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lordcirth
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Everything posted by lordcirth
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And the scrubbers/water recyclers/ etc have enough capacity in a mk1 pod to be shared by a few kerbals?
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Do you have any comforts? Phone home is a cheap one that helps a bit. Give them more living space, perhaps? I just unlocked Space Exploration to get "Water Recycler in Pod". But it seems that if I use Configure Pod to enable it, I lose the scrubber. Why can't I have both? EDIT: It seems that I can switch either the top or bottom one in the window. Is that how it's meant to work? Pick any 2 LS components? What do I lose if I give up Pressure Control? Does the whole pod depressurize and leave him in his suit?
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Procedural Parts lets you make cone shaped, etc parts - fuel tanks, batteries, basically anything that holds a Resource.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lordcirth replied to ferram4's topic in KSP1 Mod Releases
0.90 was placeholder aero. 1.0 is game aero. It works fine and it wouldn't be at all out of place in Space Engineers, etc. And I'm sure a lot of work went into it. But those of us who like making spaceplanes like real aero, or as close to it as we can get. FAR is a big step past even 1.0's improved aero.- 14,073 replies
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The bug/lack of feature/whatever is still there. Perhaps you already knew about it and I just described it poorly. Test procedure: 2 identical craft with tanks, engines, solar panels, etc. Set DangIt MTBF multiplier to 0.25 to speed things up. Craft 1: Cheat into high Kerbin orbit, extend panels, timewarp 100 days while focusing the craft. (This is a 4x scaled career so I think that's actually even longer in stock days) Result: 3 solar panel servo failures. Craft 2: Same orbit, extend panels, go to space center, timewarp 100 days. Result: 0 failures, ie, parts only fail when you are looking at them. My experience I mentioned with DangIt a long time ago was that my big, complicated rockets never failed during launch (the interesting bit) but a tiny probe would be smashed to bits by the time it reached Duna, since failure chance was linear regardless of conditions. But, if you put a satellite up, still with fuel tanks and such, and left it there without looking at it, it was perfect forever.
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Sorry if this is a dumb question, Is there a way to see a part's used-hours compared to lifetime hours, in flight? EDIT: Also I remember trying DangIt a long time ago, if the vessel was focused and you timewarped to Duna, everything would break, but if the craft wasn't active nothing would ever break. Has this been fixed?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lordcirth replied to ferram4's topic in KSP1 Mod Releases
Just Shift-rotate it upwards, then set the limits so that max downwards is level.- 14,073 replies
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Not sure whether to report this to SigmaDimensions or Kopernicus. On Linux, fresh KSP 1.2.1 with: CKAN: Kopernicus 1.2.1-1 ModularFlightIntegrator 1.2.2 Module Manager 2.7.3 Manual: SigmaDimensions 0.6.1 Rescale doesn't work, KSP.log has this when I load main menu: [EXC 22:05:15.035] Exception: "Kerbin" not found. Kopernicus.Configuration.Loader.Kopernicus.Configuration.IParserEventSubscriber.PostApply (.ConfigNode node) Kopernicus.Configuration.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, Boolean getChilds) Kopernicus.Configuration.Parser.CreateObjectFromConfigNode[Loader] (.ConfigNode node, Boolean getChilds) Kopernicus.Injector.Awake () UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(Int32) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) then tons of spam: [EXC 22:05:17.516] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () For a full log, here is " head -n 4000 KSP.log | tail -n 1000 | pastebinit -b sprunge.us " http://sprunge.us/hcMB I am not sure if this is the same problem reported by others.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lordcirth replied to ferram4's topic in KSP1 Mod Releases
All it changes is aero, it won't break the save. At worst, some rockets & designs may function differently. So if you have a spaceplane in orbit, you might want to land it first- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lordcirth replied to ferram4's topic in KSP1 Mod Releases
Well if I understand correctly, there's some sort of general "ship changed" event that the engine fires.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lordcirth replied to ferram4's topic in KSP1 Mod Releases
Yes, it updates upon certain events like staging, damage, etc. In fact, there used to be some bugs with IR where rotating parts wouldn't trigger a refresh.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lordcirth replied to ferram4's topic in KSP1 Mod Releases
FAR analyzes your craft, voxelizes it, and runs aero based on the voxel model. So, if the mesh of the part accurately represents it's aero surface, it will be fine.- 14,073 replies
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Sounds like Squad should implement a similar resource handler in stock!
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The CO2 resource isn't in the air, it's in tanks. If they fill up, it will vent the CO2.
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Awesome! Looking forward to the new contracts. Thanks for all your work on this!
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
lordcirth replied to Probus's topic in KSP1 Mod Releases
Of course it did. It's a complete tech tree conversion. Roll back, copy KSP, and add ETT there.- 1,028 replies
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The thread is marked [1.0.X], but on CKAN the mod is listed as maximum 1.0.4. Is it safe to run on 1.0.5? Is there a reason it hasn't been marked compatible, or just no one got around to it?
