Jump to content

Tyko

Members
  • Posts

    3,095
  • Joined

  • Last visited

Everything posted by Tyko

  1. Mod packs aren't a thing for many reasons, but you've discovered one of the most important - troubleshooting. If you're having a serious bug it's a lot easier to troubleshoot if you can add and remove individual mods to see which one's breaking your game. If it were all one monolithic pack it would be much more difficult to sort out the problem. Another reason is tied to update cycle. If you're using a mod pack and the game updates the entire mod pack is limited by the last mod to update and if certain mods never update the pack is stuck. Customization is the last big non-technical one - mod users use mods so they can customize their experience and a mod pack limits that flexibility If you're looking for recommended mods go to the RSS page. It provides you a recommended companion mod list. That should be a good starting point. If you're looking for easier way to install mods try CKAN, it's not perfect, but in most cases it works well and it'll automatically recommend dependencies and other mods that work well with the one you're installing.
  2. If you're waiting on stock you probably have a long wait. if you're looking for "stock art style and general polish" the Near Future mods are actually more consistently true to the best quality (porkjet) stock parts than much of what Squad has released. Before you knock it you should really take a look at it. If you don't want to, totally cool, but you're missing out on a lot of really high quality parts.
  3. Have you looked at the recent Near Future Spacecraft update? There are a whole bunch of new pods, some with integrated engines that could make great landers. Here's the Imgur link
  4. This texture pack works with Decoupler Shroud and has an orange that's pretty close
  5. Agreed 100%. They have part variants for tanks and fairings, why not engine shrouds and decouplers...ugh
  6. ReStock is doing this already...redoing stock parts following the art direction Porkjet set with his plane parts and his engine revamp plans. I believe the plan is to replace most of stock and bring it to one unified quality level. They're also working on Restock+ which will include filler parts that should be in the game but were never made. So, rejoice! Your request has been answered (it's lot of work so you may wanna send them some encouragement too)
  7. I wish there was an "I don't care, there are mods for that" answer. Sure, it'd be fine if there was one in stock, but I can't imagine something coming in stock that would be any better than what's available in mods already and and @Pthigrivi said, it makes a lot more sense with life support. Maybe if Squad actually did life support it would be a good part to add to that release?
  8. +1 for Precise Maneuver. You can place the maneuver node at AN/DN/AP/PE, you can circularize and you can do plane changes. Basically everything the OP asked for except for cutting off throttle, but that just takes practice.
  9. Back to station building in GPP 3.2x. I'd tried to build a station around Ceti using 2.5 core parts earlier, but didn't have enough lifting capacity. I put the project on hold while R&D developed the Mainsail engine. My new lifter can throw 20 tons into LGO and has no problems with my 15 ton station modules. The station was constructed over 5 launches, the core with command, power and fuel storage went up first followed by 2 service modules, a habitation module and finally a laboratory. Station can accommodate 4 crew for up to a year, but crew mission lengths will typically be 3-6 months. Mission: conduct landings in all Ceti biomes and test on-orbit research methods in preparation for crewed interplanetary missions First Launch with new lifter Station Core in Ceti orbit First Module approaches station. The transfer vehicle will dock the module, transfer spare fuel to the station core then de-orbit First Module docked Halfway done! The transfers vehicle in the background will be de-orbited Final Module attached. The last transfer vehicle still docked in the back left
  10. Likely, but not for a while. I think a certain level of madness is required to fly for the KSC. It'd be amusing if you could over-index on sanity and kerbal would be like "Nope, not flying, you're crazy if you think I'm getting back into one of your contraptions again!"
  11. Thanks! Is the height adjustable via a setting or by altering a cfg?
  12. I'd almost rather just populate a new engine a "mk2" or "block 2" at the new tech level so it doesn't mess with the previous engine. Just never decided to tackle that.
  13. hmm... sounds like an install issue to me. Did you try on a clean install, and confirm KSP version? Did you install with CKAN or manually? There's been a CKAN issue for quite a while that results in the buttons not showing up in KSC view nor VAB view. The workaround is to install USI-LS and dependencies manually.
  14. I did look your changes over and they make sense. So far I've been avoiding Parts Upgrades for engines. I stripped them out of PartOverhauls and I haven't seen most other parts packs start using them. I'm not sure I really like the idea that a rocket that I designed a year ago and decide to re-use suddenly changes it's stats - I know the stats only improve, it just seemed odd. That said my mind isn't "made up" on that topic and I'm willing to talk through it. How do others feel about engine upgrades?
  15. wow, thanks so much for your time! I'll play with it this weekend
  16. Yea, I was thinking the same thing. I've also made a few other tweaks to engine configs as a result of many hours of playing. I wasn't sure when to roll them out, but doing it all when 1.6 arrives would make the most sense. Where do you think the Wolfhound should land stat-wise? While I'm at it, I'm open to other tweak suggestions.
  17. Yea, that was all from PorkJet's proposed parts revamp. It's based on this design sheet:
  18. Hoping to get some syntax help here. I'm still challenged by setting up conditions correctly. Here's my goal - I want to standardize monoprop vacuum ISPs. Different mods have wildly different takes on monoprop efficiency - some are around 240 like stock. Other mods have them in the mid 300's like LFO. I'm trying to clean it up by narrowing all monoprop vacuum ISPs to around the 280-310 range. This would put them a step below most LFO vacuum engines and create a tradeoff between between weight and efficiency. The logic would look like this - move all current Monoprop engines into 2 classes for vacuum ISP - For all monoprop engines with < 300 ISP -> make the new ISP 280 For all monoprop engines with > 300 ISP -> make the new ISP 310 I realize this isn't very granular, but it would be quick and dirty and wouldn't require me to tweak each engine. Since the current ISPs are fairly arbitrary anyway, this is as least better. Ideally RCS would be left untouched at 240, but at the end of the day RCS use is so small that i don't think it would make an appreciable difference in overall fuel use. If anyone could help me get started on proper syntax it would be most appreciated. Thanks!
  19. The two times @SQUAD added a new serious bug that affected my game: I think it was 1.2 when suddenly anything in orbit would slowly descend about 1m every few seconds...I'd just gotten a large station up over Kerbin and I had to keep boosting it back up. With 1.5 when suddenly the "landing gear fix" actually made it worse. I know that it's better for some craft, but I never had a problem in 1.3 and 1.4. It wasn't until 1.5 came out that my craft all started dancing around the surface. This really liquided me off.
  20. The game doesn't work that way...find another solution: Use struts if you need more rigidity - or potentially autostrut Use separator motors if you need a more powerful separation - or edit the cfg files as described above
  21. in your OP it sounded like you wanted to use dual decouplers to get a more forceful separation. If you just double the ejectionForce on one decoupler you don't have to mess around with figuring out how to use 2 - which I've never figured out either and am not sure is even possible as @swjr-swis already explained above
  22. Here's the link to the thread...always useful to Google things first. I found this by Googling "KSP Delta V MAP" it was the first link
  23. Building a station around Ceti (moon of Gael in GPP). 3.2x scale continues to be a challenge and I'm having to cut propellant really close to meet my current 1.875m lifter capacities. I can lift just over 11 tons to LGO with current tech. Well...I shaved it a bit too close with one of my station components and ended up about 20m/s shy of necessary DV to rendezvous and dock with the station core... GRRRRR...Now I have a station component in a higher orbit, just sitting there and I'll have to plan a second launch to recover the errant module and bring it down to the station... I'll post pictures when I complete assembly...hopefully this evening.
  24. Agreed. just don't try to repackage them under your name or to sell them to another university and you should be fine.
×
×
  • Create New...