Jump to content

Kergarin

Members
  • Posts

    593
  • Joined

  • Last visited

Reputation

842 Excellent

Profile Information

  • About me
    SSTO Maniac

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Thanks. Haven't tried it in space yet. Maybe it can be easily solved landed in atmosphere by editing the Planets space dust cfg by adding a lot of zeros behind the . ? Will try that later.
  2. Is it intended that argon is extremely quick? 5.5E+7 rate on Kerbin and 1.5E+5 on Duna. Filling up even the largest Tanks in Seconds. You would need to contact the author of Kcalbeloh for this. I would appreciate it.
  3. Thanks! That's a great combination of mods with a good balance between easy and challenging. I might give this a try, but I guess my very limited free time will force me to use something even simpler.
  4. Is there information what exactly has to be changed, to make parallax work with Rescale/ Sigma Dimensions? Until now, I only managed to make it worse.
  5. Thanks! You are right. From how I understood the mods description you can only get to 100% rate and would even need MKS too. But that's not right. Just using the bundled parts from USI life support you can achieve above 100% with ease. You just need a greenhouse and have to add fertilizer, which can be generated using a drill and the small isru converter using some ec. Almost too easy.
  6. Hi, I want to go interstellar for the first time and I want to do it with life support. My plan is to send a big colonization ship or fleet to establish a growing base in the other solar system which then can produce new ships and kerbals as well to explore everything without having to send supplies and parts from kerbin over interstellar distances. Mechanics wise I want to have it very Kerbal, so a simplified approach which is just fun to play without having to micromanage everything. For example simple construction or not so simple construction for producing new stuff, is the level of Kerbalism I'm looking for. Moar Kerbals to increase the population. While I have to say, I like them mechanics wise, but I would like both better if they would add specific parts instead of using existing ones. USI life support looks like the perfect fit, but is seems not possible to build a colony with more than 100% efficiency? But I need more than 100% to fill up the spacecrafts, which explore the other solar systems as well as more than 100% to feed the growing population of kerbals. Edit: if there's no easy way, please suggest the hard ones too Any suggestions? Thanks!
  7. I think that's the best mod to add other solar systems. Also it's compatible with exactly the right mods. Are there Plans to add easteregss too? That would be the last bit to make it perfect.
  8. The op says in the FAQ: Does this work with Rescale / Sigma Dimensions? Yes, but check for configs as some values must be adjusted for things to look correct. Can someone please tell me what to adjust? When using Sigma dimensions and rescale (continued), the scatters are much less dense and some of them are missing completely. Thanks!
  9. Hello, I've created my own tech tree for KSP 1.1 some time ago using module manager. Starting with this code to delete all tech tree nodes to create it completely new from scratch. @TechTree { !RDNode,* { } ........ This doesn't seem to work anymore in 1.12.5. (Maybe even since a long long time) Is There a way to sill do so? I've checked some other tech tree mods and none of these deletes the tree anymore but instead moves, alters and renames existing nodes, which is much more complicated and doesnt really fit my plans. Thanks!
  10. Thanks! I din't expect Parallax for OPM to actually change the Outer Planets, since it's just 2kb in size, but I've checked the config files after your post and it really does. But it does so by using textures from existing inner planets. Hale for example is using textures from Gilly. But doesn't that make them loose thier unique colors an apperance? It will be a few days until I'll find the time to check this out myself. When you say Spectra "suite", do you mean just what's bundled in the mod itself or is it the list of recommended othe mods on CKAN? (I never had CKAN until now)
  11. Hello, it's been a long time since ive last played KSP, and now that the development has finished, Im looking to build my ultimate modded KSP, to start a new carreer with the goal of visiting all eastereggs. (So all suggested mods must not break visibility and function of the eastereggs.) The first step is to have a full Solar System, but in Kerbal style while keeping all stock planets. So the most logical way seems to be installing Outer Planets Mod. Now I want everything to look as good as it gets. But Im not sure how to acchive this. The OPM thread suggests Stock Visual Enhancements or Poods OPM Visual Overhaul. This seems a pretty good start, while i can't really decide which way to go. Also Astronomers Visual Pack has configs for OPM. Which makes the decision even harder. The problem is, I then saw Parallax, which is a whole new level in many ways. And while there is a mod called "Parallax for OPM", it seems thats just a patch to have them both installed together without the game crashing, but there seem no Parallax Configs for OPM included. So you end up with a beautiful inner system and have a total break in graphics when you reach the outer planets. Is there something for OPM on the Level of Parallax that I am missing or even real parallax configs for OPM? Or any alternate suggestions? Or even another mod to have a full (but Kerbalized (so not RSS)) solar system? To make everything more challenging, it would be great if everything is compatible with Rescale / Sigma Dimensions. But thats no must, my alternative would be nerfing all engine by doubling thier consumption or so. Thanks!
  12. @Mephisto81 thanks for your post. And sorry for my late reply. That SSTO looks really cool and is quite an achievement! But in my opinion the amount of clipping on this craft is a little to high to be considered legit. Especially fuel tank and engine clipping brings a lot advantage. I'm very sorry, but I hope you don't mind that decision?
  13. Thanks! and congrats for building a reusable Eve craft! But that's wrong. Out of the actual 14 listed crafts, only 2 use clipping. I do not add crafts with exploits or unreasonable clipping to this list. And if I make the exception to add a craft with clipping to the list, it needs a really good reason. These 2 exceptions were: @OHaras craft, which you already said by yourself you would go with that. @EvermoreAlpacas second craft, because it uses stock props. Well it also uses clipped engines, which I generally don't consider legit, but for the achievement of building the first working sealevel SSTO, I made this exception. My personal crafts do not use any clipping at all. Neither my old SSTO rockets, nor my suborbital catch, and the new cargo bay props are not clipped. Cargo bay props are rotors and blades completely fitted into a Cargo bay. They only work and created drag when the cargo bay is open, and they don't work and don't create drag when the bay is closed. You can see it right here https://m.youtube.com/watch?feature=youtu.be&t=9m1s&v=hdxJ5dGu4o8 That's why it wasn't added to the list. The list is only what's in the first post. What people post by them self doesn't count. I sadly just didn't find the time to answer to this by now.
×
×
  • Create New...