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Posts posted by LeLeon
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40 minutes ago, Vorg said:
Yes, an all in one. The Box parts cost more then the stock parts and use a full slot for each when the stock parts should just about fit in 1 slot. It was better and CHEAPER to just stick the stock parts on the outside.
A module should have sections in it, one for each part. Could maybe even make them a sub part for the science/sensor module.
Understand logic. i use stock science parts too and fill frame with core + reaction wheels + 2 x battery almost everytime. 2 foldable solar panels, 2 sides for science and top for scanner and antenna.
Followed by payload frame with LFO engine.
To compensate the disadvantage of 3 science slots in a case, there have to be an advantage in price/ overall weight. weight is not useful, so it have to be a price drop. but thermo and baro are already cheap.. So a combined science part would be useful. I'm not a 3D artist nor a coder. so i'm out here.
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38 minutes ago, Deimos Rast said:
a ha! Probably. My understanding of how the new ModuleRCSFX works is that the FX magnitude is tied to thruster power/strength. As an experiment, try cranking up the thruster value in the config. The alternative is the it uses something different than the "RCSThruster" transform (iirc) that all the other ones use, and I didn't change it, and so it's not working right.
directed at LeLeon
yeah, it was the RCS low thrust setting on grappler and drone, then no visible effect appears.
For the drone from start 0.5% - 1% would be best setting. at 5% it's a speedracer and hard to control
The Relay on Command Module works well. Tested on Sandbox, normal difficulty.
I put Orbital Tug with Jebediah to 5 mio km distance orbit from Kerbin. Then i had to switch antenna to get signal. Released the drone and this little boy connected to Jebs craft.
Setting for Drone Helper
antennaPower = 50
optimumRange = 50After 5.4 km distance to relay vessel drone lost contact (standard difficulty antenna range 1.0). Now it's lost in space.
I have a drone on 2.1 million km distance to kerbin. Ground station connect directly with 35% signal to drone.
For my taste 5.4 km is enough room for some bad flight maneuvers in outer space. I play career with difficulty antenna range 0.20, for me 1 km range is enough, too.
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On 28.10.2016 at 8:01 AM, Fwiffo said:
blink(pulsate($MediumScience, 600, 0), 400, $Off, 800, 0.0833) // p = (1/4) * on / (on + off)
blink(pulsate($MediumScience, 600, 0), 400, $Off, 800, 0.22) // p = (2/3) * on / (on + off)I settled on the second one, which emphasizes the ramp-up time and further distinguishes it from the highValueColor animation above.
i really like the blue lights for science and the slow interval.
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i tested the patches:
RCS plume is invicible for "Helper Drone" and "Orbital Tug Grappler"
Carrier adapter, push adapter grappler jr, drone core show rcs effects
@ helper drone: the 5000 antenna range is a lot, so i will test the drones with a much lower antenna power, so it will be forced to use the relay of his carrier.
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11 minutes ago, Deimos Rast said:
I'm working on this now. Currently finished all of the BoxSatAlpha parts, except the Communications Dishes. Do you (or anyone) have any opinions about those? Otherwise I'm going to load it up into the game, look at the part models vis-a-vis stock comm dishes, squint at them and say "yeah that looks like that" and call it done. (And naturally rebalance it when someone more informed comes along to set me straight.) I should admit I'm not the cleverest of kerbs when it comes to the technical sorts of things - I just have a lot of free time on my hands.
Regarding your changes: I have most of those. I like the RX weight change, might increase it some more even! I'm currently thinking Payload category for Payload frames, and similar things.
Another thing: this mod currently comes with two probe cores, but one is disabled by default (with an optional patch to enable it). I'm reenabling it, but giving it more functionality (before it just got a 1>3 SAS increase). Now it's akin to the OKTO1 > OKTO2 changes with KerbNet, plus bigger batteries, more energy efficient Reaction Wheels, better Hibernation and more energy efficient Command module, plus the SAS increase. Costs more though (1400 vs 900 iirc, probably still cheap). Thoughts?
@Deimos Rast I decided payload frame not to do into payload for the very limited use , so also the decoupler hatch in structural, not in payload. They are on par with normal frame and hatch in structural.
now, i'm ready with my config settings. hopefullly i havn't messed something up. I decided to give the boxsat a relay too, it fits so well there.
