Flef
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WIP - Environmental Visual Enhancements Development
Flef replied to rbray89's topic in KSP1 Mod Development
I need a hand for solving something. I have a red/pink Kerbol since I installed "EVE in WIP". http://imgur.com/a/wguR0#0 Any idea on how I can tweak EVE to get a normal Kerbol? -
KSP Interstellar Extended Continued Development Thread
Flef replied to FreeThinker's topic in KSP1 Mod Development
Ah! thank you! I made a bit of archeology(I didn't dig much, it is in the OP) and found the initial Interstellar. There is a wiki. https://github.com/FractalUK/KSPInterstellar/wiki/Illustrated-Guide-Chapter-1%3A-Heat-and-Radiators The illustrated guide covers only 2 chapters after the installation. Heat and Science. -
KSP Interstellar Extended Continued Development Thread
Flef replied to FreeThinker's topic in KSP1 Mod Development
oh... yeah right. It can't release it into vacuum easily. Let's put radiators everywhere! Gonna be fun. -
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Flef replied to Probus's topic in KSP1 Mod Releases
Yes it is I'll try to post some feedbacks. I use AIES interstellar and remote tech and also a few extra stuff like the bahamuto parts (critter crawler :love:) for landertron, smart parts etc...- 1,028 replies
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KSP Interstellar Extended Continued Development Thread
Flef replied to FreeThinker's topic in KSP1 Mod Development
I start to discover the mod and I have a question regarding the wasted heat. Does it have a purpose? I mean the wasted heat accumulates in my solar panels (fine) and the game allows to stop the accumulation by deactivating the flow (right click/untoggle the green triangle like for fuel). But does the heat has a function with something? A generator or whatever? -
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Flef replied to Probus's topic in KSP1 Mod Releases
I installed AIES and the tree was a lot easier for probes with remote tech. Is it possible to add a recommendation for "probe start + remote tech --> install AIES"?- 1,028 replies
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Flef replied to Probus's topic in KSP1 Mod Releases
I started a career on ETT this weekend. I make a small feedback on my first impressions. Great tree actually. I made a start based on probes with Remote tech. I encounter a major difficulty to reach the first dishes of remote tech and the KER calculator. I need to reach the Mun at least to gather enough science points with my probes quickly, while it is rather hard to do without a dish in the node at 50 science points. I could do some biome science harvesting but I would need a network of satellite orbiting Kerbin to make sure I do not lose the communication to the KSC during the descent (which would be catastrophic). For this I need a precise orbital period indication (at the 1/100 second or so) to synchronize the satellites. The KER calculator is the only option I know but ... 95 science points to unlock xD. Not a tremendous amount of science points but I would need to go to the Mun and/or minmus. Which is bringing us back to the needed dishes. And I also need some few extra components like the Stabilisation node (25 points for a shaped winglet while 15 for probes or 1 for basic rocketry) and the LVT45 engine to stabilize my rockets enough (like a dart) to escape the atmosphere and/or orbit, fairings... that kind of things... which totalizes quite a lot of science points at start if I can't really go to the Mün and bring back science. But if I play a bit less "Role play" I put a cockpit (15 points node, act as a Pod in space) on top of a rocket and I go a lot further than with unmanned probes xD and bringing more science through eva report and sensors while on ground than with probes with sensors. This part of the tree is a bit unbalanced imo. the whole unmanned tech is requiring more science while it gather less and requiring more endeavour. I believe a bit of balancing for the start wouldn't hurt. And as said before, great tree. The logic of the tree is very nice. It is always a dilemma to choose the nodes for what I experienced and that's great.- 1,028 replies
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
Flef replied to Firov's topic in KSP1 Mod Releases
Many thanks! I'm in that shape: -
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
Flef replied to Firov's topic in KSP1 Mod Releases
Hi, I never used the mod but i'm interested in for Remote tech applications. Is it possible to program a soft landing of a probe with smart part. Let say I would like a probe to maintain a speed of 2m/s below 100m above the ground until it makes the touchdown. Is it possible? -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Flef replied to cvod's topic in KSP1 Mod Development
Your tech tree is the best tech tree. Amazing! Keep up the good work -
He 's dead. He re-entered with a too high incidence angle. And burned. The good news is that he always wanted to travel and ended spread across Kerbin's skies.
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Moar boosters! Option 2 for me : focus on what's already working in order to get a release. Then you can make free update to sell more. xD otherwise: 1-better memory management would be great but I fear it involves a lot of refactoring. 2-Some parts for the Space part of the game would be great. I'm still roaming with an hitchhiker pod since 2 years now while the game is turning itself towards Kerbal SSTO Program with plenty cockpits, cabins, cargo bays. There is more plane cockpits than space pods. A bit of justice with some cargo bays and crew accommodations for rockets and Space ships would be great. 3-a "time mechanic" like the one introduced by KCT in the career is also something that add a bit of taste to this particular mode. From the outside, I think you could do a bit of graphical polishing in order to help your game to be sold (sadly it is important). Some clouds as optional features could be a good thing. It is not that much memory heavy. An atmospheric planet without clouds is like a mojito without ice and mint.
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I have... to ... resist.... to get another mod . too much ... overload ...
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The true question is... do you often go above 100%?
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Will 32-bit be the death of KSP
Flef replied to Duckytrask's topic in KSP1 Suggestions & Development Discussion
indeed line to type: Resources.UnloadUnusedAsset Well..ok it needs a bit more refinement. but the idea lies around that line. Generally the first thing to do is to track the memory usage and then to define the priorities in terms of reducing the memory usage. And do not be harsh against Squad. KSP stock is not really using a lot of memory compared to what it shows ingame. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Flef replied to cvod's topic in KSP1 Mod Development
Is it be possible to reorganize a bit the tantares parts into the tree? The Almach ballistic capsule could be put at the start node with the very first tantares parachute. The 2 seats modules (Gemini and descent module) could be placed a bit earlier into the tree. Also a 1 seat landing module (stock or tantares, don't mind much personally) can be placed a bit earlier than now.