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Jimbodiah

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Everything posted by Jimbodiah

  1. @Mike @T-10a Adjusting the thrusts is no problem, that is a one line thing for every part with the EngineFX module. Adjusting the weights will have to be done for every individual part and it is not just the mass field as you would have to redefine more than just that, which is what RO does for SSTU parts. Hence just altering the ISP value acomplishes the same thing but in a single command for every part. There is no way to do this other than go RO (maybe not real-fuels and the whoel overhaul), SMURFF or to use a gimmick patch like mine. You can spend all the effort of making an RO patch which will be outdated with every change to SSTU (changes, new parts) or just play the game with a compromise that works across all mods (not just sstu). I don't see this need to have all the numbers align with real world figures and act like ISP is a holy number that must not be touched: When you use a 3.2x scale system you are doing the exact same thing, just using stock parts and changing the planet size multipliers to get real-world behavior for their ISP. What's the difference between chosing RSS and adjusting the parameters of engines to match real world behavior? It's the same thing, but you are still not experiencing the real scale of RSS This is why I also play SSRSS sometimes (none of those god-awful long wait times to get a transfer window), which is a stock scaled RSS with another patch to bring engine performance back to real life behavior (the opposite of my rss patch). In the end it's all the same thing, so why fuss over the ISP value?
  2. @T-10a What you are basically asking for is an RO patch for SSTU if you want the scale, weight, isp and thrust to have real-world values. I don't see the point really unless you are trying to impress NASA; they are just arbitrary numbers to get the parts to behave similar to real life performance in the system scale you have chosen. Scaling all the parts in size and weight to real-life numbers is a serious PITA.
  3. FASA used to have a reflections plugin that was used on their Apollo version, but it got borked in KSP 1.1 or 1.2 I think.
  4. Were the landing legs removed at some point, I can't find them anymore?
  5. Gold plated engines for the win! Really looking forward to seeing how this looks. My dreams of a completely golden Saturn is within reach!
  6. Send it to the GPU, less lag on the game (moar cpu loading) that way which is already pushing it in some cases. My GPU at the moment is wondering if it needs to go into sleep mode, it's not being used much by KSP.
  7. @Kalidor As a wise poet once said "It wasn't me!!!" @Kuldaralagh CLS issue fixed on github.
  8. I tend not to use scatterer anymore as it borks up more than it enhances. Misty skies would be nice if half the sky was not glitching as hell, or the ocean disappearing etc. And I've not seen any hints at fixing this stuff for ages, a real shame as together with EVE this was the most awesome visual enhancement in the game.
  9. Yep, I just noticed that... I will remove it from the file until I can look at it.
  10. Holy $h!t, Mage!!! This looks absolutely amazing!!!! SSTU version xxx.145 "It's full of stars" edition. Would it at some point be possible to add this to the recoloring GUI as an option?
  11. I think he means the SRB-A and other parts... One is for upper stages and will have fairings at the bottom as well as other nozzle options. Or maybe he means the A/B/C/D types which have different section bands on the sides (the black stripes).
  12. That doesn't count mwuhahahaha.... And I see Mage added the brass/bronze/gold color options
  13. Could you make the top color red or something to see that that is the top side? This way you do not need to change the textures of the sides.
  14. 1.3.1 is out? I'not updating untill all the mods support it. The update frequency from Squad is way too high.
  15. Mage, you are talking about a rebalance for a part in the tree that lasts a single launch. Once you unlock survivability with your first launch, you should be able to unlock 3-4 more nodes with the second launch. This kind of makes it a moot point and is why I put the decouplers together with the respective tank diameters on the previous balance pass. To go even further; when I played stock I just put an engine on top of the previous stage and that would decouple by blowing up the previous tank due to the heat. Heck my first launch is a four section SRB just stacked on top of each other where each one blows out the previous one on staging so I could get at least 2-3 biomes before splashing down. You can't get a 100% balanced tree, especially when using other mods; bluedog offers decouplers in the 2nd technodes as well, so anyone using that mod will get an alternative to the sstu decoupler (not even mentioning using tweakscale). When using CTT I remove the SSTU ctt folder as engines are spread out into nodes that are meant for atomic engines or near-future parts: unlocking a J2X when you already have nukes and plasma engines is unbalanced in the opposite direction. Someone needs to come up with a 100 node techtree so we can make single year development increments to mirror real world progression of technology. BTW: If you've played careers, you know your second launch will be an orbit mission or very close to it if you miscalculated, the 3rd launch is definitely an orbit mission around Kerbin/Earth with the 4-5th being moon shots already. The early techtree is unlocked in just a few missions. If you take a majority of the available orbital science around earth and the moon, you have unlocked half the techtree already and about 1/3 of the CTT version. Moon landings will get you 3/4 into the stock tree and only CTT will need you to go to Duna/Mars to start unlocking the 1.000+ science nodes. And I won't even mention using labs to do a complete cheat and get 6x the science, meaning a set of Mun/Minmus landings will unlock the complete stock techtree
  16. Yeah, if you stay with stage 1 then stage 2 will not continue it's burn and drop down almost as fast as the first stage. If you want to return the first stage you can't burn too long to get the payload high enough and still have enough fuel left. There's a mod that allows you to go back to a previous save for things like this, but I'm not that set on doing both stages enough to try it. I like returning the first stage, but then my secon stage is just a dummy load.
  17. Tater gets me Returning a realistic scale falcon 9 in stock is easy, RSS not so much: engines tend to flame out with ksp mechanics causing RUDs all over the place.
  18. Dragon 2 will never fly, haven't you been keeping up It's the BFR junior now. But yeah, a propulsion landing pod would be cool I actuall use the Kerbel Reusability Pack dragon boosters to land my pods without any chutes; just make sure to have 350-400 dV of fuel and it's awesome to see it land without a chute (high pucker factor) I keep thinking big macs and chicken nuggets... stahp!
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