@ probe core. i tried it with upgraded core, but doesn't fit well there. then i kicked this config and put sas=3 into game. but more batt, kerbnet would make a difference and give it a right to exist. for the light weight and the upgrades over okto a price of 1800-2000 is okay, too.
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2 hours ago, Deimos Rast said:
As always, I'm open to suggestions. Right now, I'm thinking more of a "just an essentials" upgrade than a balance.pass, but I will of course have stock parts open to compare things to. IIRC there is also a KIS patch that might need a rewrite too.
First: i used www.dropbox.com/s/m3lsojo6lqf4rlo/BoxSat_MM_Tweaks.cfg?dl=0 from user @DigitalProeliator as base for his light source, nodes and antenna functionality.
I changed for my game following settings on parts:
Spoiler62cm_BoxSat_PayloadFrame.cfg
cost = 320 //400 (just a alu case)
category = Structural
mass = 0.022 //0,05 (a tiny open box without bottom)62cm_BoxSat_Xe_Tank_Module.cfg
cost = 2600 // 600 (Xenon gas itself costs 2000)62cm_BoxSat_Battery_Module.cfg
category = Electrical62cm_BoxSat_Fixed_SolarPanel.cfg
category = Electrical62cm_BoxSat_Folding1x3_SolarPanel.cfg
category = Electrical62cm_BoxSat_Frame.cfg
mass = 0.025 //0.05
category = Structural
cost = 350 // 40062cm_BoxSat_ReactionWheel_Module.cfg
mass = 0.008 // 0.005 (pretty sure, metal wheels inside RW module weight more than a case with barometer)RCS_Tri_Small.cfg
cost = 100 // low power and 3 way62cm_BoxSat_ScienceAccelerometer_Module.cfg
TechRequired = spaceExploration // electronics (higher than stock counterparts, not too high)
cost = 1300 // 6500 (utopic before, stock part costs 900)
mass = 0.006 // 0.01 (stock part 0,005)62cm_BoxSat_ScienceBarometer_Module.cfg
TechRequired = spaceExploration // advExploration (higher than stock counterparts, not too high)
cost = 600 // 3800 (utopic before, stock part costs 300)
mass = 0.006 // 0.005 (stock part 0.005)62cm_BoxSat_ScienceGravioli_Module.cfg
mass = 0.006 // 0.005 (stock part 0.005)62cm_BoxSat_ScienceThermomometer_Module.cfg
cost = 500 // 1400 (stock part costs 200)
mass = 0.006 // 0.005 (stock part 0.005)Antenna_HingedDish1.cfg
category = Communication
cost = 2600 // 650 (too cheap for chosen antenna range and relay function)
mass = 0.025 // 0.03 (just a small dish)
antennaType = RELAY
antennaPower = 10000000000 // (10 G)Antenna_Tape1.cfg
cost = 1600 // 500
category = Communication
antennaType = DIRECT
antennaPower = 1500000000 // (1.5 G 4 antenna sticks version)Antenna_Tape2.cfg
antennaType = DIRECT
antennaPower = 500000 // (500k single version)
category = Communication -
From AGX dev:
What the LockOutKSPManager line does is control if stock KSP ignores the activation of custom action groups 1 through 10.
When LockOutKSPManager = 1, when you go to flight mode AGX locks the custom action groups through the InputLockManager class so that when you press the 1 key, KSP ignores it and does not try to activate group 1. AGX also sees the 1 key get pressed and then activates group 1 so the player sees the expected behavior.
When LockOutKSPManager = 0, AGX does not lock the custom action groups. So when the 1 key is pressed, stock KSP does try to activate group 1, then AGX also activates group 1 so if there are any toggle type actions in the group the player sees unexpected behavior.
Almost all players should leave this set to 1, a few players using control pads/joysticks will need to set it to 0 and then mess with KSP's stock keybindings to prevent the double activation.
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I made a Toolbar/ Applauncher icon to fit in style with other mods. I wanna share it here. It was made of a non-profit-licence base.
The black background is transparent in original png.
Unzip archive in your GameData folder and overwrite/rename old files.
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I made a applauncher icon to fit with the toolbar style many mods use. I wanna share it with you. Unzip the archive to GameData folder.
Black background is transparency in original.
https://1drv.ms/u/s!ApRhxICouh6ag-RRr2KYZu0c6ArH7w
It was made of a non-profit-licence base.
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2 hours ago, Deimos Rast said:
since people seem interested (and I've always liked this mod), I can give this mod a thorough going over tomorrow and bring it fully up to date.
