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Everything posted by Gfurst
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Gfurst replied to TaranisElsu's topic in KSP1 Mod Releases
This is quite awesome, I'll be using it quite a lot on my balancing of resources and stuff. Does anyone know what that 'MaxDeltaTime' value at the resources consumption file? I've noticed its the same value if using Earth time on the sheet, does it matter in game even if using Kerbin time instead? edit: oh and only one thing: missing too, electric consumption, though unlikely to need due to generators, but useful just to get an idea edit2: oh even one more thing: to mod actually, it seems the carbon extractor generates more resource than its consuming, doesn't make much sense, is it really like that? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Gfurst replied to ferram4's topic in KSP1 Mod Releases
Hey there, I've noticed some exceptions thrown while randomly browsing my log. I think these happened on the editor while tweaking some surfaces, maybe the new strong factor? Hope this means something, cheers! [EXC 01:15:06.147] NullReferenceException UnityEngine.Component.GetComponent[FARPartModule] () ferram4.FARWingInteraction.ExposureHitDetectionAndWingDetection (UnityEngine.RaycastHit[] hits, System.Collections.Generic.List`1 vesselPartList, System.Double& exposure, Double exposureDecreasePerHit) ferram4.FARWingInteraction.ExposureInSpanDirection (ferram4.FARWingAerodynamicModel[]& nearbyWings, Vector3 rayDirection, System.Collections.Generic.List`1 vesselPartList, Single b_2, Single MAC, Single TaperRatio, Single MidChordSweep) ferram4.FARWingInteraction.UpdateWingInteraction (System.Collections.Generic.List`1 VesselPartList, Boolean isSmallSrf) ferram4.FARWingAerodynamicModel.UpdateWingInteractions () ferram4.FARWingAerodynamicModel.StartInitialization () ferram4.FARWingAerodynamicModel.Start () ferram4.FARControllableSurface.Start () [EXC 01:15:06.151] NullReferenceException UnityEngine.Component.GetComponent[FARPartModule] () ferram4.FARWingInteraction.ExposureHitDetectionAndWingDetection (UnityEngine.RaycastHit[] hits, System.Collections.Generic.List`1 vesselPartList, System.Double& exposure, Double exposureDecreasePerHit) ferram4.FARWingInteraction.ExposureInSpanDirection (ferram4.FARWingAerodynamicModel[]& nearbyWings, Vector3 rayDirection, System.Collections.Generic.List`1 vesselPartList, Single b_2, Single MAC, Single TaperRatio, Single MidChordSweep) ferram4.FARWingInteraction.UpdateWingInteraction (System.Collections.Generic.List`1 VesselPartList, Boolean isSmallSrf) ferram4.FARWingAerodynamicModel.UpdateWingInteractions () ferram4.FARWingAerodynamicModel.StartInitialization () ferram4.FARWingAerodynamicModel.Start () ferram4.FARControllableSurface.Start () [EXC 01:15:06.155] NullReferenceException UnityEngine.Component.GetComponent[FARPartModule] () ferram4.FARWingInteraction.ExposureHitDetectionAndWingDetection (UnityEngine.RaycastHit[] hits, System.Collections.Generic.List`1 vesselPartList, System.Double& exposure, Double exposureDecreasePerHit) ferram4.FARWingInteraction.ExposureInSpanDirection (ferram4.FARWingAerodynamicModel[]& nearbyWings, Vector3 rayDirection, System.Collections.Generic.List`1 vesselPartList, Single b_2, Single MAC, Single TaperRatio, Single MidChordSweep) ferram4.FARWingInteraction.UpdateWingInteraction (System.Collections.Generic.List`1 VesselPartList, Boolean isSmallSrf) ferram4.FARWingAerodynamicModel.UpdateWingInteractions () ferram4.FARWingAerodynamicModel.StartInitialization () ferram4.FARWingAerodynamicModel.Start () ferram4.FARControllableSurface.Start () [EXC 01:15:06.159] NullReferenceException UnityEngine.Component.GetComponent[FARPartModule] () ferram4.FARWingInteraction.ExposureHitDetectionAndWingDetection (UnityEngine.RaycastHit[] hits, System.Collections.Generic.List`1 vesselPartList, System.Double& exposure, Double exposureDecreasePerHit) ferram4.FARWingInteraction.ExposureInSpanDirection (ferram4.FARWingAerodynamicModel[]& nearbyWings, Vector3 rayDirection, System.Collections.Generic.List`1 vesselPartList, Single b_2, Single MAC, Single TaperRatio, Single MidChordSweep) ferram4.FARWingInteraction.UpdateWingInteraction (System.Collections.Generic.List`1 VesselPartList, Boolean isSmallSrf) ferram4.FARWingAerodynamicModel.UpdateWingInteractions () ferram4.FARWingAerodynamicModel.StartInitialization () ferram4.FARWingAerodynamicModel.Start () ferram4.FARControllableSurface.Start ()- 14,073 replies