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Kerbodyne SSTO Division: Omnibus Thread
lordcirth replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
With the Solo R / Solo Three, are the wingtip tanks aesthetics, or do they actually add significant delta-v? It looks to me like they'd cause a lot of drag. -
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
lordcirth replied to Probus's topic in KSP1 Mod Releases
@Probus I think there may be a bug. My fresh install has a blank Solid Rockets node, and the Hammer is under Advanced SRB with the BACC. This is the latest version, 20160112. EDIT: Also Ullage Motors is empty, it had the Sepratron in my 1.0.4 install. Did these get renamed in 1.0.5 maybe?- 1,028 replies
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
lordcirth replied to Probus's topic in KSP1 Mod Releases
Try installing Science Alert (Menu Stabilizer is good too) then spin-stabilize your rockets. It works pretty well! Stock parts in RSS? That sounds really hard. I've only ever played RSS with RO, which is also hard, but differently so Hardest I've ever played with stock parts was KScale2, which was a manageable difficulty bump.- 1,028 replies
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
lordcirth replied to Probus's topic in KSP1 Mod Releases
Well, it's a good thing I created a fresh save with 1.0.5, ETT, and Dmagic, Normal difficulty, in order to test ETT again before typing a page or two! I see that you have made a few changes since I tried it. Moving the 2HOT into Basic Science makes sense. You haven't tweaked any of the experiment values, right? So the wiki is accurate for those? Putting a barometer on the pad and recovering it gets 3.6, +1 for Science contract. This allows 2 nodes: Basic Science, or Propulsion Systems. In fact you can choose both. Getting Basic Science seemed like the right thing to do. 2.4 Science from the pad, almost paying for itself. It's interesting to note that although we start with a C-16 antenna, it costs 12 EC per packet and the only power we have is the Stayputnik with 10 EC, so we can't actually use the antenna with those 2 nodes alone. However, while not obvious, unlocking Propulsion Systems gives a 7.0 EC/sec alternator. Choosing Science over better engines doesn't get you stuck, however, so this is fine. By the way, could you hide the Universal Storage parts if the user doesn't have it installed? It would clean things up a lot. EDIT: Continuing my career, the antenna aborts transmission and returns the data when the probe core runs out of battery. Right-clicking on it lets you toggle this, but it gets very slow to transmit results piece by piece. I think it's best to just launch a sounding rocket to 70km using the LV-30 and not waste money on science equipment. This gets you about 25 Science from various contracts and achievements, so now you can get batteries and do a proper science rocket. Is this the intended strategy? EDIT2: I'm an idiot. I forgot that ETT gives you the radial parachute to start with. That makes things much easier XD. With that in mind, perhaps the C-16 antenna should be moved to Basic Science? You can't really use it well at the start anyway.- 1,028 replies
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Hey, I just tried TestFlight with Ven's Stock Revamp in 1.0.5, it seems to mostly "just work" since Ven mostly edits existing Squad parts. However, the LV-900 engine that he adds is detected wrong - it continuously gathers data while off. It's probably because the LV-900 comes with a small built-in toroidal fuel tank, and is detected as a tank rather than an engine. I would just ignore it's tiny tank and treat it purely as an engine, there's no reason to bother making it's tank fail. It should be quite a simple fix, in theory, although I notice that your only config for engines is "Stock_Engines.cfg". I could insert my own config there to make it work, but official Test Flight being compatible with Ven's Stock Revamp would be really cool! Would you be willing to accept pull requests to populate a Ven_Engines.cfg or something?
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
lordcirth replied to Probus's topic in KSP1 Mod Releases
Yes, I'm using DMagic Orbital Science, for the first time. The beginning is indeed hard, but unevenly so. I think I prefer the steadier ramp-up of stock's tech tree, though it certainly has its flaws. What I'm really looking for is a tech tree that makes sense in Hard mode, since I like the idea but playing Hard mode with crew aboard on your first launch doesn't make sense to me. Better Than Starting Manned completely railroads the early game. Unmanned Before Manned is ok but it's not different enough to start a new save.- 1,028 replies
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
lordcirth replied to Probus's topic in KSP1 Mod Releases
Continuing my career, I notice that there are very few Science instruments available at the beginning. It's also kinda strange to get the Science Jr well before the Goo, but it's not really a bad thing. You didn't rebalance the Science payouts, right? So the 5+10 cost Science Jr is worth more than the 10+100 cost Goo?- 1,028 replies
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
lordcirth replied to Probus's topic in KSP1 Mod Releases
Just started a new Career in 1.0.4 with ETT, Atomic Age, and DMagic Orbital Science. Looks pretty cool so far. But I have some questions: Why is DMagic's Micro Goo filed under Nuclear Fuel Systems? Where is the 2HOT thermometer? Got it, Basic Science -> Thermodynamics. I don't think the Wing icon is the best, maybe the Flame icon? Why is the surface ore scanner 5 Science when the ISRU it goes with is 550?- 1,028 replies
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