kerbalfreak
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Everything posted by kerbalfreak
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
kerbalfreak replied to Nereid's topic in KSP1 Mod Releases
Docked to the station on a SSTO with Bill and Jeb. After docking, Bill got out on vanilla EVA, did the job on EVA, and returned to the original ship (which was still docked). Then unlocked and returned to Kerbin. -
I like to build complex satellite constellations around planets and moons, right now my vessel count is around 80, but this number can increase a lot. My save games are around 5 mb at the moment. Seems that the game are a little more lagged than before, but is hard to tell. I don't leave any debris in orbit. I learned the hard way to make stations. bases and ships with low part count, to avoid turning the game into a slide-show. Now, before it's too late. I'm thinking if this also applies to the total vessel count in a save game. Too many vessels running in the background usually cause lag? If so, how much can start impacting performance in your opinion? Thanks!
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
kerbalfreak replied to Nils277's topic in KSP1 Mod Releases
The model, textures and sound of the hover engines are simple amazing. but I think the maximum hovering height (2 m) is too low, and they consume to little electric charge. Is possible to easily change that in my game using the config files? In the regular mode the engines are very powerful, but I can't get TCA to balance them, seems that they are different from regular engines. Other mods adds similar electric engines, but the models are very inferior and they lack the animations. Thanks!! -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
kerbalfreak replied to JPLRepo's topic in KSP1 Mod Releases
Right now I'm thinking how ethical is to send a frozen Kerbal on a escape trajectory from Kerbol, just to maybe be found some day by an alien race (like the Golden Records from Voyager). I have a scientist with maximum courage and stupidity who would gladly accept the mission. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
kerbalfreak replied to Nereid's topic in KSP1 Mod Releases
Probably is the case, the station is relatively old. I reverted to an old save game, did the same mission and again Bill received the 500 day mission ribbon, and nothing for Jeb, who stayed in the ship. Took me some time, but I found the option to revoke ribbons, and everything is fine. What do you mean by "timestamp" ? Just count manually the time each Kerbal has spent in the missions? Thanks! One suggestion for this mod, if possible, is to include ribbons for the deep freeze mod. -
I use the majority of mods in this list (but not all) and haven't see any problems. I advise you to test TAC-LS before starting your game, see if the resources are processed correctly during long time warps, in the vessel and in the background. I had problems with it and had to move to USI-LS. About suggestions, I have many. It depends on what you like. For space planes, OPT (I don't think it is in CKAN), Mk2 and Mk3 expansions, QuizTech, Nerteas Mk4. For overall parts, all the mods from Nertea are awesome. I recommend to take a look in all of them (not just in the "Near Future" section). For manned (kerbed?) rovers and bases, check Nils277. Mods that adds a ton of useful parts (and some clutter): SXT and SpaceTux Recycled Parts. Engines and tanks: Modular Fuel Tanks, SpaceY, Reusability Expansion. Bigger parts: Lithobreak and Tweakscale. And Janitor's Closet can disable parts that you don't want to use. You'll probably need that if you install many of the suggestions above.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
kerbalfreak replied to Nereid's topic in KSP1 Mod Releases
First of all I love this mod! I got a little bug with Bill. I did a mission with a SSTO docking to a Space Station at 72 km in Kerbin. Bill got out on EVA, installed a connector with KIS, and returned to the SSTO, undocked and returned to Kerbin. It lasted no more than 6 hours (a Kerbin day), but Bill got a ribbon for spending more than 500 days on a single mission. Jeb was with him, did not EVA and recieved no new ribons. Is possible to edit this in my save game? Thanks! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
kerbalfreak replied to K.Yeon's topic in KSP1 Mod Releases
I'm having a small problem with the Shuttle Cockpit, that grey bar on the internal view for the first seat (where Jeb is). -
The game mechanics and config files still the same, and the topic have the exact same question I have, with many useful opinions. Don't see why throw this away and start a new one. The lab already can store any number of experiments, even duplicates, but you need to go back periodically and turn that into data. I don't agree with the possibility to process the same experiment in multiple labs, so I limit to 1 per planet/moon (would use a mod for that if it exists). I also use a life-support mod, it's not very simple to keep the Kerbals alive.