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[old thread] Trajectories : atmospheric predictions
Gfurst replied to Youen's topic in KSP1 Mod Releases
Hey there, thanks for this addon, its immensely useful. A small suggestion though, move the toolbar icon to something like blizzy toolbar, that button that has to little functionality to be present all the time. Plus for better functionality, you could use the left click button to toggle visualization of the trajectories, and the right click to bring up menu. This way user can save a bit on performance whenever they feel they feel its not needed. Hope you find this useful, cheers! -
Throttle Controlled Avionics 1.4.1 [0.90] (5 January '15)
Gfurst replied to qfeys's topic in KSP1 Mod Releases
Hey there , just passing by to report something I've noticed This mod is flooding my log with exceptions, this probably caused a bit of lag with, and this wasn't even while activated. I was just doing some test flights with a simpler type rocket( testing new mods). Thought the functionality provided here is truly awesome, I'll be pushing to using this whenever I built a more weird deathtrap. Either way, hope this is useful to you (this is just a small example, the exception is pretty much continuous): [EXC 01:13:47.771] NullReferenceException: Object reference not set to an instance of an object ThrottleControlledAvionics.ThrottleControlledAvionics.FixedUpdate () [EXC 01:13:47.796] NullReferenceException: Object reference not set to an instance of an object ThrottleControlledAvionics.ThrottleControlledAvionics.FixedUpdate () [EXC 01:13:47.827] NullReferenceException: Object reference not set to an instance of an object ThrottleControlledAvionics.ThrottleControlledAvionics.FixedUpdate () [EXC 01:13:47.829] NullReferenceException: Object reference not set to an instance of an object ThrottleControlledAvionics.ThrottleControlledAvionics.FixedUpdate () [EXC 01:13:47.853] NullReferenceException: Object reference not set to an instance of an object ThrottleControlledAvionics.ThrottleControlledAvionics.FixedUpdate () [EXC 01:13:47.878] NullReferenceException: Object reference not set to an instance of an object ThrottleControlledAvionics.ThrottleControlledAvionics.FixedUpdate () [EXC 01:13:47.910] NullReferenceException: Object reference not set to an instance of an object ThrottleControlledAvionics.ThrottleControlledAvionics.FixedUpdate () -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Gfurst replied to Paul Kingtiger's topic in KSP1 Mod Releases
I didn't know you could take out wedges on EVA, that is what you two are referring to right? edit: uh sorry, just saw the first post and the part about KAS, maybe I just forgot to check while testing, even better then! -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Gfurst replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hey great work on the parts, and I must say they look amazing. One request though, maybe you could add a texture variant to look more like stock? Another note on balancing, Tac life support made a very thorough(vocabulary?) research on the resources it uses: https://docs.google.com/spreadsheet/ccc?key=0Aioc9ek3XAvwdGNsRlh3OVhlbTFBR3M4RW0zLUNTRFE&usp=sharing#gid=0 The balancing actually looks very real when you look at the data, the resource consumption is 25% of a human, taking on that those who wish a more harder setting may look into increasing those. Actually I will double the consumption for myself. The only thing that worries me though is if the resources provided here are well balanced too, capacity volume and all those things. But briefly looking in game they seem to be (+-?). The only thing missing though is a mixed container, and you could just use the part for the Interstellar Lifesupport, keeping the ratios for same duration, included in the research: 47,2% food 31.2% water 21,61% oxygen And maybe reducing the internal capacity due to the appropriate separators and etc. All in All, You already did a great job, I'm thankful anyway. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Gfurst replied to TaranisElsu's topic in KSP1 Mod Releases
