

T-10a
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[1.2.2] SSTU Nova Add-on Pack - An expansion for SSTU (19/12/2016)
T-10a replied to JoseEduardo's topic in KSP1 Mod Releases
FYI, this mod causes issues with the new SRB upgrade system in SSTU, where segment upgrades cannot be (currently) chosen due to this mod's SRB configs being out of date. -
after a bit of digging all I really need to get SSTU to work with SMURFF is to make an arbitrary patch to divide the mass of tanks by 3. But yeah, I know that feeling of RSS's long transfer window. Lining up a even moonshot to test out a kickass moon rocket took a looooong time thanks to the inclination change. I have little experience with transferring to other planets, but judging by my moonshot impatience in RSS it'll be a pain in the ass ._. The stuff you said and what I found is, as I said before, why I said bugger it and used 3.2x scale RSS (by patching SSRSS to use 24hr time and 3.2x stock scale.) Debates over RSS aside, I found a bug where I can't adjust the number of SRB segments in sandbox mode. I'll do more testing tonight and see if the bug affects Career mode and Science mode as well.
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I came to that conclusion after messing with configs myself in a ModuleManager patch. I pretty much said 'Screw it' and went back to a 3.2x scale, where config messing around isn't needed.
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Anyone here use RSS with SSTU? Just looking for patches that work to boost deltaV of craft enough to meet the required 9400 m.s.^-1. Realism Overhaul is... Realism overhaul (unsupported and incredibly complicated, and rooted in old versions of KSP), SMURFF doesn't patch SSTU tanks, and it feels weird to artifically boost isp, like in Jimbodiah's RSS patch.
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[WIP] Nert's Dev Thread - Current: various updates
T-10a replied to Nertea's topic in KSP1 Mod Development
Considering how difficult it is to synthesize metallic hydrogen IRL, I doubt it'll be added to the ISRU chain. Things like fission/fusion pellets, deuterium and Helium-3, and Antimatter can be found in situ (the pellets can be made already with currently implemented parts, Deuterium and Helium-3 does exist in nature, and antimatter is theorised to exist in "magnetic bottles" in the magnetospheres of various planets). Nuclear salt water may be tricky, AFAIK it is just U-235 dissolved as a salt in water, but some people like Angel-125 have used Explodium as a Kerbal version of it that exists in Eve's oceans. In the end, it's not my decision, but Nertea's. Though the thought of a space diamond anvil is pretty cool. -
I cannot wait to see this reflection texture to be applied to the Apollo capsules. Something like this: http://cdn.gearpatrol.com/wp-content/uploads/2015/03/Apollo-17-Redock-CSM-Gear-Patrol.jpg Or this: http://www.capcomespace.net/dossiers/espace_US/apollo/vaisseaux/command_service_module/CSM block2 A9.jpg
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Wow, that's neat looking. I'm not even sure how this can "blend in" with other mods anymore.
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I'm trying to add a resource to containers ingame (LqdMethane to power my custom RD-0162 engine), but I'm a bit stuck on how to add it to tanks as well as let it appear in the Tank contents slider so it has the correct propellant ratios ready to go in the MFT (3.5:1 or 7:2)
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[1.12.x] State Funding Continued - MM added as dependency
T-10a replied to linuxgurugamer's topic in KSP1 Mod Releases
Are there plans to have Resource aliases for the modulealiases.settings file, or Community Resource Pack compatibility? With a planet pack like GPP, ISRU favours having resources like Karbonite or Water in storage, and containers normally are filled with Minerals or Metallic Ore. This mod certainly fleshes out career mode, and makes for some tense moments when BARIS throws a curveball at you for part reliability. -
There's not much reference material for the real planned Block III, but from what I found it was mainly meant to handle freeflying experiments, such as the Apollo Solar Telescope (which in reality was mounted on Skylab). Only sources I found so far was this book: https://books.google.com.au/books?id=nL3lLGtc9mgC&printsec=frontcover#v=onepage&q&f=false and VintageSpace's video on cancelled Apollo missions (which likely referenced this)
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From what I found, tweakscaling the unpressurised cargo hold of the MOL/Transtage derived resupply craft area fits as a nice alternative for the Block II AARDV's unpressurised cargo bay. And if you modelled/textured the Block IV Apollo Mission Module, that can also be used (and scaled up) to be the pressurised cargo container. It's very much a hack-job, but it's the best I can think of outside of pretty much making a brand new texture sheet for those parts. Maybe an Apollo Solar Telescope that could fit inside the Block II's service bay, as well as an Apollo Science Module (based upon NASA's plans for the IRL block III CM)
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This is likely going to be a pain to program, but is there plans for procedural conical tanks in SSTU? I'd love to build an N1 style rocket with SSTU, but the current options for conical tanks involve making the nose section as large as possible, and scale up the tank diameter in the hope that the nose matches up with the upper stage's diameter.
