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Everything posted by MatterBeam
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Filling the gaps in the engine lineup?
MatterBeam replied to Galane's topic in KSP1 Mods Discussions
Clusters should be build by placing 3/4/6 modular girder segments at the base of the fuel tank, and attach engines to the girders. I usually offset these girders into the fuel tank for aesthetic effect, have had zero overlap problems involving them so far. For staging, add a central girder to the fuel tank's bottom attach node, a small decoupler and an aerodynamic fairing under that. Fit the fairing over the cluster and line it up with the bottom of the fuel tank. The mainsail's nozzle is smaller than the KR-2L's. The KR-2L is more efficient in vacuum because the reaction gasses have more room to expand optimally. At sea level, however, the reaction chamber pressure to atmospheric pressure ratio is lower due to the larger nozzle surface area, so it produces less thrust. -
Filling the gaps in the engine lineup?
MatterBeam replied to Galane's topic in KSP1 Mods Discussions
0.90 config file for a part: // --- asset parameters ---mesh = model.mu scale = 1.0 rescaleFactor = 1 1.0 config file for a part: MODEL { model = CryoEngines/Parts/Engine/cryoengine-125/cryoengine-125-1 position = 0.0, 0.0, 0.0 scale = 1,1,1 rotation = 0, 0, 0 } -
Thank you for your suggestion. I'm currently testing a career with the restrictions stated above. It seems like the prices of some parts have to be rebalanced, and personal rebalancing would have to be done for the various engines from other mods. Once I figure out how to make a module manager patch, I'll get to doing that. The key step so far is to make an efficient small communications satellite, and a reusable large spaceplane. The biggest limiting factor for the spaceplane designs so far is that the various air intakes required for high altitude high velocity flight overheat much too easily due to their small thermal mass. Maybe I should make a patch for different parts to unbind their thermal behavior from their thermal mass for easier use. The end goal is a sort of roleplay mod with one single download and install. I'll explose SETI and see what how I can use it.
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Filling the gaps in the engine lineup?
MatterBeam replied to Galane's topic in KSP1 Mods Discussions
Scalefactors used for models affect all x,y,z equally. edit: Oh I see now. New to the 1.0 config files is a line that replaced scalefactor by scale = 1,1,1 I'm liking this 1.0 update more and more! -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
MatterBeam replied to bac9's topic in KSP1 Mod Development
I just unlocked the required node. It functions just like in 0.90. Sorry for the worry. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
MatterBeam replied to KospY's topic in KSP1 Mod Releases
Please, less complexity ;( I like 4) Maybe it can be added to the concept of Engineers having an 'integrated' swiss army knife tool to install the smallest parts without having to equip anything. -
Can you confirm that your 'augers' are compatible with MKS's resource drills?
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
MatterBeam replied to bac9's topic in KSP1 Mod Development
Yes, twice. Once in conjunction with other mods, once in a new install. I'm in career. Can you confirm that procedural wings aren't hidden away in the late tech nodes? -
Filling the gaps in the engine lineup?
MatterBeam replied to Galane's topic in KSP1 Mods Discussions
You cannot lengthen engines without making them wider: you have to resort to a new model. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
MatterBeam replied to TaranisElsu's topic in KSP1 Mod Releases
I don't want to spread misinformation. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
MatterBeam replied to bac9's topic in KSP1 Mod Development
Has it fixed the big bug that is: the procedural wings don't appear in the parts table even in a fresh install? -
Spool up can be edited by modifying throttle response speed. I see the code you mode. didn't realize you could write maxthrust as *=1.25 What's with the '@' signs. They weren't there in 0.90 cfg files... Finally, how the hell do you make an MM patch out of a .cfg file? I'm interested in using your method. I seem better than duplicating a jet engine config file and adding a new part to the game.
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If you want shockwaves, then you better remove explosions from non-explosive parts. This mod would become a huge amount of work that ends up in a laggy mess even if it worked perfectly.
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You go to your Jet engine .cfg file, paste the MultiMode engine module from the Rapier engine, and edit it to have the second mode become the Afterburner mode. I could do it if you want.
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Look at the Apollo command module. It went to the Moon and back. Did it need extended radiators to remove the effects of solar heating?
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Mod to add non-oxygen atmospheric jet engines?