Actually, i tweaked it in different aspects. So the weights, costs, antenna ranges. now it fits to a lightweight, compact, but a bit more expensive satellite box. Your overhaul will be welcome @Deimos Rast .
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I used them often and began to do it in my 1.2 career. Downside is, you have to buy minimum of two. But now i can switch my monotanks to fuel tanks with your power switch.
Kerbal Atomics overrides only fuel to LqdHydrogen. I killed this patch for me, the Grappler cannot be switched to LqdHydrogen, what sucks then.
Some of my additional tweaks over @Deimos Rast great work.
https://1drv.ms/u/s!ApRhxICouh6ag-RObX1ZZYL9IjQKog
SpoilerCommand Module:
- pod antenna to RELAY antenna. so i don't need a real relay antenna additionally. I also gave a better
- antenna range of 600.000 (optimum 100.000) because its extendable. The helper drones will be useless with a stock built in pod antenna power on it, now it can talk to the pod.
Drone Module:
- RELAY too, 400.000 (optimum 100.000) antenna range The helper will be useless with a stock built in pod antenna power on it, now it can talk to the pod.
- costs lowered to 2.800 (see no reason for 5.250 costs)
Drone Carrier:
- weight to 0.35
monoprop to 100. the model is not that massive as pushadapter
Push Adapter:
- weight 0.5 activated
Helper Drone:
- weight 0.08 . it's a tiny little thing.
Hope that works.
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Fine, fine. Will be hard, without the cheaty generator. Good, that i don't have massive usage in my 1.2 career. The higher price tag will be a hard hit, but makes sense.
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9 minutes ago, LeLeon said:
Thanks to @Warezcrawler for his small mod list. Was easier to find with this short comparison list.
I started with deactivating Bon Voyage and AGExt and got directly the hit. Without AGExt CFC works fine. Now the big WHY... I opened a issue report on AGExt Github.
Edit:
I changed in file "AGExt.settings"
from:
LockOutKSPManager = 1
to
LockOutKSPManager = 0
CFC works with that setting. I will ask, if that setting makes AGExt instable in my issue report.
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3 minutes ago, Deimos Rast said:
Interesting conclusion. I too use AGExt and have since forever, and it used to work.
Thanks to @Warezcrawler for his small mod list. Was easier to find with this short comparison list.
I started with deactivating Bon Voyage and AGExt and got directly the hit. Without AGExt CFC works fine. Now the big WHY... I opened a issue report on AGExt Github.
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Actually i compared the 3 DLL lists:
All of us share following DLLs (different versions marked with "//") in GameData:
Spoileraaa_Toolbar v1.0.0.0 / v1.7.13.0 // v1.7.11.0 // v1.7.13.0
AGExt v1.0.0.0
BonVoyage v0.11.0.0 // v0.9.9.10
CameraFocusChanger v1.0.0.0
ContractConfigurator v1.0.0.0 / v1.20.3 // v1.19.0 // v1.20.3
DMagic v1.3.0.4 / vv1.3.4 // v1.3.0.2 / vv1.3.2
DMModuleScienceAnimateGeneric v0.15.0.0 // v0.14.0.0
EditorExtensionsRedux v3.2.13.35486 // v3.2.13.15753
Firespitter v7.3.6128.14258 // v7.1.6016.23694
FlexoTubes v1.0.4.0 / v4.0 // v1.0.2.0 / v2.0
InterstellarFuelSwitch v2.2.6.0 / v2.2.6 // v2.1.4.0 / v2.1.4
KerbalEngineer v1.1.2.2 // v1.1.0.2
KerbalEngineer.Unity v1.0.0.0
KerbalJointReinforcement v3.3.1.0 // v3.1.7.0
kOSVoidAction v1.0.0.0
MiniAVC v1.0.3.2
ModuleManager.2.7.1 v2.7.1.0 // .2.6.25 v2.6.25.0 // .2.7.2 v2.7.2.0
Scale_Redist v1.0.0.0
SCANsat v1.6.0.10 / vv16.10 // v1.6.0.6 / vv16.6
USITools v1.0.0.0
Edit:
After testing it's AGXExt.dll , so Action Groups Extended.
I'm 100% sure i used CFC and AGExt together back in 1.1.2.
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@Deimos Rast @Warezcrawler perhaps you can provide your mod list here, so we can track the bad boy this way. KSP-AVC copy to clipboard, easiest way.
