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Everything posted by Gaultesian
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[1.2.x] Rocket Factory 1.2x - LeBeau Space Industries
Gaultesian replied to RaendyLeBeau's topic in KSP1 Mod Releases
Well, I finally got around to playing with your mod in 1.05 over the last couple of days, and I will move it over to my 1.1 KSP version later today (I have read the possible errors and I am ok with that). I have to say, this mod is beautiful. No, really, it's beautiful in so many ways. It feels sort of stockalike, but yet, not, and then the interiors are awesome, and when I build my spacecraft, they look they way I want them. For some reason, whenever I created an interplanetary spacecraft, I always felt there was something wrong (they were too big, too bulky, etc.), but it was not that....the command pod(s) never seem to suit the spaceship. Last night, I completed my first Duna spacecraft using a lot of your mod parts (including the big beautiful command pod), and it felt like I finally found that missing piece of the jigsaw puzzle: it felt right, and for some reason, aesthetically pleasing. Thank you so much Raendy.- 183 replies
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[1.2.x] Rocket Factory 1.2x - LeBeau Space Industries
Gaultesian replied to RaendyLeBeau's topic in KSP1 Mod Releases
No big worry on the real plume or tweakscale Raendy: initially some of us will tweak it ourselves, or incorporate a plugin for real plume or tweakscale ourselves and possibly post them here for others to incorporate into their tweakscale or real plume library (i.e. it will not affect your coding, it will be an addon plugin into some other mods). You have done so much work, let the rest of us help you out for the little changes ;). That being said, without tweakscale or real plume, this mod rocks completely on it's own merits. I am supposed to be working on developing a lab today for the students, but instead I am sketching out what my LBSI Rocket will be like when I get home this evening ;). Cheers!- 183 replies
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[1.2.x] Rocket Factory 1.2x - LeBeau Space Industries
Gaultesian replied to RaendyLeBeau's topic in KSP1 Mod Releases
I gave it a test drive last night, just before going to bed, and it was sweet ride. Aesthetically, it is fantastic, with sharp designs on most of the pods, and all of the secondary items (solar panels, decouplers, etc.) looking very nice on my rocket. The interiors of the pods are my happiest places to date. Lots of window view size. Also, the '80's' feel makes a guy like me (who did own a Commodore 64) chuckle more than once on my maiden voyage into orbit. Most impressive though was your largest pod (Sigma V)...this puts the pod in the extreme end of sizes and one that I will be definitely using for my command pod on my next attempt to Duna. My only thing right now is the lack of tweakscale for some of the rocket engines. The side engines are very nice indeed, but once placed on the Sigma V, they look a little too small. I can easily set them up in tweakscale later this evening for my own fun. Others will comment and give advice on various items like isp and fuel tank amounts and such in the coming days (too much or too little...you can never quite satisfy everyone on this mod), but on a visual scale, you did an excellent job. In short, you delivered more than I expected Raendy: great work and it was well worth the wait. You should congratulate yourself on a job well done!- 183 replies
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[1.0.5] * Rocket Factory * - LeBeau Space Industries
Gaultesian replied to RaendyLeBeau's topic in KSP1 Mod Development
Let me say congratulations Raendy....your hard work has finally paid off! Now I can go back to KSP again and have some fun with this mod :). Cheers, Gaultesian -
[1.0.5] * Rocket Factory * - LeBeau Space Industries
Gaultesian replied to RaendyLeBeau's topic in KSP1 Mod Development
I have not commented for the last month or so about your mod Raendy, as I away on other work (and I was playing Xcom 2...which I have out of my system now, and I am ready to come back to KSP). However, I have been reading all, watching all and listening to everything you and the commentators have been saying. Your work looks better than I dreamed it would be! I have been an avid fan of your designs since you started showing images of your pods way back at the beginning, and to see you have created so much....I am setting up a new copy of KSP on my hard drive specifically for this mod alone. Cheers, and kudos to you for making me salivate for all this time...the end is near! Blasting off to DUNA will be a joy . Gaultesian. -
One of my habits for the morning was to get to work, and then pull up Kerbal Stuff and peruse it for 5 minutes: it always made my work morning more manageable for the five minutes of my time I spent on it, and if I could have (or give) a dollar for every download I did on KS..... I always disliked curse. Github is going to be my choice of download (provided modders use is regularly, which most of them do). Curse will be used only when all other options are nil. RIP Kerbal Stuff....I am saddened by my loss of this fun website. And to the author/creator of Kerbal Stuff, thank you so much for time and patience.
