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Everything posted by Blackline
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Blackline replied to RoverDude's topic in KSP1 Mod Releases
As I understand it, there is no way to have it unattended, Instead you need to visit your mining vessel every x day's, then the catch up mechanism starts with it's 6h chunks, and eventually your stuff is distributed to PL. Or what did you mean by MPL working unattended @Gilph ? -
Tried it yesterday, but it seems a bit glitchy. Thx for the advice tho!
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Do you say that trajectories has a landing marker in-game (meaning not map mode)?
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[1.4.X] OSE Workshop Continued - KIS Addon
Blackline replied to Aelfhe1m's topic in KSP1 Mod Releases
Is it possible to disable the need for the two Kerbals? I'd like to have it fully autonomous, maybe add some mass as a penalty... -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Blackline replied to Nertea's topic in KSP1 Mod Releases
Right, my bad, I missinterpreted fixedDeltaTime. -
Hey, i managed to squeeze an update through the morning wake up process. Have fun!
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Damn me if I did something wrong, sorry... It showed me an updated build date tho. Unfortunately I'll be in Spain this week, so if there is something wrong, you have my blessing to post a link to a fresh compile. Wait.. I forgot to update the version file! The DLL should be updated though!!
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Hey everyone, i am currently working on a support package for DynamicBatteryStorage from Nertea. This way you can warp as much as you'd like, without loosing any of that precious charge anymore! See more at: EDIT: Done, the new release 1.3.1 now supports DynamicBatteryStorage, which hopefully will support RealBattery within the next release. Stay tuned!
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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
@Nertea does this (https://github.com/ChrisAdderley/CryoTanks/blob/master/Source/ModuleSimpleBoiloff.cs#L140) mean, that you need a big enough EC storage to cool all the LH2 for the time someone is unloaded on rails? No change you can remember the last status of cooling (like LastUpdateTime) the vessel was loaded, and then decide if you want to boiloff or not? Im just asking, because im sending a LH2/LOX mothership to duna unattended, flying other missions during that year. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Blackline replied to Nertea's topic in KSP1 Mod Releases
Awesome @Nertea, really impressive. If that's ok with you, my plan would be to PR your DBS to support my Module RealBattery as a generator AND consumer and make it a dependency to the mod. Need to ask CKAN guys to play with the meta, in order to get DBS as a standalone mod. -
I don't use filter extensions, but they should appear in the normal electric tab though.
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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
@Nertea would you like to go a bit into detail, how exactly you managed to overcome that problem? Did you do it similar to @FreeThinker's dynamic wasteheat-storage changing? I'd like to know, because I have exactly the same problems with my Realbattery mod and haven't found a (simple) solution yet. And the DBS source is quite big and would take a lot time to understand, a small inspiring words from you would help a lot to speed things up. Cheers! PS: anyone ever thought about confronting SQUAD with that issue/limitation? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Blackline replied to Nertea's topic in KSP1 Mod Releases
My nukes do show exhaust effects while being switched off, (known) bug or my problem? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Blackline replied to Nertea's topic in KSP1 Mod Releases
You mention LH2+OX modes, do your engines support that? -
https://drive.google.com/open?id=0B9E1ELqaaxtIc3hlbng1ZmZGc2c in this save, you are in an ssto aproaching the starving scientist from about 500m away. Heavily modded tho... But i THINK space-y, KW rocketry, realBattery and kerbal atomics are the only part-related mods you should need. Aside from USI-LS ofc :-)
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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
Oh, @mikerl did that on page 7. I vote for a mod integration, maybe for the additional LF patch minimod. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Blackline replied to Nertea's topic in KSP1 Mod Releases
You mean LF? And since the mod changes all nukes (even the stock/ other mod ones) there are no fallbacks. Wait, idea, @Nertea could you make a mode switch for the nerv's? One high ISP LH2 mode, and a low ISP LF mode? That would be perfect. Similar to the rapier's or the afterburner engines two modes. Maybe I'll get time for some cfg phun! -
No MKS installed btw, so no medbays available.
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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
With the nerv's using LH2, how do you guys change the design of your SSTO's due to the increased demand of volume? Stock Mk2 SSTO's suddenly get to the size of mk3 ones, without the additional payload. Do you just stick a bunch of cryo tanks on the side of those spaceplanes? -
My Kerbal being a tourist? He was a scientist, food ran out, he became useless, so I restocked food. But he still was a tourist.
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Is this a new / known Bug? (mos recent USI mod versions). I know it was a bug a few versions ago. EDIT: edited persistence.sfs, because nothing else helped.
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A.I.R.B.R.A.K.E.S for aerobraking on Duna
Blackline replied to Reusables's topic in KSP1 Gameplay Questions and Tutorials
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Blackline replied to Gameslinx's topic in KSP1 Mod Releases
Move on like skip this one contract? Or forget (progression) contracts at all?- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Blackline replied to Gameslinx's topic in KSP1 Mod Releases
Really like what you accomplished! A question regarding the screwed up contracts: does anyone know a mod/contract pack that enables a guided (and especially paid) tour through this planet pack?- 2,454 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Blackline replied to RoverDude's topic in KSP1 Mod Releases
I read the AD discussions on page 173 about conserving momentum, and I've seen this on YT, but what isn't clear to me: to which reference is that momentum conserved? To the mun? To kerbing? To kerbol? To whatever black hole kerbol is orbiting? What is the (assumed) fake rule behind that? Or do I get sth wrong here? I assume energy = m*v^2/2 + m*g*h needs to remain constant...