My mods:
SpoilerMod DLLs found:
Stock assembly: Assembly-CSharp v1.0.0.0
ModuleManager.2.7.2 v2.7.2.0
000_AT_Utils v1.2.1.0
001_AnisotropicPartResizer v1.2.6143.36677
002_MultiAnimators v1.1.6143.36677
AnimatedConverters v1.0.6143.36680
ConfigurableContainers v2.3.0.0
MiniAVC v1.0.3.2
aaa_Toolbar v1.0.0.0 / v1.7.13.0
USITools v1.0.0.0
AllYAll v1.0.0.0
AtmosphereAutopilot v1.5.8.0
AtmosphereAutopilot.UI v1.0.0.0
B9AnimationModules v1.0.4.0 / v1.0.4
B9PartSwitch v1.5.1.0
B9_Aerospace_WingStuff v1.0.0.0
MiniAVC v1.0.3.2
BDAnimationModules v0.6.4.2
BasicOrbit v1.0.2.0 / vv2.0
BasicOrbit.Unity v1.0.2.0
BetterCrewAssignment v0.0.0.0
BDB v1.0.0.0
BonVoyage v0.11.0.0
CameraFocusChanger v1.0.0.0
MiniAVC v1.0.3.2
ChampagneBottle v1.0.0.0
Chatterer v0.9.91.1586
MiniAVC v1.0.3.2
CCK v1.0.0.0
MiniAVC v1.0.3.0
ContractConfigurator v1.0.0.0 / v1.20.3
SimpleBoiloff v0.2.1.0
DefaultActionGroups v1.0.0.0
DeployableEngines v2.0.0.0
AGExt v1.0.0.0
kOSVoidAction v1.0.0.0
DMagic v1.3.0.4 / vv1.3.4
DMModuleScienceAnimateGeneric v0.15.0.0
ContractParser v1.0.5.0 / vv5.0
ProgressParser v1.0.6.0 / vv6.0
CapCom v1.0.2.5 / vv2.5
EditorExtensionsRedux v3.2.13.35486
MiniAVC v1.0.3.2
Atmosphere v1.5.6131.22338 / v1.0.0.0
CelestialShadows v1.5.6131.22338 / v1.0.0.0
CityLights v1.5.6131.22338 / v1.0.0.0
EVEManager v1.5.6131.22338 / v1.0.0.0
PartFX v1.5.6131.22338 / v1.0.0.0
PQSManager v1.5.6131.22338 / v1.0.0.0
ShaderLoader v1.5.6131.22337 / v1.0.0.0
Terrain v1.5.6131.22338 / v1.0.0.0
TextureConfig v1.5.6131.22338 / v1.0.0.0
Utils v1.5.6131.22337 / v1.0.0.0
_BuildManager v1.5.6131.22338 / v1.0.0.0
EVAStruts v1.0.3.0 / v3.0
Firespitter v7.3.6128.14258
FlexoTubes v1.0.4.0 / v4.0
FP_DockingSndFX v2.1.12.27690
FShangarExtender v3.4.9.0
HaystackContinued v0.5.2.1
MiniAVC v1.0.3.2
MiniAVC v1.0.3.0
HideEmptyTechTreeNodes v0.5.1.0
IndicatorLights v1.0.0.0
InterstellarFuelSwitch v2.2.6.0 / v2.2.6
MiniAVC v1.0.3.2
Scale_Redist v1.0.0.0
MiniAVC v1.0.3.2
JanitorsCloset v1.0.0.0
MiniAVC v1.0.3.2
JSIAdvTransparentPods v0.1.10.0
RasterPropMonitor v0.28.0.29319
KAS v0.6.0.0 / v0.6.0 for KSP 1.2
MiniAVC v1.0.3.1
KEI v1.2.0.0
MiniAVC v1.0.3.0
KerbalEngineer v1.1.2.2
KerbalEngineer.Unity v1.0.0.0
MiniAVC v1.0.3.2
KerbalJointReinforcement v3.3.1.0
DeployableCtrlSrf v1.0.0.0
BetterKerbNet v1.0.2.0
KerboKatz.UI v1.0.0.0
KerboKatzUtilities v1.4.0.0 / v1.4.6.0
AutomatedScienceSampler v1.3.0.0
ASS.Plugin.DMagicOrbitalScience v1.2.1.0
ASS.Plugin.DMModuleScienceAnimateGeneric v1.2.1.0
ASS.Plugin.StationScience v1.2.1.0
KIS v1.3.0.0 / v1.3.0 for KSP 1.2
KSPDev_Utils v0.14.0.0 / v0.14.0 for KSP v1.2
MiniAVC v1.0.3.0
KSP-AVC v1.1.6.2
MiniAVC v1.0.3.2
LaunchNumbering v0.3.0.0
Low_Expectations_Incorporated v1.0.6122.42916
AnimatedIntakes v1.0.0.0
TweakableAnimator v1.0.0.0
MiniAVC v1.0.3.0
MechJeb2 v2.5.1.0 / vDev #643 Sarbian / v2.5.9.0
ModularFlightIntegrator v1.0.0.0 / v1.2.2.0
MiniAVC v1.0.3.0
NearFutureElectrical v1.0.0.0
MiniAVC v1.0.3.0
NearFuturePropulsion v0.7.5.12674 / v0.7.5.*
MiniAVC v1.0.3.0
NearFutureSolar v0.4.0.0
MiniAVC v1.0.3.0
MiniAVC v1.0.3.0