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[1.0.5] * Rocket Factory * - LeBeau Space Industries
Gaultesian replied to RaendyLeBeau's topic in KSP1 Mod Development
Oh, that is perfectly ok: I prefer to add on my own docking clamp (small or large), depending on how my spacecraft will dock with other ships or stations. For some reason, I am very conservative on which clamps I use. Most of the time, I will start out with a certain docking clamp, and use that one, or others of similar size, throughout my space program. Actually, the area where the nose clam will snap onto the Sigma V looks very appropriate. Keep up the good work Mr. Lebeau :). -
[1.0.5] * Rocket Factory * - LeBeau Space Industries
Gaultesian replied to RaendyLeBeau's topic in KSP1 Mod Development
Just a quick question. It looks like the Sigma has a built-in docking port. What size will it be (larger than the standard clamp-o-tron, or the same size)? Cheers. -
Do you plan to make a custom-made IVA for this mod. I love this centrifuge, and I know the current IVA is probably just a stand in until you develop your own. I prefer centrifuges that are all one piece like this and porkjet's centrifuge (oh, and the centrifuge in UKS/MSI mod)....as opposed to building a centrifuge via infernal robotics and such, and it certainly reduces spaceship part count.
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
Gaultesian replied to RoverDude's topic in KSP1 Mod Releases
I do believe LitaAlto is using this centrifuge mod: DarkSideTechnology Cheers. -
[1.0.5] * Rocket Factory * - LeBeau Space Industries
Gaultesian replied to RaendyLeBeau's topic in KSP1 Mod Development
Looks like I will be marking March 16th on my calendar. If you release the sigma as a 'pre-release' that would be awesome. Cheers. -
[1.0.5] * Rocket Factory * - LeBeau Space Industries
Gaultesian replied to RaendyLeBeau's topic in KSP1 Mod Development
I think we are all eagerly awaiting the first publication of your wonderful mod Raendy. You should be very proud of your work. Cheers. -
[1.0.5] * Rocket Factory * - LeBeau Space Industries
Gaultesian replied to RaendyLeBeau's topic in KSP1 Mod Development
♫I adore my 64, my Commodore 64♫ Ah, the cockpit of the NK-V Leia command pod reminds me of being a teenager. At least now I know why the command pod was called Leia . Cheers! -
Nope, I would rather not play Keepfit than go to Wimp mode. I know people like that option, but I like to keep it a bit dangerous. Knowing the physical limitations of the kerbals (duh, if I just looked at their keepfit stats, I would see their upper limits), gives me a sense of danger and adventure. I also keep 'Use best module on ship' mode offline. Makes for some really strategic ship building at the beginning of the game, especially if you want to lob some kerbals to another planet. Initially, going to the Mun or Minmus can be done with comfy rooms, and space stations can also live with comfy spaces, but, just like in real-life, one must come back down to earth to realize how zero-g life has been treating you. Later in the game, when the ring hab (from the habitat pack) and the gym hab (from cx's module pack) are accessible, then you can start thinking long-term space voyages or space station visits. Couple this with the 6.4k resize mod, and time in space becomes a very big factor indeed. Maybe next time, I will try to land on Jool . I wonder if poor Jebidiah will accept that mission. I can understand your predicament with the UI. It is serviceable, but just needs a bit of tweaking to get it from serviceable to wonderful. I know it will get done sometime in the future.