MatterBeam replied to Colonel_Panic's topic in KSP1 Mods Discussions
You'll want a Jet Engine with an oxidizer input in addition to liquidfuel, and an air intake with the CheckForOxygen option turned off. I could do that if you tell me which Jet Engine and Air Intake you want to use as the basis for your 'Turbofan-Rocket'. -
I am obsessed with service bays. (Many Pictures)
MatterBeam replied to itstimaifool's topic in KSP1 Discussion
You think you're smart, but somewhere, someday, you go to the forum and read this little gem from worir4. -
Hello. I was wondering about making a career save with a compilation of mods that would allow for a natural progression from Air to Space then Outer Space for the player. The background is that an advanced, modern civilization has gone through a Peak Oil crisis and is now arriving at unsustainable levels of resource scarcity. This pushes them to search for resources outside of the atmosphere. My idea is to start out in the following situation: -Aerodynamics tech tree unlocked all the way up to and excluding Rapier engines, right from the start. -Astronaut Complex, R&D complex, Administration Facility, Mission Control, Runway and Spaceplane Hangar start at Level 3 (max). -5,000,000 starting budget. The following mods would be required: -MKS -KAS+KIS -RemoteTech -USI Life Support -Nertea's CryoEngines and Near Future Propulsion -Kerbol Plus 2.0 This mod would adds two restrictions: -Other than LiquidFuel and Oxidizer, no fuels can be filled in the VAB. This strongly promotes Off-world resource extraction for LiquidHydrogen, Xenon ect. -Some planets have altered resource availability. To simulate resource scarcity, Kerbin has 0 resources. To push the player further out than the Kerbin system, the Mun and Minmus have diminished resource availability. Also, there are three major tweaks: -Pilots cannot gain more than level 1 abilities (prograde/retrograde tracking). This forces the use of Probe Cores on practically every spaceship that wishes to leave low orbit, and therefore the establishment of a RemoteTech constellation for every step of the way. -Contracts do not provide funds. The only way to gain funds is return vessels filled with resources back at the space center. To compensate, extraplanetary resources have increased value, especially for . -Nukes use only LiquidHydrogen. Some tweaks will have to be made in the techtree to allow for easy access to structural and RemoteTech/MKS parts, while putting CryoEngines as end-game parts. ------------------------------------------------ Hopefully, the objective is that the player builds supersonic planes to explore Kerbin first for Science points. He or she will then spend those points on researching communication technologies and resource extraction parts. Quickly, the player sets up antennas on the ground, that communicate with the spaceplanes putting satellites in low orbit. The player uses these as stepping stones for maneuvering their spaceplane-launched rockets to the Mun and Minmus, gathering more science and perhaps an extraplanetary launchpad. Cost and Science restrictions prevent them from making anything more than interplanetary flybys for science points at this stage. Lack of large rockets and fuel tanks further prevents massive extraplanetary missions that will unlock the entire tech tree from the beginning. Quickly, the player will run out of money setting up these constellations of satellites with spaceplanes, forcing him or her to develop their first extra-Kerbin resource extraction mission. A likely target is Duna. As the player progresses, he or she will have to establish a regular stream of interplanetary flights that drop resources to the Space Center to be able to fund missions to the faraway Gas Giants and their resource-rich moons. Constant communication with the Space Center is a must for controlling the spacecraft. Hopefully, this mod will encourage good behavior such as building a space station to dock the resource tankers running on efficient Near Future electric thrusters, then having heavy drop pods return to Kerbin, which punishing bad behavior such as rushing their exploration of the Kerbin system (extremely difficult without Pilot skills) for Science or fast forwarding resource extraction on easy-to-reach, resource-poor bodies (with the Life Support system). ------------------------------------------------ Please, tell me what you think. Updates: Currently, I'm settled on creating a point system similar to Science and Reputation called Resources. All ingame resource costs are converted from Funds to Resources. For example, a 2 million Funds rocket would now cost 1 million Funds and 1 million Resources. The Resource points start at a high value, and the player budgets them for each launch. Gaining Resource Points can be done by dropping unprocessed Ore onto Kerbin and recovering it for a low Ore-to-Resource conversion ratio, or dropping Ore converted into LiquidFuel/Oxidizer/LqHydrogen ect. for a 1:1 ratio conversion into Resource points. Things like life support resources would have a very low recovery rate to prevent a player farming greenhouse products on Kerbin and converting them into infinite fuel. There is no way around it: getting KSP to act the way I want it to requires fiddling with C# and .dll magic. And I'm no wizard. I think that's that for now. I've thought of a possible workaround: We stick with Funds as the resource. However, the cost of all Parts becomes a tiny fraction of what they currently are, while the cost of resource is vastly increased. For example: The stock KerbalX spacecraft has 6400 vacuum m/s, enough to go to the Mun and back. It costs 61680 funds, containing 35 monopropellant, 8200 liquid fuel and 10120 oxidizer. These resources cost 8424 funds, or about 13.4% of the launch cost. What I could do is create an MM patch that vastly decreases the cost of all parts while increasing the cost of all resources. For example, if I set LF/OX to be 6 times more expensive, they'd cost 50544 funds and form 82% of the launch cost. The parts would cost 4.8 times less, forming 18% of the launch cost. How does this change things? Well, everything will cost pretty much the same, but fuel costs are much more important. How does this promote resource gathering? In conjunction with contracts not providing funds, the only way for the player to gain money is to farm resources and land them back at kerbin. The upside is that an orange tank full of LFO would provide (keeping inline with the multipliers in the previous example) 585 funds for the part and 17625 funds for the resources. That's enough to build the entire KerbalX ship and then some... but not refuel it Okay, now that I think I know how to make a MM patch that reduces all part costs by a fixed amount (I'll check into making specific multipliers for different categories) and raises resource costs, I'll list the other implementations. Also, I think it's time to open a Github. -Contract and career rewards configuration (Custom Barn Kit) -Story mode contracts (Contract Configurator) -Resource availability modifications (?) -Abandoned extraplanetary bases for the player to discover and refurbish (Kerbal Konstructs)
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[1.0.2] Automatic Landing Gear/Leg/Solar Panel | Alpha(0.0.4d)
MatterBeam replied to Ekareya's topic in KSP1 Mod Releases
Downloaded and tested. Works perfectly so far. The gear retracting as your plane lifts off looks so badass right now. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
MatterBeam replied to TaranisElsu's topic in KSP1 Mod Releases
Please unquote me. Edited previous posts. A save editor or opening your save file with Notepad++ will allow you to edit the kerbal respawn option. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
MatterBeam replied to TaranisElsu's topic in KSP1 Mod Releases
User error