FinalFrontier v1.0.0.0
KspHelper v1.0.0.0
ScienceSituationInfo v1.0.0.0
PlanetarySurfaceStructures v1.3.2.21
MiniAVC v1.0.3.0
PlanetShine v1.0.6121.34655
PortraitStats v1.0.12.0
MiniAVC v1.0.3.2
RealChute v1.4.6131.28216 / v1.4.2.0
ReentryParticleEffect v1.2.0.0
MiniAVC v1.0.3.2
AmpYear v1.4.2.0
MiniAVC v1.0.3.2
DeepFreeze v0.23.0.0
MiniAVC v1.0.3.2
RoverScience v1.0.6132.22257
SCANsat v1.6.0.10 / vv16.10
scatterer v1.0.6134.38560
ScienceRelay v1.0.2.0 / vv2.0
SmokeScreen v2.6.19.0
Stock assembly: KSPSteamCtrlr v0.0.1.35
Stock assembly: Steamworks.NET v9.0.0.0 / v9.0.0
StageRecovery v1.6.6.0
MiniAVC v1.0.3.0
MiniAVC v1.0.3.0
SurfaceLights v1.3.0.0 / v1.3.0 for KSP v1.2
MiniAVC v1.0.3.0
TacFuelBalancer v2.10.6140.20778
MiniAVC v1.0.3.2
TarsierSpaceTech v6.5.0.0
KerbalAlarmClock v3.8.1.0
KSPAlternateResourcePanel v2.9.0.0
Scale v2.3.1.0
Scale_Redist v1.0.0.0
MiniAVC v1.0.3.2
UbioWeldingLtd v2.3.4.0
DynamicTanks v1.0.0.0
Konstruction v0.0.0.0
USILifeSupport v1.0.0.0
KolonyTools v1.0.0.0
MiniAVC v1.0.3.2
AdvancedAnimator v1.0.5205.2310 / v1.1.0.0
MiniAVC v1.0.3.0
MiniAVC v1.0.3.2
WasdEditorCamera v1.0.6136.42395
WaypointManager v1.0.0.0 / v2.6.0
MiniAVC v1.0.3.0
[x] Science! v5.2.6140.20749Folders and files in GameData:
000_AT_Utils
000_Toolbar
000_USITools
AllYAll
ASET
AtmosphereAutopilot
B9AnimationModules
B9PartSwitch
B9_Aerospace
B9_Aerospace_HX
B9_Aerospace_Legacy
B9_Aerospace_ProceduralWings
BahaSP
BasicOrbit
BetterCrewAssignment
Bluedog_DB
BonVoyage
BoxSatAlpha
BoxSatPrototypes
CameraFocusChanger
Champagne
Chatterer
CommunityCategoryKit
CommunityResourcePack
CommunityTechTree
ConfigurableContainers
ContractConfigurator
ContractPacks
CryoEngines
CryoTanks
DefaultActionGroups
DeployableEngines
Diazo
DMagicOrbitalScience
DMagicScienceAnimate
DMagicUtilities
EditorExtensionsRedux
EnvironmentalVisualEnhancements
EVAStruts
Firespitter
FlexoDocking
FP_DPSoundFX
FShangarExtender
FuelTanks_Jettison
HaystackContinued
HeatControl
HideEmptyTechTreeNodes
IndicatorLights
InterstellarFuelSwitch
JanitorsCloset
JSI
KAS
KEI
KerbalAtomics
KerbalEngineer
KerbalJointReinforcement
KerbalReusabilityExpansion
KerbNetController
KerboKatz
KermangeddonIndustries
KIS
KSC
KSP-AVC
KWRocketry
LaunchNumbering
LBSI
Low_Expectations
MarkIVSystem
MechJeb2
Mk2Essentials
Mk2Expansion
Mk3Expansion
ModsByTal
ModularFlightIntegrator
NAU
NearFutureConstruction
NearFutureElectrical
NearFutureProps
NearFuturePropulsion
NearFutureSolar
NearFutureSpacecraft
Nereid
OLDD
Olympic1ARPIcons
OrbitalTug
PlanetaryBaseInc
PlanetShine
PortraitStats
QuizTechAeroContinued
RealChute
RealPlume
RealPlume-Stock
ReentryParticleEffect
REPOSoftTech
RoverScience
SampleReturnCapsule
SCANsat
scatterer
Science-Full-reward
ScienceRelay
SmokeScreen
Stock folder: SquadStageRecovery
StationPartsExpansion
StockVisualEnhancements
SurfaceLights
TacFuelBalancer
TarsierSpaceTech
TriggerTech
TweakScale
UbioWeldingLtd
UmbraSpaceIndustries
UniversalStorage
UnmannedBeforeManned
WasdEditorCamera
WaypointManager
[x] Science!
FinalFrontier.dat
ModuleManager.2.7.1.dll___