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[WIP] Nert's Dev Thread - Current: various updates
T-10a replied to Nertea's topic in KSP1 Mod Development
I definitely agree with the first part. Finding the ratios is currently trial and error, so maybe a note in the description of the engines for optimal propellant/fuel ratios would be nice. As for radiators, the Heat Control mod has a bunch of really good radiators that blend in nicely. -
[1.4.X] Commonwealth Rockets - Tea Powered Spaceflight!
T-10a replied to CobaltWolf's topic in KSP1 Mod Development
Since BDB has the Sparta rocket, would it be possible to add a WRESAT clone to either this or BDB? This stuff looks amazing, but is there pictures of Beale's old rockets for comparison to these amazing new rockets? -
[1.3.1] Rescale! Comprehensive SD Configs [1.0.2.8] [03 Dec 2017]
T-10a replied to Galileo's topic in KSP1 Mod Releases
I figured that was the case. Turns out I should turn off Kerbin time in the Time Control mod- 310 replies
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[1.3.1] Rescale! Comprehensive SD Configs [1.0.2.8] [03 Dec 2017]
T-10a replied to Galileo's topic in KSP1 Mod Releases
Just wondering, is there a way to set the rescales to use 24 hour, 365 day calendars (so they easily sync up to the Earth Time setting in the options menu)? I am aware of the whole dayLengthMultipler setting for day rotations, but what other modifications would I need to do to sync up the calendar? I am rescaling your planet pack, but as it's a rescale question I came here.- 310 replies
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[1.4.X] Commonwealth Rockets - Tea Powered Spaceflight!
T-10a replied to CobaltWolf's topic in KSP1 Mod Development
Maybe this could be an idea for a 3-letter name: Ministry of Commonwealth Rocketry -
This might be a stupid question, but what parts have you used for the Big G-like spacecraft's service module? I can't seem to find any modded or stock part that resembles the neat looking service modules you have on the front page or the image above. EDIT: nvm, just use 2 structural fuselages, a radial attachment port on the fuselage, shove all the monoprop/stuff you need radially on the fuselage and top that off with a docking port, and finally add and then move/rotate the Kerbodyne adapter around until you get the result on the first page.
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Just wondering, will there be plans for various parts (or new parts) to be CLS compatible (or at least passable for Kerbals)? It would make it possible to have more interesting ways of setting up spacecraft or spacestations. And it'll make all the example designs on the first page (and the wiki) that much more practical in game.
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Yeah, in my modded playthrough I've been trying to keep things stockalike, or minor enough changes to still be fun (e.g. stuff from Beale, Necrobones, Nertea, Roverdude, Nils277 and several other modders make neat stockalike and fun stuff). Been trying to keep my mods <100, as mod installs seem to get exponential if I just browse the forums for a while
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Hey there! I've been playing for a while (played the demo, then after a decent gap I got the game during 1.2.2). I've attempted to mod (I've tried adding RPM to the T.R.A.I.L.S. mod IVA), but I'm a bit over my head with it.