I've checked out your research files and must I'm very impressed and it seems very complete. Something I didn't see was the basic unit for the resource in game, but I'm guessing since its complaint with CRP( community resource thingy), that is 1 unit = 1 liter. (?) I actually don't know, but if its different then that may be a serious balance issue with the Universal storage containers. As for balancing I'm thinking of doubling or quadrupling the consumption amount, just cus. Realistically, We would never go on such a long mission without means to recycle resources, with food being the main limiter, and oxygen and water having some loss in the process, not lasting forever. My main issue with balance though is wrapping around the idea that such small containers can how so much, well maybe not so small, two and a half meters diameter by half a meter height is a pretty big container when you think about it. Maybe slightly increasing the densities for food and oxygen? reducing the internal volume ratio? (after all there are bound have several structural parts, specially on mixed containers). I think in real life, the ISS only needs to be re-supplied six months, and that is quite a lot of time too, imagine hauling the market for six months supplies? Anyway, I'm mostly rambling now, feel quite better about the mod reading all that research you did, Only thing concerning now are the US parts, if they're in fact balanced. Will be heading there now, Cheers!!! -
Hey just wondering, does it still works on .25 Besides that, cheers, I wonder why squad made it this way...
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[old thread] Trajectories : atmospheric predictions
Gfurst replied to Youen's topic in KSP1 Mod Releases
Just adding my ten cents to the previous discussion. Linux is awesome, and KSP 64 runs perfectly fine on it, and actually runs better without active texture management (just found this out), and of course, I also have moderately powerful PC. The imperial system is kinda silly (come on, not trying to be offensive), and ery few countries use it, however, two of those countries are very powerful world potencies, and as such a lot of other countries also need to use to standard even though the official standard for the country is the metric system. Nautical miles however makes sense, they're based on the arc of the equator, "approximately one minute of arc measured along any meridian", so its easier to read on charts. For anything else the metrical system is quite better and easier to calculate with, meters, Newtons, grams.... Cheers! -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Gfurst replied to TaranisElsu's topic in KSP1 Mod Releases
Could you add support on taking Mono propellant on EVA just as the LS resources? Reason is, MP from EVA doesn't subtract when going out nor does it add when going back. Providing endless supply of MP for EVA as long as it can get in a vessel. Just to add a little more bit of realism and fix a stock bug. edit: oh yeah, one more thing I like to ask, if its possible to provide a "part variant" context menu just like in the B9 parts. This greatly reduces catalog clutter and makes easier to edit containers in the VAB without removing all the parts. -
[0.90]Asmi's ECLSS Mod - REVIVED! (Version 1.0.19)
Gfurst replied to Shasol's topic in KSP1 Mod Releases
Hey there, cheers, how wel balanced is this? I'm thinking of using this in addition to snacks to provide a simple yet challenging life support system. I don't want to use others simple because they seem complicated and not very well balanced. Ideally I would like some resource that 1 unit provides the life support for 1 kerbal for 1 day. Then altering the density to what that amount would actually mean. Understand? This is just to have meaningful values for unit resource amount, to make life easier when wondering how much that tank actually provides. Could someone help balancing that? -
Hey, I've been writing abot my progression on KSP, my program actually called KSP for lack of a better name, I've only got two post so far that were recalling missions already past, and another post organized with a bunch of mods used in this game. Most notably are Kerbal Construction Time, combined with Remote Tech, TAC Life Support, Scan SAT, Deadly Reentry and of course, FAR. All of these combined for a more immerssive and realistic challenge. Lately I've been very busy with overall updating related to the version, grabbing new mods, makings some adjustments etc. Hope you check it out and like. Oh by the way, this is also my first post on this forum, so its more like introductory thread. However I've been around here reading all this stuff for quite a while that I already feel very familiar.Cheers http://gfurst.wordpress.com/category/gaming/ksp-gaming/