ModuleManager.2.7.2.dll
ModuleManager.ConfigCache
ModuleManager.ConfigSHA
ModuleManager.Physics
ModuleManager.TechTree
ModuleManager_README.md
TankConfigs.cfg___
toolbar-settings.dat
USI_LS_Fixes.cfg -
1 hour ago, Deimos Rast said:
I have the same issue. Are you using Contract Configurator? When in doubt, blame that mod
I kid. But seriously, I have the same issue as you. I checked the settings file and it's set to "O". I suppose I could check to make sure the dll loaded correctly.
Same here. It's "O", but i changed it to other keys without effect. I'm full with mods, also with Contract configurator who brought issues with other old mm code mods. Actually, i made no test without CC, perhaps tomorrow. Hopefully it is CC. I have 98 mods in total and i don't want to test all combinations. For docking i help myself with Haystack mod, where i can choose a docking port as target from list. But i miss CFC...
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14 hours ago, linuxgurugamer said:
I always liked this mod, and if it's not being maintained, I may start doing that.
Liked these pods too. So if you have the time and mood, beside your other mods and plugins... i would be happy to see them alive again.
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Landing Legs please to "Ground" imo. While other aero parts work with vessel, just your legs can work with that vessel size, backside and MASS.
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7 minutes ago, Thrimm said:
All of this will probably come at some point in the future, as well as stock config files. Right now comparing those engines to their stock counterparts makes no sense at all - their stats are the real (or expected) Raptor stats as announced by SpaceX, and I designed it with all of that in mind.
On the other hand, adding modular cargo bays, fuel tanks etc is a cool idea, but it would require me to completely redesign everything. It's a concept I've been thinking about as well, but the sheer thought of going through heatshield texturing process fills me with dread. If I manage to avoid that, by all means modular design for everything will come. But this would be a big update for this mod, so no promises about 'when'.
Perhaps a double door with small cargohold on the white top would be easier with texturing. so no heatshield touch? buran was open on top, too.
i see no need to make a section for cockpit, fuel, passenger, cargo modular. Your 12m design is very special, there are no normal engines who can handle that size and weight, so why a modular vehicle, that can be bigger. 1 version with passengers, 1 version with fuel and perhaps a cargo version with a 7,5 - 10 diameter top opened cargo hold. reduces the work.
only tweakscaled or cheat engine can do the same TWR to launch as your 42 engines handle it (but expensive and HEAVY AS HELL, tried a stock "Vector", 9,1m diameter, 143k Thrust, TWA at launch 1,41, weight of 572 tons and pricetag of 2,57 millions). the single engine does not lag like the 42 combined. yeah!
