Ricardo79
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Everything posted by Ricardo79
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I am using MJ and sometimes it writes a valid TWR. DeltaV was shown always tricky for me. (but I guess that is my design problem cuz I using retro-engines usually :D) Indeed I am interested in thrust and mass as you said. Mostly tweakscaling engines down to be sidekicks for the main boosters on SSTOs and I am just guessing the mass mostly by watching COM and COE changes. I will give a try to K.engineer but it would be really cool if the rescaled parts had those infos (even if they are shown only on the rescale panel.) Btw thank you for the answer.
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Ricardo79 replied to Halban's topic in KSP Fan Works
Although It is "lifelike" you should use ambient adjustment for the dark side pictures. or post process it to be a little bit brighter. Other than I liked your video. Thank you for sharing. -
totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Ricardo79 replied to Halban's topic in KSP Fan Works
Hello KSP fans I'd like to contribute to this collection here. (BTW Thank you for the tips and tricks I learned from you all about plugins and usage) In this video I tried to utilize as much of it as a could. I think it inserted the first video from the playlist which isn't so much of a cinematic.... https://www.youtube.com/watch?v=-4Gj2vuuxVM&list=PL6VcJKqdOqJENyrndWlH0peGKdNtmpfA6&index=11 This one is for EP 8. -
[1.1] Improved Chase Camera v1.6 (Apr 23)
Ricardo79 replied to BahamutoD's topic in KSP1 Mod Releases
Still awesome. And serriously needs to be (updated) and be on CKAN. plz plz plz -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Ricardo79 replied to bac9's topic in KSP1 Mod Releases
Oh. I wasn't good enough to describe it but my problems were almost the same. I thought it was my addition which made the problem. But now I can remember when I redownloaded the B9-HX I used the coupola cabin for root part. I used the 1 square wide long universal piece beforehand as a root (which was altered by me).- 4,460 replies
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Hi. I am currious if it is exists or can you make it to be a thing: After resize-ing an engine I have no "clue" about it's stats (with MJ installed) so Mass, Thrust, consumption maybe ISP? Sure I can see diferent parameters and experiment with them in flight and such.... but It would be cool too see it on the part right click menu inside the VAB/SPH or something like that. Is there a mod for those informations? Or can it be integrated into this? Or am I doing something wrong?
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Ricardo79 replied to bac9's topic in KSP1 Mod Releases
Hi Blowfish. Thank you for the fast reply. The given resources are from extraplanetary launchpad. (I am almost certain you know that ) "It should work, but you have to add it to the parts as well " - Did that and failed. Every time I switched back to those crafts in space only the root module was in place. Since then I just redownloaded your work and it is working fine now. Without that functionality of course. "I will be releasing a CryoTanks patch with the next version probably " I will definitely look into that when Ckan wanna update the mod. Thank you. For the nuclear engine yesterday I wasn't aware of that huge ass HX engine has a built in plasma mode which has simillar 800-ish ISP. So that "request" is obsolete anyways I did some Sci-FION parts in many different stock sizes some years ago. They were "OP" compared to the stock ones and worked fine with my magnetic generators (simillar to the B9 OP gen). At that time the game had only like 2 tanks for xenon and I really didn't want to remodel every kind of tanks nor copydouble them to have xenon as a resource. Anyway I seized the mod development for the reason no other modmakers included xenon tanks, so maybe the option present is not hurt but encourages others to do better (futuristic/sci-fi-ish) Ion engines. It is just a simple option to have if you adding new resources to this great mod anyways. You know better this mod than me so if you do it that will work for sure But this is just an "idea" I have. Thank god you are here to maintain this awesome mod. Keep up the good work.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Ricardo79 replied to bac9's topic in KSP1 Mod Releases
Still Awesome this mod is. I am using mostly the HX parts. Only one "problem" with this (and almost all the mods) there are no XenonGas tanks at all or heavily neglected. I think they should be in the structure type chooser list on EACH part (which has the option to change). As well as Ore, MetalOre, Metal, RocketParts, Only LiquidFuel, and Monoprop as well as battery too. Can you plz make it in the later updates? I tried to add them resources into the B9_Aerospace_HX-Tank_Types.cfg and failed. MY creations are disappearing as soon as I get back to the space center. Also a HX class/size Nuclear engine would be a great addition (Maybe HX ION engine too?)- 4,460 replies
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Good luck with your channel. I made one some months ago and had put up videos there. Have the same concerns as all of you (including OP). With Scot Manley, and all the other youtubers, and with that many content... What the heck should I do? I decided a modded career and some building videos too. Here is the link: GaryIce Gaming YouTube Channel KSP Playlist I think from others I would like to see a bunch of kabooms That is always fun.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Ricardo79 replied to RoverDude's topic in KSP1 Mod Releases
