ToastyOats
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Everything posted by ToastyOats
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
ToastyOats replied to JadeOfMaar's topic in KSP1 Mod Releases
@JadeOfMaar It's been a -really- long since I had KSP Installed, and I've been goofing around with FAR since it's apparently updated to 1.7 - out of curiosity is OPT Reconfig using it's own integration of FAR? So I don't need FAR by itself? Or do I have to use it alongside FAR? -
Would Boldly Go become unstable with a 1.4.5 Back-Port of Kopernicus? I tried installing it in my 1.4.5 build of KSP a couple weeks back and experienced an issue where when in the map view while on an active vessel, tabbing through planetary bodies & stars caused my active vessel to detonation. While I'm asking, is there a wiki (I can't seem to find one) detailing how you can customize the Proc-Gen? I'm on an older PC I'd need something with a much smaller star, planet & moon population. 90+ Stars is a bit daunting x_x
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- stock visual enhancement
- research bodies
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[1.12.x] Near Future Technologies (September 6)
ToastyOats replied to Nertea's topic in KSP1 Mod Releases
Guys how in hells bells would you get Kerbal Engineering to ascertain the "Burn Time" of the Electrical Engine types in NF Propulsion? Is it even possible? -
[1.12.x] Near Future Technologies (September 6)
ToastyOats replied to Nertea's topic in KSP1 Mod Releases
Is it at all Efficient, time or resource wise to attempt using the Near Future Propulsion electric/plasma engines for interplanetary travel? I'm not much of a fan of the super-realistic hyper-delta V+ Long Burn Time engine types some mods use. But I F'ing love the look of Electric Engines so much. Hnng. -
How difficult would it be to personally curate things like part mass modifiers when scaling items UP, is it even possible? Are the modifiers specific to mod authors? I'm having some of my parts quintuple in mass when scaled up just once. It's somewhat absurd. Worse yet instead of the multiplier being off the INITIAL Mass, it's taking the new multiplied mass and increasing off of that value at least that's how it seems.
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- tweakscale
- plugin
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As I understood it, it's a great habit to go out of your way to update specific Dependencies that're typically bundled with mods for overall stability. I recently installed BlueDog Bureau and have an issue with Microstuttering. Figured I'd run through the dependencies.
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Is there no download for the 0.11.0 build for 1.4.4 compatibility? Or is it safe to use the 1.5.X build for 1.4.5
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
ToastyOats replied to JadeOfMaar's topic in KSP1 Mod Releases
Is FAR still patched into OPT Reconfig? I'm curious to know how extensively it's implemented. @RiskyRe-entry There are a couple other mods that require World Stabilizer in order to avoid that problem, it seems to be a long standing issue nobody has really been able to pin down and resolve. -
I'm not using the S.A.F.E.R but the more advanced fusion reactor, yes. No I avoid updating when I can, most of the mods I like only just recently got up to 1.4.5 compatibility. I'm more concerned about getting the tonnage per gravitic generator, and it's energy requirements down rather then the size of my ship atm. I chose a close to 300t vessel tho (for internal volume for components and cargo) "Vessel" I chose was a OPT-K Cargo SSTO lol, it just so happens to be able to fit an entire saucer worth of Gravitic Generators in a 6m Fuel section.
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I had Twelve Generators at one point, essentially two full saucers with 6 Electro-Plasma Generators. I was burning through GravWave immensely fast. I still am, I'm trying to figure out if it's a problem with Electric Charge Generation demand of the Generators themselves, or if maybe I should par down to a simple cluster of Gravitic Engines instead of a Single S-4 Gravitic Engine.
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I think I may have killed the mod somehow. I get no Hover Control Mode. The gravitic engines seem to refuse to generate GravityWaves, same for the Gravimetric Displacement Generator. Edit: Nix that, A simple reinstall of the mod fixed the issue. Now to ascertain how much "Lift" vs tonnage each engine accounts for.
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I feel like a damn idiot for asking this, but I can't find an answer anywhere. The Gravitic Engine itself, is it meant to be used with the Displacer? Or does it work on it's own off-of Electrical charge? I get no Right click functionality out of it in the SPH, or on the Strip. And I'm also having an issue where the Hover UI doesn't show up with any information and just stays on my screen permanently.
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Regarding their use in stock components, I don't mean stock form factor. I mean does the CoM Lift effect still effect any lifting body aside from the saucer. Could I line the trailing edge of an SSTO's wings with static displacers and slap a couple recessed gravitic engines for their respective effects. Or is there unique coding limiting it only to the mod's lifting body saucer components.
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Basic Aircraft Design - Explained Simply, With Pictures
ToastyOats replied to keptin's topic in KSP1 Tutorials
It'd be really nice if there was a 1.4.5 Update. Or maybe an addition of wing-shapes for Hypersonic craft explanations. -
So out of curiosity I attempted to install this with the Engineering Tech Tree, and found out that it seems to annihilate a couple of Alien Tech relevent nodes, I've unlocked the flapjacks Aerospike, the alien tech super computer & the SAFER reactor, but everything else is kaput. I should add I'm also running KSPI-E besides that everything seems to work. That Coana hover engine tho seems unable to lift the flapjack off the floor