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Everything posted by Jimbodiah
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So, the question on many people's mind no doubt: who is gonna mod this?
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2x is not that much different than stock Kerbin. 3.2x is an optimum for stock parts and realistic looking rockets without needing to tinker with ISP/Thrust in custom patches. I'm actually running RSS with a custom patch to raise ISP/Thrust of engines so that stock parts work in RSS without needing the insane Realism Overhaul to balance everything out, yet still having rockets that look like the real thing and having roughly real-life values (the Saturn V will just make it to the moon, instead of having enough dV to go to Jool). It's quite easy and a lot of fun playing with a real scaled earth that does not look like a distant basketball when only in a 300km orbit, but where 300km is actually just out of the atmosphere with a huge earth whizzing by underneath. The Saturn would feel much more at home there and I would recommend trying it out to anyone. I can link to the patch if anyone wants to try but does not know how to use Module Manager patches to change their parts (it's really simple, no rocket science or anything, but those are often the best solutions).
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LH to O ratio is is 15:1. Nertea came up with this for his CryoEngines and ShadowMage used the same ratio for his SSTU engines to keep it all compatible. The only difference between the two mods is that Nertea uses a 2x factor for tank volume vs weight to keep it more kerbal looking, while SSTU uses more real life scaling so tanks will be bigger (and fit what they look like in real life). LH is a LOT lighter, so even though tanks will get bigger, they still weigh less. The added ISP of the LH engines makes it a very appealing combination, and shows why the Saturn V is so unbalanced when only using stock LF/O as a fuel.
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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
All mods that worked in 1.0.5 work in 1.1.3, so you can import your career.- 2,401 replies
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- rss
- real solar system
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(and 1 more)
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Yeah, and it's not like they had an immediate 1.1.1 patch, and another 1.1.2 a short period after that, with modders trying to keep up. Oh wait, they did . It's just not realistic to expect modders to already have their mods updated so "you" [generic] can play on a pre-release that may still change (as it already has during the builds released so far).
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@Nertea is going to flip when he reads this, haha 1.2 isn't even released yet, so expecting modders to jump on 1.2 and have their mods finished before an official version is even released, is kind of insane. I expect it will be at least a month or so after release until the dust has settled with mods updating, and I think we will be at KSP 1.2.2 by that time I'll be playing 1.1.3 for a while, like I did 1.0.5 (still more stable than 1.1.3 is); there's nothing in 1.2 that can't be done with mods right now, so I don't see the use in going the unless I wanted to test things, but never to move my career saves into.
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KSP Interstellar Extended Continued Development Thread
Jimbodiah replied to FreeThinker's topic in KSP1 Mod Development
I just reinstalled KSPI to notice the radiators have been changed. Is it possible to get the old trapezoidal folding radiators to work again somehow? I downloaded the 1.0.5 version but the animation no longer works in 1.1.3. These things looked awesome for sci-fi builds. -
SPACE STATIONS! Post your pictures here
Jimbodiah replied to tsunam1's topic in KSP1 The Spacecraft Exchange
My RSS career bus-depot at 3000km altitude. I've nearly unlocked the entire tech tree (using CTT which has nodes up to 10K science) where I use the station as a hub to receive tourists/crews from earth and transfer them into interplanetary craft to shuttle them to their destinations. Earth to Station travel uses mainly Ares I rockets with the Orion CM/SM and some resupply items attached. Interplanetary craft all use high-Isp electrical engines, going from the traditional disposal craft to a more expensive re-usable ship (no parts jettisoned at anytime from start to finish of the mission). The station was around 2.2M funds without the Xenon tanks filled, each shuttle is around 600K funds. That's a lot of tourist contracts Left end has the Engineering hab next to the Nuclear Fuel refinery to reprocess spent reactor fuel, followed by Xenon and MonoProp tanks for refueling returning shuttles. Right now three Orions are docked waiting for their passengers to return from contract missions. View from a different angle showing the solar panels and large active radiators.The central hub of the spinning toroidal hab on the right. The science end of the station with a DOS science lab to process any data that is returned from missions and a better view of the toroidal hab. | The station in all it's glory. All shuttles docked and ready to send 24 pesky tourists back into the atmosphere, screaming for their lives and hoping Jeb didn't skimp on the ablator, to rake in those Funds™ Mods used: - SSTU (toroid, Orions, hab, docking ports and science lab) - Near Future Construction (frame/tanks). - Near Future Propulsion (Plasma shuttle engines) - Near Future Electrical (fusion reactor, nuclear fuel processor) - Heat Control (radiators) - KerbodynePlus (larg ISS solar panels, shuttle landing legs) - Procedural Parts (gold Xenon tanks) - Coatl Probes+ (small solar panels on shuttles) -
Mage, would a CTT patch be of any help? I am using CTT lately which has 3-4 extra steps in the tree (up to 4000 science I think) and was already thinking of making a patch. Might also make a better progression as the J2X is at the same level as SciFi propulsion in the stock tree, making it obsolete by the time you get to unlocking it.
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They stole our ideas! :-) Took them long enough. It's not showing up on my install, but I have 1507 or something, doesn't update, I'll try a reinstall.
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My 1.2 does not have any extra tabs, are you sure it is stock?
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Thanks!
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Hi, I just reinstalled this after a while, the GUI is larger than my screen and I can not resize it. Is there any way (cfg etc) to define the GUI window size?
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Saturn V (Reincarnation). Release in last page
Jimbodiah replied to DECQ's topic in KSP1 Mod Development
Wow, are you his jealous girlfriend or something? Chill out dude. -
Saturn V (Reincarnation). Release in last page
Jimbodiah replied to DECQ's topic in KSP1 Mod Development
Is any of this every going to be downloadable? The last release was almost a year ago. -
@StoneBlue You can already do that with the custom catagories (green tabs).