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Everything posted by Sarxis
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Sarxis replied to RoverDude's topic in KSP1 Mod Releases
I wonder how easy it would be to slow down the part unfolding animations. They are so nicely done, but happen rather quickly in-game. Is that all controlled inside the .dll files?- 1,694 replies
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I had a question - does having multiple workshops near a kit help with the speed of construction at all? I haven't tried testing or looking into that.
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So what I did was I made it so that the assembly line bases can produce MaterialKits from Metals, which can be refined from MetallicOre (both of which are Community Resources in the CRP), and also made the vanilla drills able to mine both ores at the same time. Had to switch the ISRU patch from making MaterialKits from ore to the MetallicOre>Metals path, but that was easy to replace. Had to hack the ore containers to also be able to contain Metallic Ore, Metals, and MaterialKits for transport purposes. Definitely not a pretty solution, but I haven't tried integrating the switchable tank module you included for the workshops and assembly line components, which would be a better alternative. I can also fabricate machinery from kits and sophisticated parts and sophisticated parts from machine tools and material kits so I can in-situ establish my own base resources as needed; though I'm probably going to mess with this balance a bit as I play test things. Just to spice things up a little bit -edit- Turns out switching any standard tank into one of the modular tanks is real simple. Just have to replace the RESOURCE modules with this stuff: MODULE { name = ModuleTankManager Volume = xxx TANK } } ...to make it an empty, non-configured tank. Add pre-configured quantities too if you want: TANK { name = LFO Volume = 9.2 } TANK { TankType = LiquidChemicals CurrentResource = MonoPropellant InitialAmount = 1.0 Volume = 1.6 } } Very cool! I now can have configurable tanks for any resource!
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Well yeah! But as you know, until you get the tech for larger tanks, sometimes you end up stacking smaller tanks to make a whole stage (of course). The primary reason I was wondering about draining the lowest tanks first was for aerodynamic stability - shifting the center of mass forward while having control surfaces and gimballed engines in the rear. I suspected this gives the ship a 'lawn dart' effect, thus increasing the chance a ship will survive max Q when flying. Game wise, it doesn't really matter though? If I have serious aero problems, I just add more fins usually lol MOAR FINS!!!
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transfer calculator [1.12] Astrogator v1.0.1
Sarxis replied to HebaruSan's topic in KSP1 Mod Releases
Circularization on approach option?! Woah, awesome! Oh, and I finally got around to trying out adjusting the nodes using the translate keys - so good! lol -
I find myself often having my multi-tank stages drain from the bottom tanks first, and then successively upwards until the end of the stage. My thought is that this gives my gimballed engines more leverage to work worth as the center of gravity moves further forward during the stage (lawn darts). As long as the aerodynamics of the rocket hold stable, this seems to be working out fine. But is this the correct approach? Should I just allow for even drain rates for all of my tanks, or drain the stage from the top down? I'm interested to know what your thoughts are on this and if there's ever been serious talk in real world design about this concept.
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Ok thank you! Yeah, I noticed you had to recompile against the newer AT_Utils anyway. Guess I'll be back at the wonderful 2.4.0 version foreva! FOREVAH!!!
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Is the current version of GC backwards compatible with 1.7.3 of KSP? I'm still using that older version.
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[1.12.x] Tarsier Space Technology with Galaxies (V7.13) 12th Sep 2021
Sarxis replied to JPLRepo's topic in KSP1 Mod Releases
I just started to use those SDDs, and those can really change the way you approach collecting of science. Quite nice! -
I'm curious how I can copy the new solid fuel rocket boosters into an older install of KSP. I was able to copy the new blade covers and copter blades, as well as the new rocket cone just by copying the part folders into the appropriate sub folder. But the boosters don't show up in-game by simply copying their folders over. Is there something else I need to modify? I added their part info into the PartDataBase.cfg file, but that isn't enough for the boosters to show up in the game. I can't simply play on the 1.8.1 install yet, because some mods I use haven't updated yet. Thanks for any help!
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[1.7.3 Breaking Ground] Stop Breaking Ground Notification Spam
Sarxis replied to ASCIInerd73's topic in KSP1 Mod Releases
So wait: are you saying all I had to do was change the DeployedScience.cfg file manually? Why didn't you just say so! lol I LOVE hacking my KSP game files by hand. You should see what my Squad folder looks like these days >:D -
[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
Sarxis replied to Kobymaru's topic in KSP1 Mod Releases
Just to be clear: the migrating was happening to me with the current Trajectories version, not with your fix. -edit- Hey, I've got a question about your fix: it came with two files, but my current installation doesn't have a Trajectories.dll file anywhere in the mod folder or sub-folders. It just has TrajectoriesBootstrap.dll and a bunch of Trajectories.bin files. Is the Trajectories.dll supposed to go in the Plugin sub-folder?- 986 replies
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[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
Sarxis replied to Kobymaru's topic in KSP1 Mod Releases
Is it being destroyed, or is it being moved off screen? I've noticed that the 'new' GUI seems to migrate around from where I placed it when it isn't open. Seems to move more when it is not in its default, center-of-screen position. I've switched back to the old GUI for now to see if that suffers the same effect.- 986 replies
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[1.12.x] Tarsier Space Technology with Galaxies (V7.13) 12th Sep 2021
Sarxis replied to JPLRepo's topic in KSP1 Mod Releases
Oh wow! I finally got around to launching my first telescope and opened the zoom window - amazing! I didn't realize how much fun this mod would be -
Well this is amazing: I went online to look up how I could change the maneuver node's color and it looks like you've already done the work for me! Thank you.
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Got to Moho for the first time! Then...
Sarxis replied to CanadianDesk's topic in KSP1 Mission Reports
I remember the first time I went to Moho - so exhilarating! I didn't realize how much dV I'd need to get into orbit. So sunny! -
This little planet pack is so perfect for me. I love playing the early game where I do missions to the Mun and Minmus, and do a lot of surveys of Kerbin via aircraft. But the leap to inter-planetary missions is large and feels like a whole other game. Now i have some more things to do before I'm ready to strap on heavier thrusters and leave Kerbin's SOI! Thanks!
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[1.7.3 Breaking Ground] Stop Breaking Ground Notification Spam
Sarxis replied to ASCIInerd73's topic in KSP1 Mod Releases
Thank you! Yeah, that was annoying. -
[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
Sarxis replied to Kobymaru's topic in KSP1 Mod Releases
Somehow ( I haven't figured out exactly how I did it yet ) I managed to get my window to reappear without having to reload the save or game. So I know it is possible.- 986 replies
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Sarxis replied to JPLRepo's topic in KSP1 Mod Releases
Will it work with Kerbol Origins in conjunction with Tarsier Space Telescope? I haven't been able to discover any planets using the earliest TST telescope.