-
Posts
1,570 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by MatterBeam
-
[1.2.1] SimpleConstruction - Stock rocket building v3.3
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
I did an experiment where I placed the Construction port on a structural girder, then on an IR sliding rail attached to the rear of a rover. I managed to pop out a rocket without a problem. The rocket appeared 3m away from the Construction Port, as intended. When you release it, it drops down. My mod only really adds a simplified resource system and launchpad functionality to the small docking port. A lot of the errors you might get are due to EPL's .dll not working properly in some situations... like while still 'stowed' inside a cargo bay. PS: Make sure your subassembly has a root part and looks in order. I believe the EPL launchpads work like the Space Center's launchpad, as in the rocket gets spawned from the bottom-most part in the VAB and up. -
[1.2.1] SimpleConstruction - Stock rocket building v3.3
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
I ticked the 'Add to CKAN' option when uploading to Spacedock, so it should be there. However, Spacedock is a relatively new service, so it might not have put everything on CKAn yet. Also, I'm quite honoured. Very happy to hear that. I've read that you should not put docking ports on Infernal robotics parts, period. (You'll find this info inside the Infernal Robotics thread). Put a structural part between the docking port and the IR part. Also, I strongly recommend adding Launch Stability Enhancers (launch clamps) to every rocket you try to build on the ground. Thank you both, really made my day. -
[RSS/RO/RP-0] Soviet Engines playthrough (Hard)
MatterBeam replied to NathanKell's topic in KSP1 Mission Reports
I can't wait to see the beautiful inner planets in all their probe-explored glory. Will the probes carry out experiments? -
I tested this, and apparently SigmaDimensions and RSS overwrite each other, leading to a stock solar system. However, after some forum trawling, this might be due to some conflict from the older version of Kopernicus that comes with RSS.
-
It's all about options. The Core package is the 'simplest'. 5 reactors and 3 engines from KSPI-E, ready made. A true 'plug and play' mod. The Integration package doesn't come with any models, only MM patches that would allow a player to use KSPI-E, Near Future and USI... and so on... together. However, I'm still deciding whether I should implement my own level of balance to all the parts, or stay faithful to their author's original intent (like the rather weak 200kWe Near Future Reactors or the overpowered Gigawatt-output Interstellar engines...). To be honest though, I'm currently playing around with various Expansion options, mostly an Uranium resource system for now, and a Real Fuels integration + multi-mode engines after that.
- 60 replies
-
- kspi-e
- near future
-
(and 1 more)
Tagged with:
-
[RSS/RO/SR/USI/KSPI-E] InterSolar - The escape from Earth 3
MatterBeam replied to MatterBeam's topic in KSP1 Mission Reports
Soon, this will come back. -
"Dawn" Ion Engine Suggestion
MatterBeam replied to SpaceplaneAddict's topic in KSP1 Suggestions & Development Discussion
Jets have a different formula. They're accelerating a mass of slow moving air,unlike a rocket where the entirety of its energy comes from accelerated propellants. -
Switching to vessel kills Kerbals.
MatterBeam replied to MatterBeam's topic in KSP1 Technical Support (PC, modded installs)
Removing StageRecovery prevents this from happening? -
Hi. The log : Dropbox The bug happened as follows: Leave vehicle with kerbals parke don the ground, with 35 day supply of food according to the USI-LS mod. Go to space center, launch flight, return 8 days later. Switch to Space Center, then to the parked vehicle. The vehicle hops into the air, and all Kerbals are missing. The F12 menu cites them as 'dead'. There's plenty of supplies left. What could be the problem? The relevant error in the log is this: (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Crewmember Halald Kerman has been missing for too long! He must be dead by now.
