Jump to content

b0ss

Members
  • Posts

    197
  • Joined

  • Last visited

Everything posted by b0ss

  1. I wanna keep everything as realistic as possible, no matter how ridiculously hard it is! :3 Unless RSS+Kerbalism is already unrealistic due to it being that hard
  2. Noob question, do the life support parts (algae farm, sabatier, etc.) play nicely with Kerbalism's resources and Stockalike Station Parts Expanded Redux's hydroponics and aquaculture modules? Thanks
  3. Thank you! That was a lot of help. Planetary Base Systems was already on my mod lineup but I had no idea that it had all those fancy life support parts. I just need to ask Nils how I can get it to run on Kerbalism's resources Resource Pack always confused me because I could never find a list of what resources were included in it! Guess my hunch about using it anyway was right. Anyway which resource would you recommend to use as unrefined LFO as a replacement for ore?
  4. Hi all, So I'm aiming for a realistic-as-possible gameplay experience, and the stock ore system really takes away from that. I'm looking for a mod that replaces ore's convertibility into LFO with something like "aqueous hydrocarbon" or similar, without doing away with ore completely and keeping it so that it can still be used to make RocketParts with mods like Keridian Dynamics. I've considered Karbonite, Kethane, Karborundum, etc. but they all seem to be based in the same unrealistic principle as ore, if not worse, or that they assume that LiquidFuel is just liquid hydrogen and can just be extracted from water electrolysis. I intend to use Cryogenic Engines so this is obviously a problem. Any and all responses are greatly appreciated, please keep in mind that I am very incompetent when it comes to video games and deeper-level computer stuff and that obvious config-edit solutions / etc. may not be so obvious to me! Thank you for being one of the friendliest and most helpful communities on the web Shameless piggyback question: how do I ensure intake engines from mods only work on oxygenated planets?
  5. Is this mod compatible with RSS out of the box? Or is a little bit of manual tweaking needed?
  6. So these have realistic fuel capacity calculation? And they don't work for modded wings other than mentioned in the title?
  7. reee Ah seriously? Wait now I'm getting confused. Are the extendable curved solar panels just for show or is there really any difference IRL for using those instead of surface-mounted or regular extended solar panels?
  8. I didn't say anything about melting. The ISS panels keep cool by pumping liquid ammonia around them and then sending the heat to the radiators. I don't see where I ever said anything about SpaceX, what are you projecting your anger on me for? Are Elon Musk fans becoming the new PC Police?
  9. God dammit For real though. Wouldn't extending them make them less efficient? If they are no longer touching the rest of the spacecraft then they can't transfer nearly as much heat to the rest of the vehicle and they'd become terribly hot
  10. I linked the wrong thread Right, but aren't the extendable ring solar cells in NFT kinda too thin to be useful for anything? Is there any upside to having them extend?
  11. @Nertea I've never seen ring-shaped solar panels before and I just can't figure them out! What exactly are they useful for? I would've thought that because a lot of the ring isn't facing the sun directly they'd be terribly inefficient. Do they have any practical purpose IRL? You should also try Universal Storage! The parts are made as well as Nertea's, possibly even better than stock, and they are quite useful too
  12. Ah yeah I guess you are right. Thanks for taking the time to respond!
  13. Ah not modded solar systems haha, I mean the Interstellar Extended mod, it has a bunch of parts that can send energy as infrared/microwaves across space to be received by other craft and turned into usable energy. Works similar to transmitting science points in stock AFAIK
  14. Took one look at the title and I'm already in love. Does this work with Interstellar's beamed power system?
  15. Awesome! Any way to make it so that cabin and control pod lights automatically turn off during daytime?
  16. This is super cool and really long overdue for the modding community would be cool if there was a bigger team working on this, definitely a project to bear reckoning with
  17. How did I miss this? This is probably the most professionally made parts pack mod I've ever seen. I didn't know it was possible to rival Nertea's models!
  18. Hm, good to know! I'll keep that in mind. Also one more question I forgot to ask, I looked around the internet and couldn't find any relevant results, is there any way to visualize beamed power?
  19. Ah yes but it's (almost) all thanks to you that this is still compatible with current versions of KSP See that's what I mean, I don't know how to do any of those things! I am learning modelling though so maybe one day in the future How do you mean by "directly"? And are there any hiccups I should keep an eye out for-? Ah yeah I meant magnetic nozzles, sorry haha. But realistic doesn't always have to mean ugly! Again, it's probably just me heh.
  20. Seriously a beautiful mod :') Feel so bad that I don't have the skills necessary to help out with development. How well would you say this combines with Kerbal Atomics, btw? Also, I saw that this was a suggestion thread! So uh. Hm. I feel like this is just me but the magnetic engines are honestly quite ugly and I feel a lot more can be done with them. Perhaps have the coils on the "nozzle" spiral in a helix instead of creating a row of rings? Or something like that. Again I dunno. Cheers, friend!
  21. Ah yeah I remember that bit from Kottabos' video. Can we expect to ever have functionality like I described though?
  22. This is really cool and I'm glad something like this is being maintained, so happy that there are alternatives to EPL's parts, however I can't be the only one who thinks the hexagonal tanks' textures and models look out of place in this mod, can I? I think I'm confused about just one thing though, I'm unclear on what exactly the dependencies are for this mod. Does it need anything other than EPL's .dll files? And, will the recycler be able to consume ships part-by-part or will we have to disassemble them manually with KAS? Also, if I wanted to stick to realism and make it so that ore can only be refined into metal and I'll need a modded resource to make LFO, what sort of mods and config edits do you recommend?
  23. Like, is there say a button that will automatically add all existing solar panels/drills/etc. to an action group or do you have to add them all manually?
  24. This is really cool and I'm glad something like this is being maintained If I wanted to stick to realism and make it so that ore can only be refined into metal and I'll need a modded resource to make LFO, what sort of mods and config edits do you recommend?
×
×
  • Create New...