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I just tested a decent onto EVE with these high g-forces. All crew survived (on regular mode, not wimp mode), and although their keepfit stats look a bit bruised and battered, it's nothing a bit of time in the centrifuge hab module back in orbit won't fix. This is what I love about mods such as Keepfit, TACS-LS, and Remotetech: your experience in KSP can be far more rewarding than just lobbing up krew or robotic satellites...one must prepare for the rigours of space itself. Cheers! Sorry, but one more thing. The only thing I would currently critique about Keepfit is the interface. There is no really effective scroll up-down on the crew list if you have more than 6 crewmembers on your ship/station. Maybe reduce the font and progress bars a bit. Other than that (and that is a minor critique, as you have said in previous posts you would like to modify the interface), I love this mod.
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Hehe, yeah, I have yet to dabble in space planes (I have been playing KSP since last April), so it may be an incentive. I think the EVE gravity well is all screwed up in the 6.4k mod I am currently using: highest g is 24.6 (the best I could find, and while putting heavily shielded probes through the atmosphere, I immediately hit aero resistance at the very top of the atmosphere (126 km up), then there is an abrupt stop in the aero breaking, and then it resumes once more at around 40k. I have used the 6.4 k mod before, and there was never an aero break period at the very beginning of the atmosphere (which means the atmospheric density is way too high in the upper, then usual throughout the mid and lower). That is why I am getting the 24.6g rating in mechjeb: I hit a dense atmosphere (where it really should not be dense) at 8 km/s. Looks like I may need to look at the 6.4 k plugin (or get a new one). I just wanted Jeb to be super-kerbal and make it through a hellish g-force conflagration without becoming kerbal-paste in the command pod. Cheers.
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Update: I upgraded to the latest version of strategia, and all of my 'enroute' issues have disappeared. YAY!
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I should have rephrased that one...the issue was the change between regular kebin solar system and 6.4k solar system (one would need a very fast probe to get there in time in 6.4k mode). I LOVED the challenge, and it made the whole game feel fresh again . I will see what saves and logs I have on my computer (I am at work now). As for the modification I made (for the time requirements), I just customized it for my own purposes, and it is in no way a critique of Strategia. I just modified it (properly, I hope) to meet the requirements of the 6.4k mod for my career game. Good point, and yay! I can upgrade. Will do so tonight. Hmmm...until Strategia came along, I rarely used any of the strategies, unless I was really hard pressed for cash. I found the lacklustre to the extreme. I have currently used the training program for the kerbals, and although it may seem to be op'ed, it actually reduces the amount of training new recruits have to do (once Bob, Jeb, Vall and Bill have progressed past lvl 2 and beyond), so there is less micromanaging of pilots to get their skills up to speed (IMO). Getting my pilots up to lvl 2 and 3 means I can send them to space stations and moon/planet bases without sending useless lvl 0 astronauts there, and getting next to nothing for science back in return (not to mention engineering skills, if you are using such things as KAS, KIS, and some of the mods that depend on engineering and science skills to improve output of given devices such as MKS/OKS). I started out with the missions to Mun and then Minmus (probes and manned missions). I have not done any impactor programs yet, but I will probably in the future (now it will encourage me to use the impactor mod out there....I enjoy your sneak way of gettting us to do more science!). Cheers.
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I have been using this mod for about 2 weeks now, and I love it. Keep in mind, I have not updated the mod when new iterations have been implemented, so my experiences may be obsolete. I am using strategia through a long-haul game, in which I can see how it guides me through the different options. All seems to work well with my version (i am not sure which one I have now, I am at work writing this), but needless to say that it has worked quite well so far. The only thing I did was scale up the timeframes. I am working on a 6.4k solar system, so times were too tight for me. Other than amping up the time frames, all is kept 'as is'. The only issue I had at this time was a requirement on sending probes to different planets. That was really challenging, as I developed 4 probes that would land on Moho in 3 different biomes (I built 4, in case one died). Once I completed that (and it was woot! from my mission control, er, my desktop), I was going to opt for another one (this time EVE). Seems I have several satellites on a permanent orbit around the sun, but the requirements tell me that one of them is enroute to Eve. Also, it said I did not complete the 'send astronauts to the mun'. I had done that mission several times, but I had 3 currently on the Mun as a permanent base. So I evacuated the kerbins on Mun, and that requirement was lifted in my favour, but as of now, the 'enroute to Eve' requirement is still in red. Other than that glitch, everything else has been fun so far: this mod guides me to the moons and planets on both manned and unmanned missions, and it gives the career mode a greater, cohesive sense of purpose and accomplishment, rather than just straight rep, science and funds boost. My question: can I upgrade to the latest beta version, without killing my savegame? If not, I will continue to fly this game until I get to Eeloo, and report any issues (by that time, they may all be obsolete...Nightingale has been very prolific on the updates!). Cheers.