Agreed. I didn't tried another solar systems mods jet. But for an inKerbol travels it is a bit fast. So I usually thrust it only a bit (2-3 quick press of the shift button not more. It is maybe 1/10 of the full speed). In this way those green monkeys can be landed in any moon of Jool within max 10 minute from liftoff that should be enought fast. Therefore if another solar system would present just go there with full speed won't cost too much time even if they are far-far away. -
OMICRON - Flying Space Car Development Thread
Ricardo79 replied to Climberfx's topic in KSP1 Mod Development
Nice work. I subscribed. So just finish this baby and release it here sooon please. Those shapes near the thrusters at the bottom are wheels? If so this is Even Better. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Ricardo79 replied to RoverDude's topic in KSP1 Mod Releases
Guideline for that: Jump there to as close to the given planet as possible. No matter how many dV needed if you have a bit of patiente. position your ship nearside and the other side of the planet with extra low warp "trust". So just a bit ahead and a bit side according to your speed vector and the planet itself. if you can position yourself in a way that you will cross the atmosphere just warp towards retrograde till your engine shuts down near enought the planet. Beware not to go too deep into the atmosphere. Wait till you almost reach soi change on the other side of the planet if not enought speed lost occured. Then with a little round about the planet just warp back to the position near the planet where you were before and do it 2-4 more times if necessary. While you wait for the SOI change you can recharge your exoticmatter. Just don't forget to turn off EM creation before engaging your wdrive While you are traveling further from the planet it's gravitational forces "deccelerates you". While traveling forward to the planet it "accelerates" you. (standard force driven travel I mean.) So before PE you will "accelerate" after PE you will decelerate relative to the given planet even if no atmosphere is present. But that could add a lot to it. While you use the wdrive your relative speed is not changing. Beware when position yourself: Not to get close to the planet while your trajectory is crossing it. So position normal or antinormal while your trajectory is just near the planet (and count for atmosphere too) In this way you only use a rechargeable drive so any kind of dV is achievable. After you lost enought speed you may need to use your rockets to achive the orbit of your desire. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Ricardo79 replied to ferram4's topic in KSP1 Mod Releases
Hi Ferram First: Thank you for the new version. Sec: AVC didn't noticed it yet. (Maybe missconfiguration?)- 2,647 replies
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- kerbal joint reinforcement
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Hi there According to the version file inside my FS directory: { "NAME": "Firespitter", "URL": "https://raw.githubusercontent.com/snjo/Firespitter/master/For%20release/Firespitter/Firespitter.version", "VERSION": { "MAJOR": 7, "MINOR": 0, "PATCH": 0 }, "KSP_VERSION": { "MAJOR": 0, "MINOR": 90, "PATCH": 0 } } V7.0 is out there and it is 0.90 updated. I don't remember where am I got it. Maybe throught AVC from the given link.
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Preferred? What you can use! But a list of usefull ones: For 3d art: 3dstudio max (I was working with this), blender, even Maya. for 2d art: Photoshop, Gimp, even windows paint (I don't recomend it though.) For conversion of models into .mu you need the KSP part tools (you can get it from this forum). And of course a 4.x.x blender (now. For 1.0 I don't know unity 5 is out there) I am not much of a c++ programmer. But I know visual c++ should give you the best tool for coding and creating the dll's. For decompiling I don't have a clue about. Depleting an asteroid is not a big task with an excavator, a inline laser and with some timeacceleration it is about five minute if you mine heawy stuff like uraninite or K+. But you have way more asteroids inside your game than you can handle. I think the game spams them for me it seems like those question marks steadily growing inside trackview as soon as I start tracking them. And I think regolith is the one which has a bug now. about switching back and forth from trackview or mapview from another vessel and the formerly depleted asteroid gain back it's original weight and resources. For me at least. Maybe it is an incompatibility or I don't know. But I haven't heard about it from anybody else here.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Ricardo79 replied to stupid_chris's topic in KSP1 Mod Releases
Click That in and wait for a few more days I am sure to try it out. -
