weeble
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Everything posted by weeble
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Kerbal Inventory System
weeble replied to Cheif Operations Director's topic in KSP1 Mods Discussions
You should have 100 liters and you can attach boxes that come with kis to your back to add a lot more. It sounds like something went wrong with your install. Theres also a great manual, im not sure if its on kas or kis -
Kerbalism adds a lot of more realistic gameplay while keeping things stock like. If you want total realism then realism overhaul w/ realism progression zero
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
weeble replied to Theysen's topic in KSP1 Mod Releases
Unfortunately kerbalism doesn't work with RO. A while back before N70 took it over, someone put in a request for the RO team to look into it but afaik nothing came from it. It would be awesome if that or kerbalhealth were compatible. Having living space requirements and radiation would be huge.- 2,207 replies
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I would really enjoy a newer and deeper version of career evolution. I really like the idea for your vanguard mission too. Recently i did a minmus landing contract and an eva contract in the same launch using an apollo styled lander. It felt extremely rewarding
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[1.0.5] VX Series - Stockalike Engine Pack (No longer supported)
weeble replied to Randazzo's topic in KSP1 Mod Releases
These look awesome, great job. They definitely look pretty useful. Thank you for making them! -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
weeble replied to Majiir's topic in KSP1 Mod Releases
Glad to see Kethane is back. I'll be looking forward to checking it out on 1.0 later tonight! -
[WIP] Diaspora - interstellar kolonization mod
weeble replied to beabop's topic in KSP1 Mod Development
I haven't played with EPL before so I could easily be wrong. But doesn't it just build rockets that were designed in the VAB? You'd have to add in the ability of designing into EPL. But yeah, I agree with Laythe and Tyren this sounds more like a totally different game. It sounds like a really cool concept but it's pretty ambitious since the game is constantly changing so much with every major update. Will definitely keep tabs on this though. -
Well off the top of my head, you might be having problems with the memory leak from the new heat model. Try downloading Temperature Gauge Killer and see if it stops crashing.
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Ok, if you really want a wet workshop do the following: *This isn't the optimal way but it works pretty well* 1. Download and install Lunaran Wet Workshop (Thanks for that hab136) 2. Open the wet workshop mod and remove the plugin folder 3. Open the configs in the wet workshop mod and remove the module named ModuleWetCrewTank 2. Download and install Smart Parts 5. Enjoy! When playing just add the fuel valve from Smart Parts and that will remove the fuel inside the part. I realize that this isn't really an optimal solution as the Kerbals can still go inside while still fueled but hey it's something at least.
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Olsson if you want a harder game or one that requires you to visit more places, you could try doing a new game and lower the science returns to 50-60% or just click on the hard mode. Of course you can change it in the persistent save file if you don't want to start over.
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Most of the heat that the ISS experiences is due to solar radiation not the electronics components. Sure those components do add some heat to the station but not really near the heat that sunlight causes. Are you requesting a mod that will cause parts to generate heat from internal components (probe cores heat up from computer chips) or simulating solar radiation (parts heat up from being in sunlight)
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Bomoo, Sumghai all ready has an idea of what the mod will be like and why he wants it that way, no need to keep bringing up the same points. Especially because he all ready mentioned having boat-tail bases that will allow larger payloads (within reason). Besides, never had any problems designing craft with the old KW fairings, the restrictions of size made it more challenging and fun. If that doesn't sound fun for you then you can use Procedural Fairings/KW Railgunner, the OP talked about how it'll be different than the KW mod. I've been checking this thread throughout the day since you wrote the op. It's exactly what I've been looking for since the first time I booted up 1.0. Can't wait to get a chance to try it out!
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It sounds more or less that you want a city building simulation mod to give you the feeling you're running an off-planet colony. I think that's kind of out of the scope of this game. But there are mods that can give you pretty much what you're talking about. MKS, H.O.M.E., SXT(Lack Lusters mods), TACLS, Karbonite, Extraplanetary Launch Pads and there is a mod for creating kerbals. If you used all those that would give you at least some feeling of running a proper space colony, you just have to use your imagination. With Lack's parts you can pretty much make structures that look like buildings and have them produced at your EPL.
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Help with flying planes with FAR
weeble replied to BrotatoSalad's topic in KSP1 Gameplay Questions and Tutorials
It definitely takes some time to learn how to use FAR with any type of success. My two biggest problems when starting was the amount of fuel and setting the control surfaces. Jet engines are so efficient that you don't really need as much fuel as you'd think you need, especially comparing them to rockets! Setting control surfaces is incredibly important too. If you have canards in the front set those to pitch. The wings should be roll. The tails that are horizontal should be pitch. And the vertical tail should be Yaw. If you Google the phrase: FAR plane design kerbal, you'll get like a hundred or so pages and tutorials. Ferram also has a few good pages in his Github Wiki on SSTO and stability. Youtube is another fantastic resource that is easy to find hundreds of tutorials on as well. -
I don't know if I saw the same trailer, I think movie is going to be epically bad!
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My highest stock contract was for something like 200k
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
weeble replied to HoneyFox's topic in KSP1 Mod Releases
You have to admit that is ridiculously overbuilt for the mission. This game is pretty un-optimized and only uses one core for all the calculations so a rocket with 40 parts for the lower stage alone will definitely slow down most computers! If the problem persists with smaller part counts then I would say this is a problem but I never had a problem so far. My minmus lander had like 40 parts total and half those would be shed off after the first stage. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
weeble replied to ethernet's topic in KSP1 Mod Releases
Ethernet, honestly your mod and all the parts within are perfect just the way they are. I use FAR/TAC/RF/RT/DR and these parts definitely take quite a bit of time designing a capable rocket just to get them to LKO. Some of the funnest challenges I've had to date. The rocket I used just to put the station into LKO w/ solar, batteries and empty TAC containers the rocket weighed like 600 or 700 tons! Then I had to dock a transport ship to fill the TAC and transfer kerbals to the science lab. Definitely a fun couple hours as well as some pretty incredible explosions during the first few trial runs! -
Using Tweakscale and/or procedural parts with procedural wings you could make some pretty neat designs.
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That is pretty neat idea. I'd love to see this one! Although the magnetic docking is pretty nice when you have .2 monopropellant and 20mins of life support left!
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KSC Buildings Less Resilient to Impacts
weeble replied to robogungt8's topic in KSP1 Mods Discussions
100% this. Found this out after I had a set of SRB's too close to the launchpad attached with stabilizers, so the SRB exhaust blew up the landing pad! Needless to say that there was a nuclear explosion sized event. Poor jeb's command pod then went flying into the VAB causing it to blow up too. It was truly a sad day at the office -
Ehh could all ways use additional engines. I like options since I started playing w/ RealFuels