP clashes with RealFuels - specifically the Xenon using engines have scary electric charge usage as a result of RF changing Xenon's density. ArgonGas and LqdHydrogen are the same for NFP and RF because the CRP is great. NFP Tank masses are also balanced against stock, meaning RF tanks would greatly outperform them. I have clumsily attempted to fix those issues in a little patch here, for anyone who is interested. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Tellion replied to Starwaster's topic in KSP1 Mod Releases
Heya, DRE currently breaks Near Future Electrical/HeatControl. Is there anything (easy) that can be done about that, or is it waiting for 1.0.3? Posted a more detailed bugreport over at the NFT thread.- 5,919 replies
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