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Everything posted by Jimbodiah
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Jimbodiah's explorations (pic of the day)
Jimbodiah replied to Jimbodiah's topic in KSP1 The Spacecraft Exchange
click to enlarge The moon is a desolate place. Landed in Schrödinger's Cat Crater near the south pole of the moon. -
KSP Interstellar Extended Continued Development Thread
Jimbodiah replied to FreeThinker's topic in KSP1 Mod Development
@Blackline where did you get those radiators? -
Jimbodiah's explorations (pic of the day)
Jimbodiah replied to Jimbodiah's topic in KSP1 The Spacecraft Exchange
click to enlarge My end-game shuttle orbiting the moon (SSRSS), getting ready to land 6 tourists for a contract. After that it will return to the station above earth and drop them off so that they can re-enter the atmosphere in the original vehicle that brought them to the station (Ares I). This craft is essentially my interplanetary tourist bus that can bring 6 kerbals anywhere in the solar system and even land on Moon sized or smaller objects without atmospheres. -
WarpDrive, ReactorPack (USI_Core), Karbonite, KarbonitePlus, FFT and probably some more later on
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The USI mods I have only contain parts, no DLL. I always use the directory name and that has worked for tons of patches so far. NEEDS[DSEVUtils] doesn't work, already tried it after Angel recommended it. I'll check the patch again, maybe there is another error in there, but the only patches not working are the WildBlue and USI ones (both have subdirectories for each mod). brb
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I just asked Angel a question in his DSEV topic regarding making a patch that requires one of his mod to be installed. The mod is in a subdirectory, i.e. /WildBlueIndustries/DSEV Just using :NEEDS[DSEV] doesn't work. Does anyone know how the syntax goes for such a setup? I have the same issue with USI mods which are all placed under an UmbraSpaceIndustries folder.
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That doesn't work either... The DSEV is under WildBlueIndustries, do I need to add that somehow? I just checked the MM wiki and it says it needs the name directly under /GameData, but I've never dealt with mods in subdirectories. I've asked in the MM thread as I a having the same issues with USI mods which are also in a subdirectory.
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Angel, what is the syntax of your mod for a Module Manager patch? I thought it would be :NEEDS[DSEV] but that does not work.
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Jimbodiah's explorations (pic of the day)
Jimbodiah replied to Jimbodiah's topic in KSP1 The Spacecraft Exchange
Ah, yeah, I never know where to place this stuff. No problem if a mod moves it. -
Jimbodiah's explorations (pic of the day)
Jimbodiah replied to Jimbodiah's topic in KSP1 The Spacecraft Exchange
Thanks! -
Just thought I would share some screenshots of my game play as I sometimes have really beautiful settings. Hope you enjoy them... At the moment I have an RSS save that is in the end-game phase with the entire Community Tech Tree unlocked, an SSRSS save that is just passed mid-game and starting a new career in stock KSP, so you could see any mix of these coming by Mods used in all installs basically: Parts: - SSTU (everything launcher related) - Near Future Propulsion - Near Future Construction - Near Future Solar - Near Future Electrical - Near Future Spacecraft - CryoEngines (LH2 fuel switch) - Kerbal Atomics - HeatControl (radiators) - Far Future Technologies - Procedural Fairings - Procedural Parts - SCANsat - USI ReactorPack - USI Kontainers - USI Karbonite - USI KarbonitePlus - USI FFT - USI WarpDrive (warp plugin) - WildBlue DSEV (rcs and reactors) - Coatl Probes+ (probe cores, antennas and solar panels) - BlueDog Design Bureau (crew pods and Sarnus stages) - Cx Aerospace StationParts (solar panels until SSTU textures their's) - Kerbal Reusability Expansion (grid finds) - IXS WarpShip (warp rings) - KSP Interstellar Extended (trapezoidal radiators) - TheGoldStandard (Kerbals love bling too!) - KIS - KAS Enhancements - MechJeb !!! - Kerbal Joint Reinforcement !!!! - Community Tech Tree - Community Resource Pack - Kerbal Alarm Clock - KSC Switcher - Portrait Stats - ShipManifest - HyperEdit - StageRecovery - TweakScale Sound/Visuals - RealPlume - Scatterer - Environmental Visual Enhancements - RVS or SVE depending on install - Chatterer So to start things off... click to enlarge "Dragon fly" explorer doing a circularisation burn at Saturn after coming out of warp (RSS). click to enlarge Photo oppertunity above the red spot of Jupiter. Same craft as the first picture.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Jimbodiah replied to Nertea's topic in KSP1 Mod Releases
Around 5000m/s (stock system) -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Jimbodiah replied to Nertea's topic in KSP1 Mod Releases
I'm playing a new career on SSRSS and am at the techlevels where nukes are available. I noticed that when you run them on LH2 they are obsolete in the face of Hydrolox engines, giving only around 10% more dV for the same weight of the tank/engine combination. Anyone else notice this? Hydrolox tanks are a bit heavier and a lot smaller than the equivalent LH2 only tanks for similar dV with a nuclear engine. -
You neer RVE, not SVE. Then remove the boulderco folder, effects are meh then but with that folder clouds etc dont work for me either. Removing boukderco got it to work. Also check the end of the RVE topic for install help. Rve hasnt been updated for 1.1.3 so needs a little tweaking.
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Awesome work, Roverdude! Would Squad be interested in integrating the weldable ports as stock items?
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/GameData/RSS-Textures /GameData/RealSolarSystem
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Nathan, correct me if I am wrong, but with KSP 1.2 having tweakable gravity, could I make an RSS install and just tweak gravity to 1/10th to have a kerbal scaled dV version of a big solar system (ie keeping the large earth for realistic looking orbits, but stock-esque dV rockets) ? This could make life a lot easier for people modding 1/10, 1/3 or 1/2 scaled versions, which I think in most part has to do with needing bigger rockets or patches to balance isp/thrust. What's your take on this?
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Jimbodiah replied to sDaZe's topic in KSP1 Mod Development
I just thought of something.... with 1.2 coming out and having tweakable gravity you could make a real-scaled RSS and just tweak down gravity to suit your playstyle, i.e. 1/10 for SSRSS or 1/3 etc while still keeping a realistically scaled earth (looks better when you are orbiting a large planet instead of a basketball sized planet).- 2,401 replies
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Methane Rocketry! Update 0.6 Released! [14/8/2016] [1.1.3]
Jimbodiah replied to Joco223's topic in KSP1 Mod Development
Speaking of Methane, maybe the new SpaceX Raptor engines are an idea? -
If anyone knows the Methalox F/O ratio for KSP, I have the engine files based off the Merlin 1D and 1DV already (as Elon said the Raptor is roughly the same size as the 1D) with 7.5:1 F/O ratio but don't know if that is accurate (Methane needs twice the oxygen vs Hydrogen I know, but the ratio is not mole based). Maybe José can add the two engine clusters to his Nova Pack, and we are all set with placeholders for the early adopters?
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LqdMethane is in CRP, so all you need to know is the ratio of Methalox and you can patch your own engines.
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Tater, I'm not touching RO with a 10ft pole, too complex. I made a simple patch to balance ISP/thrust for a bare RSS install, no need to go further for me personally.