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25 minutes ago, Turtles4Life said:
On Kerbin re-enter it does not slow down I hit the ground at 1800m/s, is this a problem with anyone else?
star cruisers hate gravity, i have no idea what parachute size that can do it.
i will try it with 2 x ballute 3,75m ("can" handle 120ton each)
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2 hours ago, Thrimm said:
I didn't want to use an engine ring mainly because I wanted this mod to be as modular as possible. With standalone engines, you can actually make your own rocket variants with procedural tanks and whatnot, if that fitted only this particular design then applications would be obviously limited. And 42 is a nice number after all, the answer to the meaning of life, the universe and everything
The booster is 12m in diameter.
modular as always fine, a ring would be a handy option (stage sorting in VAB, on the fly), then i can kick the single engine cfg out of the gamedata. i understand the needed engine power on booster stage, when u try to climb orbit with the both megaships. tested it:)
for all other ships they are just cheaty. stock vector can go with 1000 liquid on 14 to + engine ~2800 delta. raptorSL in same situation ~5400 (with a +3 times higher twr. in career mode i can handle it with the pricetag of around 80-100k. but that has no effect on sandbox and science, here it brakes the balance to other mods.
i know the mod is just released, but without critics, no evolution. a small cargobay with door would help to store some small thing, so the beautiful ship has no tumors on the hull. some space for kis-kas container and some science or energy things like small reactor or stock fuel cell (its enough fuel in the ship for that).
i see a hitchhiker fan
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1 hour ago, pheenix99 said:
I was about to say that once the main components are in place & working as intended, minor details like thrust & price can always be tweaker. I'm definitely looking forward to watching this mod evolve.
clicked me through the 42 engines stage and started a passenger vessel with booster. with a full stage list it's tricky to move stages. combine the booster stage with own on top multi stages and parachutes feels a bit meeh. i have no idea, if its hard to make a engine plate with fixed engines, so only a small stage list appear, but i would love it. best for both, booster and shuttle.
going into space: crazy, you easily reach stable orbit with booster (around 4500 delta-v on boosterstage), this stage can be throttlecontrolled, so not a real booster.
In orbit after throwing away that booster u have a full ship with 9800 delta-v on the spacex big vacuum engines and a TWR 1.5 in low orbit. For stock universe the fuel consumption should be higher and/ or the thrust should be less. it's way too much delta-v.
bringing this vehicle to orbit was a huge framedrop for my i5 2500 with r9 280. don't know if part count or flames of 40 engines costs me so much fps. Its a freaking nice looking bullet.
perhaps more power drain for that flagship too.
torque 150 -> 200-250 would be fine too.
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23 minutes ago, Thrimm said:
It's not really intended for career playthrough, nor for the stock game to be honest. The prices aren't optimized at all, and the engines are vastly overpowered for Kerbol system. The main goal of this mod was to bring the SpaceX ITS system to life with RSS in mind, following the specifications they used in the presentation given in September. If you feel like getting involved and adjusting the prices, I would be very happy to include them and credit you for that.
I'm on engines now. thats so crazy to calculate.
for me passenger shuttle is no option (never need 100 seats (bad to handle in VHB with right click seat spam)).
I love the tanker. it is highly recommended (same for cargo), but i don't wanna cheat in the career (then i better play sandbox), just because i like your shuttle and want to see it fly.
in comparison your engines kill the right to exist for all other fuel based engines. if your engines are compatible just with your pack, it would be easier, they could stayat that price/weight.
But here, compared to stock same sized "Vector" the RapierSL should cost around 60.000-80.000 cr. then i need 42 of them for the booster. what brings me to the calculated 1,1 millions for booster additional 2,5 - 3,4 millions for the engines. with that in mind i have to do many many missions for my super tanker. Thats okay for me for a absolutely special thing. If i let the price where it is, all my other craft will wear your engines, for just a tip. That's not sense of career mode and use of different mods.
I try to calculate all the parts for your mod, i compare it to stock and have a look to other mods of same size/power/service to find a balance in a well modded game. in career many parts are too cheap compared to other mods, you went the other way.
PS: i don't need credits.
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
in KSP1 Mod Releases
Posted · Edited by LeLeon
The BoxSat_MM_Tweaks.cfg from @DigitalProeliator works with rcs nodes patch.
But delete the antenna lines in BoxSat_MM_Tweaks.cfg.@Drew Kerman here is the config for side nodes without light/ antenna cfg. lights work as they should stock with patch files from @Deimos Rast.
https://1drv.ms/u/s!ApRhxICouh6ag-RUZ-dNRJ9hXIBOZQ