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voicey99
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Everything posted by voicey99
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Sorry if these are really stupid questions, but what is the latest version of this mod that works on 1.2, what version of TRR do I need (or whatever mod) and does anyone have links to/copies of the 1.2 versions of the mod patches?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Well, woot! Finally fixed the Kolonisation applet after 2 1/2 months of it being broken and missing. Turns out MKS 0.51.0 (included in the last 1.2 Constellation release) had some anachronistic updates applied, insofar as the texturepath was changed before my file sorting was applied so it threw IsolatedStorageExceptions (i.e. your filepathing sucks) all over the place, broke the applet button and kept crashing KSP. If anyone else is using it, just create a folder named 'UI' in Assets and copy all the thumbnails (Kolony.png etc.) into it. Now I can finally use local logistics, view the ratings and monitor planetary logistics levels again. -
I doubt it, since T2 is going to want to do something with their newly purchased dev team, even if it means monetising KSP to the Mun and back. I do see why development would slow at this point, since I can't really think of any new features aside from small tweaks like this, the permanently ongoing bugzapping and integrating mods into vanilla KSP.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Also very strange: I'm using MKS 0.51.0 for 1.2.2 but I'm getting crashes related to something that only pops up in 0.52.0, namely the assets being moved: EDIT: Jury-rigged to work again. -
I searched for it in the titles, must have put the wrong criteria in or something. We all know what this section of the forum is like.
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Well, I don't see it in vanilla. Which mod is it?
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Right, I can't believe nobody's said anything about this yet. A nice and simple thing: shouldn't rover wheels and landing gear have a steering limiter tweakable? This would greatly help fast rovers not flip out when at high speeds from when you just dab the turning key and all of your TR-2Ls suddenly swivel and explosions and pinwheeling ensue. I can see this causing issues for craft where not all wheels have been tweaked, but this would be a small price to pay for being able to turn at speed without losing control. Wheels have tweakables for seemingly everything else, so why not complete the set? I don't think this would be too hard to mod in either, if Linux has any plans (99% certainly not) to add it to TweakableEverything.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Is it by design that the only part capable of electrolysing water into LH2/OX is the COT250? Should this process be added to the refinery or MPUs? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Or just use proper tailfins instead of DDs. You'd also need to add twelve tailfins to match the weight of a 10m shield. EDIT: I modelled your craft with Tail Fins instead of DDs, and it works beautifully-I'm not sure if KSP models shock cones correctly so that ailerons don't work well past mach 1. If anything, Realistic Atmospheres makes Eve entry harder since you slam into the atmosphere quicker and pull more Gs. I had to swap out the Ka+ tank for the equivalent weight in other stuff (as I can't afford F60M worth of the stuff in this save). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Delta-Deluxes are awful, that's why. They only have 0.13 relative control surface area, compared with 0.61 for a tail fin. You might also want to secure your flywheels with some struts. It's also entirely possible that for proportionally heavier vessels you need proportionally more fins or ones that are further back. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Will do, but it might be a good idea to get an account. EDIT: Done as #259 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Put that on the USI-LS bug page on GH. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Yep, it does. It's as though they gave Eve an artificially puffed-out atmosphere to make it harder to get off of. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Still 6atm, presumably so it doesn't drop an even bigger nuke on engine efficiency. It also changes the scale height so the overall atmosphere mass I believe is similar, but it does indeed make going to Eve easier. It also puffs the atmospheres of Duna, Jool and Laythe out thanks to their low molar masses/gravity. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
It's simulating Eve's 1.7g crushing it down to a much denser layer, which is apparently how it should be. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I use Realistic Atmospheres, which squishes Eve's atmosphere down to 55km so the pressure gradient is a lot steeper and by the time the flames die down the aero forces are such that something's going to catch or break. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I guess. Still, that means I have to give it more ΔV, and ejecting a fairing around a large vessel in an atmosphere is kraken bait. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Hm. I find that if you drop loads of speed before entering then you come speeding in at a really steep trajectory which gives you a lot more Gs than you need and makes it very hard to stay stable. And then there's the hazard of trying to drop the fairing while moving through an atmosphere without the kraken having something to say about it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
PAL.Cradle375 is something to do with a part from Konstruction (USI mod, comes bundled with MKS). I see no reason as to why it's a hard dependency, as there are no mechanics that rely on it and it was only introduced to the bundle relatively recently. They only explode if they stick out from behind the heatshield, which can happen if you use fins that are too large or make the tail too long. The inflatable shield also only explodes if you slam into the atmosphere at way too steep an angle. I have tried fairings in the past, and I could never seem to make them work as their heat tolerance is only 2.6KK, which isn't enough for anything but the shallowest and slowest entry. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
They are fuel for the Mass Driver engines from the other USI mod Asteroid Recycling Technologies (the only other source is 'roid mining). If you don't have ART (installed separately or bundled with the Constellation), I need to review the cfg as they shouldn't be being produced. You can't. Recyclers can reduce your supply usage and fertiliser is a lot more mass-efficient than supplies when being shipped, but it's impossible to be entirely closed-loop. Not sure what you're referring to. All three drills (plus auto variants) in MKS come with the same tech. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
The best way to get through Eve's atmosphere is to use flywheels and fins together. You would need a few decent wheels near the CoM (I think they give less torque the further they are from it) with a big tail of fins strethching out behind it (detachable if possible-you might also want to encase it in a fairing for ascent, else it will make your vessel very unstable). For example, this vessel can handle the 6G of deceleration necessary for an Eve landing with ease-it's rated for Jooldiving as well, should you feel the need to send it into a gas giant: Note: I am using Realistic Atmospheres, so YMMV P.S. You might want to consider using BOSS to take your screenshots. The Steam screenshotter is a potato. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
The concentration the scanner gives you is for surface concentration i.e. crustal-it's what you would get if you placed drills on the ocean floor. Water only has a 20% chance to be present in each Eve ocean biome and, clearly, it's not there. I'm not sure how to get data on ocean resources-I believe the tracking station lets you view ocean resources under the resources tab if you've done an orbital scan. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
As well as that mod, on the flipside there is the mod MKS-EL Departsing that removes the two MKS/EPL parts if you aren't going to use them. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Oh, THAT's what it does. By the description I thought it means the resources-it's fine then. @DrScarlett Irish is a collaborator with Rover on the MKS project so you can be sure everything he writes will be compatible with it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Might want to watch your spelling there MKS ships with a patch that does all that for you anyway, NMP might even break things.