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Jimbodiah

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Everything posted by Jimbodiah

  1. Great addition!!!! Just a question of all parts could be contained in one folder? This would keep the gamedata folder more organised (excluding dependencies ofcourse).
  2. No, I know that, but I think I saw a Hydrogen scoop once in one of RoverDudes mods, not sure if it is there anymore. I can patch the ISRU to make anything, but just wondering if some kind of mod already has a cycle set up. You may also want to look at Karbonite/K+ from USI and Kethane (which has been re-released and updated).
  3. More habs = longer hab period, but still limited (no way to prolong without adding more or new habs to my knowledge). But this has nothing to do with storage containers or anything that would be needed from SSTU. USI's "just supplies" as a LS system seems like too simple an approach imho. I like the TAC oxygen/water/food better, and also three waste products (CO2, waste water, waste) to recycle with scrubbers etc. It's set up to be more realistic than USI LS, as USI tends to focus mostly on kerbalization vs more realistiK. There are some extra mods for TAC that make a loop for the waste products (Soylent, Greenhouse and I think even BioMass), but they are all from different people (yet using the same resources as a basis and some of their own ones that I don't see the need of supporting). Lots of people using USI and TAC life-supports, so I'd love to see both being supported. For TAC you only need one container that has all 6 resources. As it has no other logistics for radio-actives or maintenance like UKS, there will only be one part variant. BTW: there is USI life-support and then there is the UKS system that also requires other resources for maintenance etc. So they are not mutually-exclusive. You can run Kolonizations (UKS/MKS/OKS) without Lifesupport, and the other way around. Is there a well-known mod that can make LH/Ox out of some kind of resource?
  4. So, the majority would make roasted marshkerbals in this situation
  5. I tried it with the latest version, but keep running out of supplies while I had Nomomatics running. Apparently it's bug, but hasn't been removed yet. So I'm still using TAC right now.
  6. USI Life Support is pretty broken at the moment, and what I've seen from their UKS resources, it's a pretty complex loop which can not be used for anything else but UKS itself. Never saw the point of it all. EPL and CRP would cover most of the resources I think. Anything else we could probably patch/hack later.
  7. I don't know where I found it, but it seemed appropriate for KSP
  8. Then he just floated beyond the engine while I made the screenshot, I will make another one where you can see the size
  9. The Kerbal is directly behind the engine, so it is to scale and both are in a stable orbit (just rescued him so he is EVA-ing to the command module and I just spotted the photo oppertunity). The engine is a J2-X, which is huge, but you should see the F1 Last time I did that, a mod moved it here, so I just place pictures here now The ship in the photo is my Kerbin Tourist shuttle, it brings 6 tourists on a orbital tour of the Mun and Minmus before returning. I also have a lander version that can do the same trip but also land 6 kerbals on both Mun and Minmus. I could use smaller engines like the RL10, but I have no patience for the long burns and the J2X just looks cooler
  10. Euhm, use stock parts with tweak scale? But I'm guessing this will be the modular SM that Mage was planning on?
  11. When I disable the pod's RCS and add stock thrusters to CoM, then RCS works like a charm. Having RCS at the front and rear of a tug (stock parts) to create a lever when a load is present still gives me a stable ship while docking without the load on it, so I'm thinking it's a balancing issue on this tug (thrust power vs position). I'll try the thrust slider to see if it helps in the meantime.
  12. Would it be possible to have some make-shift clusters for the Merlin and H1? I kind of miss using them. Also the, AJ10-190 does not have clustering, don't know if this was intentional?
  13. Thanks for the tip. But seeing as 1.1 is around the corner (Soon™), I will wait to see what it brings.
  14. [going offtopic now] I tried to make a Ubuntu multiboot, but it's a 1st rate PITA. I've been buidling PCs since I was 12yrs old and I can't get it to install properly and do anything but present a black screen. I've tried Linux in the past (redhat etc), but gave up after a few hours then too. I think the Linux releases should become more install-friendly if they hope to conquer any kind of audience. Right now it's reserved to applications for people that work in the business or who's hobby it is to get it to work. Kind of defeats the purpose to have a quick install for a game. It's simpler just to live with the occasional crash (I have about 1 crash per 6 hours of playtime running 15+ mods). Mind you I don't have a 15 year old laptop runing windows 95 and a GeForce 2 card in it, like a lot of people seem to still have and trying to run modern games on it (see that in many games where people are running ancient laptops and complaining about lag etc). [back on topic again] OPT Spaceplanes are cool!
  15. This kind of is Someone was running out of memory with this mod.
  16. Often I get the message that there are no comms devices for sending science data, yet I have the stock commutron 16 antenna plus ussualy 1 or more RT antennas, Is there any work around for this?
  17. Excellent mod!!! Same observation about the SAS with RCS, they fire continously and drain the 150MP in a matter of seconds. Alse the NV engines burn LF but not Oxidizer, yet there is no option to just choose LF as a fuel. Looking forward to the next release!
  18. gheghe... What squad parts? I dumped almost every stock engine in tank, only the Nerv and the Thudder left.
  19. Textures aren't loaded unless a cfg calls them, isn't that right? What would there be to gain if there are unused textures in the SSTU directory? You only need to remove the part's cfg file to not load it into KSP.
  20. Just keep it in the same folder and make it possible for people to delete the directory of parts they don't need. Keep unique textures with the part, all the shared on in one folder (=take it or leave it). Don't make more work unless it;s really necessary. I can see landers being a seperate package, unless it will share engines etc with Shipcore.
  21. Lot's of dillemas in that kind of split. Why split the shipcore into 3 seperate mods though? There are only a hanful of tanks, plus where would the HUS/ICPS go? Keeping tanks and engines together would be most logical as the mounts are shared between all of them. The only way to do it otherwise is to bundle the textures with each of the seperate mods. If someone installs them all, then the same folder is just overwritten. Directory makeup example: (just for the textures, you can do they same for plugins etc). SSTU/ShipCore/.. ../ShipCore/PodTextures/.. ../ShipCore/EngineTextures/.. SSTU/Tanks/.. (+Boosters?) ../Tanks/TankTextures/.. ../Tanks/EngineTextures/.. ../Tanks/NoseTextures/.. ../Tanks/MountTextures/.. ../Tanks/BoosterTextures/.. SSTU/Engines/.. ../Engines/EngineTextures/.. ../Engines/MountTextures/.. SSTU/LanderCore/.. ../LanderCore/LCPodTextures/.. ../LanderCore/LCTanksTextures/.. ../LanderCore/LCEnginesTextures/.. So some texture folders will be in multiple .zip files for download, but once unzipped into the GameData/SSTU folder they will overwrite each other. Each mod will be self-contained though.
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