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KSP2 Release Notes
Everything posted by MacLuky
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RP1 patch of the day I love RP1 but the second half of the tech tree is really empty. There is some mod support but not easy to find. I find myself creating RO and RP1 configs for various mods that may help other players, thus I'll post some of these patches here in the hope that they may help someone. KerbalFoundries - great wheels filling the advanced landing slots
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A Vega Block B derived vessel could launch on a 0C and resupply the station
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1969 first half The first half of 1969 is marked by new launcher development. This has slowed production considerably and we will need another few moon landings to have the funds to speed up again. Science is increasing due to some great missions this year. Following the moon landing the head of the space agency announces an ambition to put boots on mars within the decade.
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[1.2/1.3] Real Scale Sea Dragon 0.3.4 (2016-07-12)
MacLuky replied to NecroBones's topic in KSP1 Mod Releases
Some more tinkering, I know these formulas are not very precise. But based on auronautix numbers I cant see how this should work. With 7400 m/s yes, but close to 9,400 only if we forget the payload. Everything is in tons. It would be a payload fraction of 2,53 which feels a bit high for steel tanks and unsophisticated engines. -
[1.2/1.3] Real Scale Sea Dragon 0.3.4 (2016-07-12)
MacLuky replied to NecroBones's topic in KSP1 Mod Releases
I still struggle to get this right: The volume aligns sort of, but when made of steel it just doesn't hold the delta v. I've added a 500t payload and played with ro tanks to get an idea of the settings. Grateful for any help on this. -
1968 second half
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[1.2/1.3] Real Scale Sea Dragon 0.3.4 (2016-07-12)
MacLuky replied to NecroBones's topic in KSP1 Mod Releases
Alright, so the parts are in research so I can at least see them in the VAB. 7,200,000 funds seems excessive indeed. I see some more problems: - no avionics (5000000t needed) - tank pressure - deltav is too low (3200 with a 100t payload - it explodes on the pad I'll continue the investigation, if someone has working configs I would be grateful1 -
1968 second quarter The time has come that we can try for that most important of mission, perhaps not with that hardware we wanted, but it can be done and we will do so.
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1968 First Quarter I noticed there were already a lot of screen shots and since some of them were really exciting I decided to do an early report:
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[1.2/1.3] Real Scale Sea Dragon 0.3.4 (2016-07-12)
MacLuky replied to NecroBones's topic in KSP1 Mod Releases
Here is a bit more: https://www.quora.com/How-much-would-it-cost-to-develop-and-build-the-Sea-Dragon-rocket-today And this: http://neverworld.net/truax/Sea_Dragon_Concept_Volume_1.pdf -
[1.2/1.3] Real Scale Sea Dragon 0.3.4 (2016-07-12)
MacLuky replied to NecroBones's topic in KSP1 Mod Releases
Thanks! I changed them to default. As for the price. The cost multipliers were technical debt ;-) as I had not unlocked it yet, I hadn't noticed. So I did some deep research (well, I entered "seadragon+cost in google) I noticed that astonautix puts it at: "LEO Payload: 450,000 kg (990,000 lb) to a 185 km orbit at 90.00 degrees. Launch Price $: 300.000 million in 1962 dollars." Should I read that as 300 billion? And: "Costs to low earth orbit were estimated to be between $60/kg and $600/kg - eg one fourth that of the Saturn V or less." Which would be about 300 million? You would want to get it on par with the 400k you mentioned, does that make sense? -
[1.2/1.3] Real Scale Sea Dragon 0.3.4 (2016-07-12)
MacLuky replied to NecroBones's topic in KSP1 Mod Releases
Ah thanks! I can see them in the tree, but haven't unlocked them yet. I made them balloon because the cfg spoke of LH2 and LOX, I assumed they were balloon, but switching it to default should make it a normal tank. Also, I've not set the engines to pressure fed. What would be "realistic" settings for those engines anyway? I presume it were simple pressure fed engines indeed? -