you are welcome Asteroids are not scarce, but I suspect they spamming indeed. I got exception error for an asteroidspammer (?function?) right after the game informed me to lost one due to not tracking it for too long. If you start tracking them you will find more and more maybe there is a limit but I didn't reached it and tracking more than I could process in any way Amount is unit (but Regolith using precise masses for every resource in it's cfg therefore it is related to masses too as one unit is "X" mass always. But the converters using units and not 'ton'-age nor weight) For "naming" AccidentalDisassembly gave you the perfect answer For texture and model names. The config has the first part { name=partname ..... } That partname must be unique that is The ID of the given part from the gamengines perspective. Please note there is another name for modules Those are too hardcoded, and there is a "title = " for parts which can be seen by players ingame. for the 3d object representing the part: mesh = model.mu What you gave here must be the model files name. But you can call the cfg file anywhat you like. (I do like to have naming conventions for easier to find it purpose, but that is a personal preference only.) I am re-read your post. And suddernly realises I might have missunderstand your question. So try to answer for that (too). If you copy and paste a part: Worst but easiest way to copy-rename the directory. and just change the "Partname" see nr.1 code block. NO other thing should be changed yet and you have to have 2 of the same part ingame. than you can change it's title for yourself to can make a distinction between the original and yours. After that you can change other parameters you'd like changing. In this way the same model the same textures on another name with another parameters should be present ingame. You might get help from this wiki: http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation Rate of depletion... hmmm. Did you mean it about asteroids??? That should be hardcoded related to mass. I am almost sure RoverDude wrote it that way rightly. About other rego resources A.D. gave the answer well they are not depleting but one spot is better than other for mine it. You can use scansat with a multispectral analisys to let it inform you about the percentages for example of the ore in the given planetoid. For asteroid I noticed, when excavating heavy stuff like uraninite it makes the mass lowered faster than excavating lighter stuff, so faster depletion for heavier resources. It is not a statement, but I kinda noticed it. RoverDude could give you a perfect answer for that. You can take a peek about masses into the regolith's cfg.
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
Ricardo79 replied to RoverDude's topic in KSP1 Mod Releases
You mean AMT. ART is mostly for storing stuff not getting stuff.... As far as I know it, right? Edit: ------------------------------------- Ooooh Sorry I misunderstanded then. For clarification: ART is full of bees indeed. And you should use AMT for asteroidal mining. Thanks GoldenPSP. -
1. adviseable, but not recomended. MKS drills can mine water,ore...etc from the asteroids (if you find one having them). Standard NASA claw can hold your ship in place. 2. Regolith excavator ( and low profile claw too) and inline laser are in the AMT (advanced mining tech) 3. you can see examples in the MKS parts configs. The module MODULE { name = KolonyConverter ConverterName = Metals StartActionName = Start Metals StopActionName = Stop Metals RecipeInputs = Ore, 0.51000, ElectricCharge, 6 RecipeOutputs = Metal, 0.51000, True RequiredResources = Machinery,350 } Is what you are to looking for. OR (this one from the EPL conversion mod (tweeked) MODULE { name = REGO_ModuleResourceConverter ConverterName = Metal Smelter StartActionName = Start Smelter StopActionName = Stop Smelter RecipeInputs = Ore, 1.0, ElectricCharge, 6 RecipeOutputs = Metal, 0.50, False RequiredResources = Ore,1 } I like to use the second one. Each "....Name" parameter is free to change by your taste except the name = REGO_ModuleResourceConverter. For recipe inputs follow the path. Resource, amount/s, secondresource, amount/s For outputs 3 comaseparated stuff should present: resource, amount/s, boolean The boolean : true = dump (jettison) the surpluss. (I don't recomend that because in this way if the tanks are full and there is more of the basic resource, that is just wasted till you shut the converter off). false means stop converting if full. NOTICE: if you recipeoutputs 2 or more the converter will stop after one of them fullfilled your tanks (if every resource bool set to false)
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Ricardo79 replied to RoverDude's topic in KSP1 Mod Releases
Thank you. Anyway I needed to get that achievement tooo But sure after the 2.3km away it is not lethal any more. It is a good to have thing. Thank you RoverDude. Is it intended or may I missconfigurated something somewhere? Because at launch all my EM tanks are fullfilled by default FROM Kerbin. The first few try was created with EL that worked fine No EM was present in the ship at launch . I didn't messed with the config files yet I am almost sure of it. RoverDude: just a question I am know you want to create a 5m drive too and I want to encouraging you for that. But do you intend to make a 1.25m? (or better: An MK2 especially for mid sized spaceplanes this one should open top-bottom style only)? -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Ricardo79 replied to RoverDude's topic in KSP1 Mod Releases
It is a good thing to have the AMT Bug In this way I can utilize as many K+ as I want because my nr2 Kerbins Pet (asteroid) have 50t of resource. And it respawns resources every time I switch to it from track/map view. I can get 2000 unit of K+ in no matter of time. I think it's near 0.5 minutes of the max timewarp a 3m km away orbit let's you. With one regolith excavator and an inline laser. Its 4 million Kerbuck -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Ricardo79 replied to RoverDude's topic in KSP1 Mod Releases
Right