New Horizons
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That's right and makes a lot of fun, but a bit risky within a running career. I am on the verge of leaving my home body and moons to discover the other planets. Fast unmanned flybys get a complete new dimension, when it takes time to collect science. :-)
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[x] science shows a stuttering behaviour last versions, so this wouldn't be a great loss, I guess. Is there a documentation about the new science collecting system?
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
New Horizons replied to Theysen's topic in KSP1 Mod Releases
Getting update message for V12.6. But there is none...- 2,215 replies
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I have a wish for further compatibility improvements to other mods. It would be nice to use Kronometer times as an alternative to Kerbin or 24 hour times. It is compatible to V1.6 (Github download), though the tread states V1.3.1.
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That helped a lot, thank you!
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Are you aware of a complete profile, which does not downgrade kerbals to 1/16 of human - seems too small by a factor of 4 to me?
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Maybe one of you can give a hint in calculation used food per meal. In default profile there is: Rule { name = eating input = Food output = Waste rate = 0.1312141885 // Based on ISS figures of dehydrated food of 0.59Kg/meal 3 times/day = 1.77Kg/day. // Kerbals use 1/16 of an astronauts use and have 2 meals/day giving figures of 0.036875Kg/meal = 0.07375Kg/day // Food to Waste mass difference is calculated internally interval = 10800.0 // 2 meals per-day How is rate calculated from the other figures. So 0.07375 * 2 does not give 0.1312141885. Does the rest goes to waste directly, even if this waste number would be negative? In classic, there is drinking missing.
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Does this mod scale spaceAltitudeThreshold, too? Is there a way to avoid this?
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
New Horizons replied to Galileo's topic in KSP1 Mod Releases
I have an issue with Strategies and Kerbalism mod, at least I guess it is this. When I went out to Iota for the first time, I did not net get money (200,000 for body ad 50,000 for biomes) for newly discovered body or biomes, though I activated the proper strategie on level three.- 7,371 replies
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Maybe I can help a bit improving Kerbalism configs: Taken from MM thread FOR and AFTER are mutually exclusive
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I have an idea for a further improvement of this wonderful mod. The planer in VAB displays EC consumption in time/s, but production in time/m. This is confusing for comparison reasons. Do you agree?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
New Horizons replied to ferram4's topic in KSP1 Mod Releases
I have a question about aerodynamic drag. Which variables should I observe at lift off to determine whether TWR is too high and thus drag losses are higher than gravitational losses? Using MJ here aswell.- 14,073 replies
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- aerodynamics
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I need some help in understanding calculations of surface and volume. As far as I understood alle parts with crew >= 1 get those two variables. How can I calculate them from their bounding boxes and what is it in respect to model and such?
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Do you have experience with downsizing Real Solar System Mod to some kind of 6.4 Kerbin related scale?
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
New Horizons replied to Theysen's topic in KSP1 Mod Releases
What is the best way to scale the positions of stack nodes? I experimented with size of some parts MODEL { model = Squad/Parts/Command/cupola/model scale = 1.5, 1.5, 1.5//1.6, 1.6, 1.6 } %rescaleFactor = 1.0 @node_stack_bottom = 0.0, -0.64, 0.0, 0.0, -1.0, 0.0, 4 @node_stack_top = 0.0, 1.328, 0.0, 0.0, 1.0, 0.0, 2 @mass = 1.88 (set scale to 1.5) In which unit are they and what is rescaleFactor in this context?- 2,215 replies
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Thank you for a qiuck assist. I went through those files, but couldn't find any special treatment for entryCost. I am not that much interested in RP-Configs for engines (using already working Real Fuels Stockalike in a scaled universe anyway), but want to move and modify engines in the techtree, it works fine so far, but for entryCost.
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Maybe one of you can give me a hint how to proceed. I want to modify entryCost of an engine. I guess it should happen at the end of all MM patches. I tried this one: @PART[liquidEngine]:FINAL { @entryCost = 4000 } But in the end I find a very different value ingame and it seems to collide with the following // NOTE: all . and _ are replaced by - ENTRYCOSTMODS { } @ENTRYCOSTMODS:FOR[RP-0] { PART { name = liquidEngine maxSubtraction = 6000 entryCostMultipliers { FASAMercuryAtlasEng = 0 bluedog-atlasSustainer = 0 } entryCostSubtractors { RO-LR-89 = 4000 FASAMercuryAtlasEngBooster = 4000 bluedog-atlasBooster = 4000 liquidEngine1-2 = 1000 FASADeltaMB3LFE = 1000 SHIP-LR-71 = 1000 } } } in "EntryCostModifiers.cfg"
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I have a question to the latest release. Is this usable for RO especially or even only?
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
New Horizons replied to Galileo's topic in KSP1 Mod Releases
I am trying this mod with KSP 1.5.1, but can not change launch sites in Tracking Station Mode. Is there something special to consider?- 7,371 replies
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
New Horizons replied to Ger_space's topic in KSP1 Mod Releases
Does anyone know how to switch to another Launch Site. I clicked on them in Tracking Station, but on the main screen I always come back to my prior one.