RP-1 Realistic Progression One for KSP 1.12.3
MacLuky replied to pap1723's topic in KSP1 Mod Releases
Thanks for trying. I think I may have picked the dev version from Alternate Apollo too, since it included the lab. Here is the folder: https://we.tl/t-x5o24TcS1T There is a bit of magic in the patches folder too: https://we.tl/t-ZErkuKrn3r I dont think you need it but still -
RP-1 Realistic Progression One for KSP 1.12.3
MacLuky replied to pap1723's topic in KSP1 Mod Releases
Here you go: https://we.tl/t-MOqBsfRy1q I've included a script that should reproduce my mods using CKAN and github links. Apart from the latest update to RP1 master it should be complete -
RP-1 Realistic Progression One for KSP 1.12.3
MacLuky replied to pap1723's topic in KSP1 Mod Releases
Hi, Sorry if I didn't explain myself clearly, perhaps this helps: For my next mision I want Chloe who is trained And Valentina And Alexander When I press launch it selects another crew (They are trained as well but I don't want these) so i press clear and then "add" Where did they go? now no-one is qualified anymore.... I did update to the current dev branch and the problem persists. I also looked at the code but its kind of hard to follow. What I can see it that is works for the first kerbals that have a matching flight roster, but i cant find how the second screen is populated. Editing the savefile and moving the desired kerbals to the top of the roster is a work around... I have a save file, the logfile has no entries that will help. I can also log an issue if that helps. -
Sure, this is the list: I use this script to create a fresh install: 1967 second half This year would see its fair share of failure and setbacks, however we are hopeful for the next year when the mature versions of the Vega class will dominate the launches. We are also starting to train crew for a new capsule, but it will take them 300 days in class...
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This is beautiful! encoyable! I might make RP1/RO configs for this
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I wonder if this will help @Scatterer_planetsList:FOR[RealSolarSystem]:NEEDS[Scatterer] { @scattererCelestialBodies { -Item:HAS[#celestialBodyName[Kerbin] -Item:HAS[#celestialBodyName[Duna] -Item:HAS[#celestialBodyName[Jool] -Item:HAS[#celestialBodyName[Eve] -Item:HAS[#celestialBodyName[Kerbin] -Item:HAS[#celestialBodyName[Kerbin] -Item:HAS[#celestialBodyName[Kerbin] -Item:HAS[#celestialBodyName[Kerbin] } @celestialLightSourcesData { -Item:HAS[#celestialBodyName[Jool] } }
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Scatterer is just gorgeous, but I am suspecting it to slow down my scene transitions by several minutes in my RSS/RO game. Uninstalling/reinstalling it does seem to speed things up but I cant really put my finger on it. Perhaps it is looking for Jool and Eve and stuff on a timeout? Just to clarify, I dont mind losing framerate for pretty pictures, but transitions are kind of annoying especially in the minutes range
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This is what the current family of lifters looks like, I am working on a low cost below the Taurus 1A. Cost means it takes a long time to build, so lower cost is good Also dancing around the max capacity of the platforms
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Yes, we just unlocked it, stay tuned ;-) 1967 Part 1 The first half of the year saw fewer launches. The crew is training and the launchers are getting more expensive. We do see two new lifters in the Taurus family and two polished ones in the Aries.
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RP-1 Realistic Progression One for KSP 1.12.3
MacLuky replied to pap1723's topic in KSP1 Mod Releases
This did not solve the issue, however: if you re-arrange your kerbals in the FLIGHT_LOG section of your savefile you can work around it. -
RP-1 Realistic Progression One for KSP 1.12.3
MacLuky replied to pap1723's topic in KSP1 Mod Releases
I may have found a bug. I have 6 trained crew, both proficiency and mission and I don't like the auto-pick. So I removed one from the list, but if I try to add another an empty list is presented. I'll update RP1 to master and will check again.