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[1.0.5] * Rocket Factory * - LeBeau Space Industries
Gaultesian replied to RaendyLeBeau's topic in KSP1 Mod Development
Wow, that looks pretty awesome. Is the light color of blue on the centrifuge the same coloration as the light blue on the pods (grey?). Cheers. -
A strange thing happened on my way to the GPU...
Gaultesian replied to Gaultesian's topic in The Lounge
Thanks for the reply and the testing. I have no instances of conflict. I often quit the one instance of the game I do not intend to play (once the ram usage is much lower on the instance of the game I do want to play), and yes ,I do get the gradual memory bleed (takes more hours than I can actually play the game), but no errors. Thanks for the testing gh7531. -
[1.0.5] * Rocket Factory * - LeBeau Space Industries
Gaultesian replied to RaendyLeBeau's topic in KSP1 Mod Development
Those Amelia Lander pods look pretty great for a DUNA landing. Would go well with some concepts for setting up bases on DUNA. Cheers. -
I have been testing out this mod...I really love the concept. I have a 6 man crew, with NapHabs (CX mod) that I have designated at 'Neutral' and I have porkjet's ring habitat (which is designated 'Exercising'). I did a mission to the mun and back, and most of the kerbonauts are ranking about 80 or so. No worries, I will transfer them to the circular hab during their trip home, and when kebs become sufficiently healthy, I can transfer them back to the nap hab. This seems to be working fine except for poor Valentina...no matter what, her condition deteriorates all the time (went from about 80 down to a 62). Even in the centrifuge, she is deteriorating. Poor Val, she must have the flu or something :(. Cheers. **NVM - I fixed my homemade config**
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A strange thing happened on my way to the GPU...
Gaultesian replied to Gaultesian's topic in The Lounge
OK, so I have been playing with this a bit over the last few days. I now have my primary KSP copy (for mods only) with 84 mods, including such intensive ones as SSTU, RealPlume, EVE, 6.4k, Wild Blue Industries and CXAerospace, to name a few. I also have most of my graphic options upped a bit from my usual KSP settings, with Terrain Detail at high, terrain scatters at high and texture quality at full res. I open this one up with the forced OpenGL. Currently it opens up to approximately 2300 mb. I have another (older) modded folder that would once open up in OpenGL fine, but I now have it opening up in forced DXd11 it has about 70 or so mods in it. I open this one up after the forced OpenGL version opens up, and it clocks at about 2800 mb. So the process: I open up the opengl version first, and onces it is fully opened, I then open up the dx11 version and await for it to fully open. Sometimes the change in memory is nearly instantaneous (i.e. once the dx11 version finally loads up, the opengl version will lower down immediately to about 1200 to 1400 mb), or it may take a few minutes, but eventually the opengl version will lower to 1200 to 1400 mb. I can even close the dx11 version at that time, and the opengl version will persist at approximately 1200 to 1800 mb (depending on how long you have it on, what types of ships you load into the game, and possible memory leakage). This enables me to utilize some really decent mods, with a higher than expected graphics output, all the while keeping my memory usage well below 2 gb. Of course, this will thankfully become obsolete once 1.1 arrives, but until then, my kerbal game has gotten a wee bit more better in the interim. Cheers!