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Everything posted by Blackline
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[1.12.x] Near Future Technologies (September 6)
Blackline replied to Nertea's topic in KSP1 Mod Releases
How about a level x engineer being capable of pushing the lever for me? I looove automated systems... :-) Just for PR brainstorming! -
[1.12.x] Near Future Technologies (September 6)
Blackline replied to Nertea's topic in KSP1 Mod Releases
Maybe I didn't make myself clear on that (sry, non native speaker) but I definitely do NOT want infinite lifetime! I'm interested in exactly the opposite. I merely tried to tell you that your argument "The fact is that full automation makes large reactor lifetime effectively infinite. " doesn't hold, because the lifetime is defined (roughly) by energy/power. Regardless who changes the power lever (me or Mr. Robolever). So if lifetime is a problem, lower EC/kg for the uranium. -
[1.12.x] Near Future Technologies (September 6)
Blackline replied to Nertea's topic in KSP1 Mod Releases
I can't follow your argument about infinite lifetime reactors. If I'd adjust them manually, I'll get infinite lifetime as well. So why should that be an argument against automation? And if infinite lifetime is your real concern, why not balance it? Just give people enough uranium for a few (hundred)thousand EC. Would you like the idea of an easyMode Field (as you use it with your RTG's) which could be enabled via a MM patch similar to the RTG decay patch, which would enable automatic power controls? Im talking about PR here, with no influence to the default behavior at all. -
Thanks, and for stuff like a survey scan (700 dish) it works without losses, since there is (almost) no science involved. Never noticed, that some of the science was lost, but if you can repeat it without any problems, i don't get why it shouldn't transmitt 100% in the first place... Is there a tweakable for that? Like this example for full science values:
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[1.12.x] Near Future Technologies (September 6)
Blackline replied to Nertea's topic in KSP1 Mod Releases
Oh darn it, i get nerteas reason (it would be too simple) but frankly, easy is imho what it's supposed to be. There are already so many things to do manually, I really don't want to micromanage that as well. I can always fork it off and do my own stuff, but I'd rather go for a solution for everyone. Maybe to enable a "simple mode" for NFE reactors via cfg file? -
[1.12.x] Near Future Technologies (September 6)
Blackline replied to Nertea's topic in KSP1 Mod Releases
Hi @Nertea, i am a fan of automatism. I think I proposed that a year ago in the old thread, but since that's lost: Do you plan to implement an automated power regulation for your reactors? I think that would be state of the art, because needing the players input to alter the power lever every here and then seems a bit unnecessary. Is this something you want this way? Would you take PR's? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Blackline replied to Nertea's topic in KSP1 Mod Releases
I not at the PC right now, I think it was the stock one (mass was 1.7t or so). Or do you mean this is a FEATURE? Last thing I did yesterday before switching off the PC was uninstalling realplume and smokescreen, hoping that fixes it. EDIT: Uninstalling SmokeScreen and / or realplume did it -
A new update: 1.3.2! Changelog: The wonderful mod stock-part-revamp moves the models for the stock batteries, and by calling my cfg after his mod, the RealBatteries now should show up again. And now it's possible to remove the CoreHeatModule from the cfg at all, if s1 doesn't want to have any heat related features (like i do after having some hard time with stock heat mechanism) Have PUN!
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Blackline replied to Nertea's topic in KSP1 Mod Releases
Did anyone fix this? (nerf is showing plume while still being shut off) -
Oh, if you'd like to transmit science data worth of 200 EC (lets say 20 MIT with 10 EC/ MIT) and you only have 20 EC local storage and 0.1EC generation: with "require complete" the transmission would abort if your vessel runs out of EC with "allow partial" the antenna just waits for some EC to accumulate and sends 0.1 MIT, one after the other, until the transmission is done
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I just uninstalled them, but get this package and look for it yourself, you can only see 3 or 4 patches at one time, because the window is pretty small. My proposal would be to group all patches comming from one mod, and make it expandable or such. Or just show the titles of each patch, not the whole description. Show the description as a tooltip, or if its clicked on.
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can you somehow group the patches to its "owner" mod? It gets a bit crowded this way.
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KW Rocketry Rebalanced Beta
Blackline replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
Trying it out right now. -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
Blackline replied to linuxgurugamer's topic in KSP1 Mod Releases
Will both stay on CKAN and exclude each other via CKAN rules? Will the part names be changed? Will there be any new parts / old parts removed? Thanks for your efforts! -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Blackline replied to IgorZ's topic in KSP1 Mod Releases
I wanted something like that months ago: Maybe @IgorZ can do that with KIS?! -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Blackline replied to IgorZ's topic in KSP1 Mod Releases
Do you mean pressing R ? Because then it snaps to the mode. Btw, angle snap and symmetry would be awesome!!! @IgorZ pretty please with sugar on top! I usually play with 1km range and 5.000t btw ;-) -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Blackline replied to Papa_Joe's topic in KSP1 Mod Releases
Awesome, thanks. Another file for my personal mm collection ;-) Btw, what is the intention behind the latch mechanic? Purely to have a more realistic feeling? Does all the air vent out if you forget to close a hatch and decouple (I know it doesn't do in Stock at least)? -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Blackline replied to Papa_Joe's topic in KSP1 Mod Releases
Hi, is there a way to disable the hatch-mehcanics completely? I don't like to go through all docking ports just to open hatches. -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
Blackline replied to micha's topic in KSP1 Mod Releases
Somehow x-Science (or was it Automated Science Sampler) managed to aquire KEES experiments way before i was in orbit... known issue? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Blackline replied to RoverDude's topic in KSP1 Mod Releases
So the best shot is to keep everything within a 2km radius. At least it sounds like the least painful way. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Blackline replied to RoverDude's topic in KSP1 Mod Releases
Thanks for clarification. But that means, ill have to cycle through all my mining stations once a month or so to trigger the mechanics and keep my kerbals alive?