-
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
MatterBeam replied to cybutek's topic in KSP1 Mod Releases
Place a fuel tank on top of your lifter (no engines), make it the root part and in the right-click menu, stop the fuel flow. It'll turn into a dead weight which allows you to simulate payloads. You can also use Ore tanks. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
MatterBeam replied to cybutek's topic in KSP1 Mod Releases
Make sure your root part comes after the staging, than before it. -
[RSS/RO/RP-0] Soviet Engines playthrough (Hard)
MatterBeam replied to NathanKell's topic in KSP1 Mission Reports
I did some googling and I found this: 200km orbit : 7.787km/s orbital velocity. 1000km orbit: 7.353km/s If the oberth effect ratio is to the square, we're losing out on 10.8% of the free dV. If not, it's still a consequential 5.5% -
This might re-invigorate the topic: NSWR revisited Neutron flux from fissioning sources initates fusion within fusion fuels.
-
[1.2.1] SimpleConstruction - Stock rocket building v3.3
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
Well, thank you! Tell me what you think after playtesting, if you can. -
[RSS/RO/RP-0] Soviet Engines playthrough (Hard)
MatterBeam replied to NathanKell's topic in KSP1 Mission Reports
Finally, a Jupiter probe1 A couple of questions: -For my more extreme transfer windos (6km/s+), I prefer to increase my orbit to about 1000km or more. This cuts down on the node burn time, alleviates most risk of lowering the periapsis into the atmosphere before the burn is done, and simply allows me to warp at maximum speed. Why did you prefer to perform a transJupiter burn from a lopsided low orbit? -Have you thought about using an orbital fuel depot or two-stage transfer vehicle for these extreme transfers? -Your probe looks a-typical. I'm guessing you are using the RO mass-limited avionics mechanic, and you needed multiple probe cores to handle the transfer stage. Why didn't you leave the excess probe cores back on the stage itself? PS: I'm loving this! -
"Dawn" Ion Engine Suggestion
MatterBeam replied to SpaceplaneAddict's topic in KSP1 Suggestions & Development Discussion
That's a very interesting formula for calculating jet engine output. Where did you find/learn it? -
[RSS/RO/RP-0] Soviet Engines playthrough (Hard)
MatterBeam replied to NathanKell's topic in KSP1 Mission Reports
It really is wider. Also, the TWR is quite low. Is it not possible to add several engines in a cluster and add to the thrust of the last two stages? -
[RSS/RO/RP-0] Soviet Engines playthrough (Hard)
MatterBeam replied to NathanKell's topic in KSP1 Mission Reports
You really do have a beautiful game set up there. Can we have a picture of the Eucalyptus stage in VAB? -
Question: All of the headers are white, after uploading an image for them. Is this temporary?
- 2,176 replies
-
- totm july 2019
- spacedock
-
(and 3 more)
Tagged with:
-
[1.3/1.2/1.1] [Kopernicus] Other_Worlds star/planet pack - v1.0.2
MatterBeam replied to Pkmniako's topic in KSP1 Mod Releases
Very likely it will be uploaded to SpaceDock soon.- 211 replies
-
- planet pack
- kopernicus
-
(and 1 more)
Tagged with:
-
I've been doing some extra testing, and I've decided to organize future content into three categories: -Core package: The basic self-sufficient mod that provides 5 reactors and 3 engines. -Expansion package: This adds functionality to the mod, moving away from the 'simple' tag and into deeper gameplay. -Integration package: A mod containing MM files that convert other mod parts into the SimpleNuclear system. An example of a core package would be the currently available downloads for SImpleConstruction and SimpleNuclear. An expansion package would be a mod that adds the Uranium resource to the reactors, and multi-fuel capability to the engines. An integration package would convert Near Future reactors and engines to the SimpleNuclear system. Thoughts?
- 60 replies
-
- kspi-e
- near future
-
(and 1 more)
Tagged with:
-
[1.2.1] SimpleConstruction - Stock rocket building v3.3
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
Added SpaceDock link instead of Curse. -
Congratulations!
- 2,176 replies
-
- totm july 2019
- spacedock
-
(and 3 more)
Tagged with:
-
[WIP][Plugin][1.0.5] NIMBY - Restricted Recovery - Alpha1
MatterBeam replied to magico13's topic in KSP1 Mod Development
Just to confirm, this can work on other planets, and it is a physical part we can transport to other planets? -
Exactly, not even the mountains are resized by Sigma.