-
Posts
859 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by dave1904
-
I totally agree with this. Ive had 100 million plus in the bank and it is so exploit. An issue I have right now is that 1.2 million a month is not enough for me to launch certain rockets. ARES-V for example. There are mods that have parts that cost 500K a pop. Do you have a workaround for that? As in a sollution without changing the config that I may have overseen ingame. Personally I would like a yearly buget that was higher than a loan.
-
Thanks for the effort. The funny thing it was the concept images that were confusing me. The BDB wiki also has 4 visual bells. I did think to myself that 4 L87s would be your standard twin nozzle engine because that's what it was. I've not flow this yet but I'm sure it has no issues. I've managed to get 19 tons with 4 single engines into orbit. I've 3.5 rescale so benefit from lower wet/dry masses. First stage lofts my upper stages further. Irony is larger systems make certain launch profiles easier.
-
Ive tryed building it like this Titan 3L2 and it doesnt have the trust once the srbs are gone. Even with ground lit version Im going to either use the E-1 and switch to RP-1 or use LH2 second Stage. Probably both. All I know is that stage 1 and 2 being aerozine50 do not work haha. I want to stick to parts from that era.
-
With Janitors closet like somoen already said and if you do it manually make sure to delete the MU file too. Otherwise its loaded and still uses up performance.
-
What mod makes SRB's keep smoking after running out?
dave1904 replied to Refreshpage's topic in KSP1 Mods Discussions
I think -
[WIP] Boring Crew Services - Stockalike Starliner Mod
dave1904 replied to DylanSemrau's topic in KSP1 Mod Development
@Zorg Out of curiosity. Do you have any concept images of vulcan starliner or did you have to guesstimate the adapter?- 497 replies
-
[WIP] Boring Crew Services - Stockalike Starliner Mod
dave1904 replied to DylanSemrau's topic in KSP1 Mod Development
No it's not. If I'm not mistaken all vesseltype does is assign the icon in mapview. MinimumCrew = 0 is required.- 497 replies
-
[WIP] Boring Crew Services - Stockalike Starliner Mod
dave1904 replied to DylanSemrau's topic in KSP1 Mod Development
Tiny issue here that is actually not an issue of this but it may be of help. Is it necessary for the capsule to have "vesselType = Probe"? There are Skyhawk kerbalism patches that patch it twice because of it causing issues with harddrive. @PART[*]:HAS[@MODULE[ModuleCommand],#vesselType[Probe],~TechRequired[control*],~TechRequired[hypergol*],~TechRequired[tanks*],~TechRequired[construction*],~TechRequired[logistics*],~TechRequired[science*],#SSS_Tier[1]]:AFTER[zzzSkyhawkScienceSystem] { MODULE { name = HardDrive title = Data Storage dataCapacity = 0.25 // data size in Mb sampleCapacity = 0 // sample size in slots } } @PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0],#SSS_Tier[6]]:AFTER[zzzSkyhawkScienceSystem] { MODULE { name = HardDrive title = Data Storage dataCapacity = 4 // data size in Mb sampleCapacity = 1 // sample size in slots @sampleCapacity *= #$/CrewCapacity$ } }- 497 replies
-
[1.12.x] Far Future Technologies - October 9
dave1904 replied to Nertea's topic in KSP1 Mod Releases
I use kerbalism. I leave dynamicbattery storage away because as far as I know it it is only for timewarp right? Any of the Near Future or FFT will run no problem without or will I end up with problems ive not found yet? -
I gave you an oversimplified answer however. I assume you know how b9 tank types work. Simply making the patch I pasted is not enough. It does work really nice however. This way I give larger pods like orion and shuttle more resources. They are designed to carry more.
-
If you have a B9 cargo switch mod you can overwrite it @PART[BCS_Centauri_CrewCapsule]:NEEDS[BoringCrewServices] { MODULE { name = ModuleB9PartSwitch moduleID = cargoSwitch switcherDescription = Cargo switcherDescriptionPlural = Cargos baseVolume = 100 switchInFlight = True affectDragCubes = false } } In my case im using skyhawk so all i need to do is add the empty cargo module. Skyhawk does the rest.
-
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
dave1904 replied to Nertea's topic in KSP1 Mod Releases
[LOG 17:41:52.603] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.610] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.662] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.669] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.714] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.720] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.766] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.772] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.820] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.827] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.875] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.882] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.926] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:52.934] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:53.744] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 [LOG 17:41:53.751] Fuels: 2.00000E-002, 3.00000E-004, 6.00000E-006 Any idea what would cause this to spam my log? It only happens with NTR including sqauds so I dont even know if its kerbal atomics related. -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
dave1904 replied to Gameslinx's topic in KSP1 Mod Releases
Same. I need to get settings I like. Im not happy with how bright the ambient light is.- 3,173 replies
-
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
dave1904 replied to Gameslinx's topic in KSP1 Mod Releases
@Gameslinx Im using Deferred, Volumetric clouds and Paralax release 2 with TUFX. Is TUFX required now or not? What settings do you use?- 3,173 replies