lude
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Everything posted by lude
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Nice mod, at first I wondered "do I need more fuel cells.., hmm on demand fuel cells, that's a great idea!, let's have a look - whoa those look funky and even in flight, time to install this"
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So this mod adds consumables if used in conjunction with KIS? would it be possible to increase the amount per drag to 10 beers/tacos?
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Universal Storage adds oxygen tanks, but their oxygen amount is gauged towards different consumption and thus gives far too much.
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The game is clearly worth 40 bucks if gauged against other well selling titles. It's just that 40 bucks is nothing for some of us for other people 40 bucks is a hell of a load of money so waiting for summer sales is a good idea. Or have special sales of kerbal on astronomical/orbital science heavy days. That said, kerbal is far more worth it's 40 bucks than the majority of games that cost 50 or 60 bucks, if you like sims it's a years long investion full of crashes, forgotten solar panels and mismatched weight to parachute ratios. -- edit -- sorry bad choices of examples what to spend money on, forgot that this game is not only to mature audiences, will take heed of that in the future
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[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
lude replied to Whitecat106's topic in KSP1 Mod Releases
what is the 'gravitational' gradient? I mean, the effect would be stronger the closer to the body? Is there a formula I can use to to find out what minimum orbits i need to have for fuel saving orbits? I assume that at KEO stat orbit the gravitational pull from orbital decay is rather low? (as well as deflection by dust and stuff) -
Where is the craft file for that?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lude replied to ferram4's topic in KSP1 Mod Releases
Ferram4 How about having a look at the two guides and perhaps include it in the first post or some future KSPedia data if that's planned (or was done already) also have you ever seen KerbalKrashSystem wouldn't that be a nice addin to the existing aerostress feature?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lude replied to ferram4's topic in KSP1 Mod Releases
this one is really good in my opinion- 14,073 replies
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this also happens to me when I open the task manager or have account elevation stuff, i play in windowed oh and it also doesn't survive sleep modus anymore
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Basic Aircraft Design - Explained Simply, With Pictures
lude replied to keptin's topic in KSP1 Tutorials
This is such a great guide, I hope many more people will read it. -
Since the stock cockpits are very heavy, if you don't have enough weight below them they will flip so the heavier side goes retrograde, this is especially happening if you use FAR due to the extra forces it adds to torque and other vectors also I like the tourist missions, especially the grand tourism pack ones trying to build nice SSTO that go very fast to desired places is enough fun for me ^^ -- edit -- like why some people have bad experiences or good experiences with service bays, it all depends on how heavy that spot will be, I also like to tightly pack them with heavy batteries and stuff but if it's rather light and you have a 4-5 ton cabin on top, that can end really bad this is really great, I think the lawn dart example fits it best
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so the 1.1.x part includes 1.1.0? that'd be nice
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Oh from having a look at the steamdb and commits I feel there will be boundless mod incompabilities.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lude replied to ferram4's topic in KSP1 Mod Releases
Thanks, I assumed similar, that due to it inheritng FARmodule that FAR doesn't add it again, I know that Ubio has advanced options where you can exclude modules from the part being welded, but I swear I don't remember UbioZ having this bug in 1.0.4 or 1.0.5. Editing the existing parts sounds like a good idea, especially to double check if it's the inherited module breaking it. I wonder if the other guy who had the "no atmosphere" bug also used a mod where a single part broke voxelization (or whatever happened) and comparing it against normal cores sounds like a really good idea because with all the other module inheritance there could be many bees from now on I'll have a closer look at the advanced settings before welding even tho that kinda kills the neatness of it :E- 14,073 replies
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
lude replied to girka2k's topic in KSP1 Mod Releases
Is this where 2.3.0 related issues are reported? Stacking three universal quadcores (i assume any or all parts) and using the weld breaks FAR voxelization for the whole craft, perhaps remove copying the module by default? I will try to see if it's different if that module is excluded under advanced options. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lude replied to ferram4's topic in KSP1 Mod Releases
What other mods could interfere with voxelization? I assume no voxelization could also lead to situations where you get dynamic pressure and heat from atmosphere but for all other forces it's nan/0? I know someone else had the same bug earlier. I've installed FAR by hand in my other save game it's working (just started a new one with a bit harder settings) the only thing changed in between was updates to mods. And I just checked, it's still working perfectly in the other save. Perhaps there is something in the new save I can change so FAR works again, don't want to smash into kerbin all the time. -- edit -- FAR settings are the same in both saves, must be something else ok seems to be related to certain parts that will prevent FAR from calculating a reference area even if a FARmoduled part is on top checking out to which mod they belong using UbioZWelding stuff (three universal quadcores on top of each other) break the voxelization I think, I probably should post this there as well- 14,073 replies
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built my first space station now inspired by CookieLanders I will make something kerbal and fun
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
lude replied to K.Yeon's topic in KSP1 Mod Releases
There is no source code since it's all parts (no dll) 1.7 should be more or less compatible since part definitions didn't change that much -- edit -- Also yes, the Scramjet can bring a lot of stuff up into the air on it's own, like ~200kilometres up in the air if you don't burn up while trying (with nice crashing and burning afterwards if no vac mobility) -
I wonder if this is properly compatible with dmagic stuff, mkerb science and co, I get weird errors sometimes (not in debug, just "no lab" stuff) Also no I don't think this changes the behaviour, just offers more labs, mods that change the behaviour might not be compatible.
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No what was conveyed that I exclusively said those two are not at fault, it's left at your imagination in what way I might come to that conclusion and you were wrong because you could not imagine that there are people who remove mods and recreate steps and end up with the same bug. Odd tho in a modding section of a game where that is convention. -- edit -- that you read basically the opposite into a statement or just assume the most cynical just as an example if i said "it was not 1.0.5" or "it was not x64" you probably would have understood perfectly
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I tried to convey the message that those two mods are not installed...
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
lude replied to EnzoMeertens's topic in KSP1 Mod Releases
found this hidden amongst my log- 735 replies
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anyone else getting this error in VAB/SPH? not caused by RT or USI LS can't get to other screens
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I have the same problem! I mean no clones but the same error being spammed and I also use KerbalKrashSystem but I'm pretty sure I had that very same error a few times before I installed KKS