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Thanks for the topic, very useful. I play in science mod with everything unlocked, so the science points are just to have something to collect and measure my progress. With 750 data and 500 science caps I need to go back to the labs around every 30 days, and many experiments don't fit... I will set 3000 for data, and 15000 to science and see how it goes.
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Is possible to keep track of experiments processed into data in a laboratory? I try to always bring two copies, one for the lab, one for future recovery, but is hard to be sure nothing is missing. I know is possible to process the same experiment in multiple labs, but I think that is too overpowered and I prefer to keep only lab per planet/moon. Any mod that alters that would be appreciated (so I could have more than one lab).
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It was Haystack that I saw. Now I discovered Targetron, seems to be better by the comments in the forum. I'm using 1.3.0, and easily found a compatible version. I've made some tests, seems to be working perfectly. It's a HUGE time saver and made the game much more dynamic and enjoyable. Thanks guys!!
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Mechjeb2 is pretty good, I don't think you'll get significantly better than that. You can edit the "Ascent Profile" if you like. The only big downside with MJ is that you need to reconfigure the ascent profile for every planet/moon, which is made for Kerbin. A very good alternative is TCA. It can be used for hovers, to jump to other places in ballistic trajectories and much more. One function is to go to orbit, which I think is little better than MechJeb, and can be used in rockets without any gimbal or control surfaces, as long you have 3 or more non-linear engines. If you need to pitch or yaw, it throttles down the engines in that direction. Very useful for aerospikes or any vehicle with misaligned CoM and CoT . It has an different and optimized ascend profile for every planet/moon. The default is 1 km above whats is considered space. For Kerbin, it is 71 km (70 + 1). If you want 71 km, it will act like Mechjeb. If you want higher, it follows a slight better approach. Example, for 100 km: MJ: Goes straight up, gravity turn, put the apoapsis in 100 km, circularize at 100km. TCA: Goes straight up, gravity turn, put the apoapsis in 71 km. At 71 km will burn until the Apoapsis is in the other side and at 100 km. Then it goes to the other side of the planet, and circularize. TCA is slight better IMO, and seems to have a better gravity turn, but it takes more time. AFAIK, you cannot tell Mechjeb to do the same, since it will only start circularizing after reaching space (70 km). Most ships will not have sufficient time for the maneuver. TCA profile allows to use low trust engines (ion, nuclear) early. I use it when I want to send payloads a little heavier than what my launch vehicles are capable, when going to orbit from different places other than Kerbin or for rockets SSTOs with very little spare delta-v. Mechjeb sometimes cannot control some vehicles I make, and in TCA they work normally. TCA also handles other things MJ does, but lacks many orbital maneuvers, as MJ lacks the main functions from TCA. I think the best option is to use both. You can switch between them any time you like. Link for TCA:
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1.25 to 2.5 (and 2.5 to 3.75) cargo bays?
kerbalfreak replied to Phelan's topic in KSP1 Mods Discussions
If you are not familiar with mods, here's two suggestions: SXT has a LOT of parts, some you maybe find useful, others don't. A mod called Janitor's Closet can disable parts that you don't want, since they consume RAM, load time and space in the list. But you'll probably find more cool and useful parts that you'll want to keep. You can also use this with a Mk2 > 2.5 adapter, and make it 3.75 with Tweakscale. Another very great but less known mod for Mk2 parts: https://forum.kerbalspaceprogram.com/index.php?/topic/145635-131-quiztech-aero-pack-continued/ -
1.25 to 2.5 (and 2.5 to 3.75) cargo bays?
kerbalfreak replied to Phelan's topic in KSP1 Mods Discussions
Sorry, it's from SXT. Here's a pic: -
I'm sending a convoy of 3 ships to Moho. I have to be on them on sphere of influence (SOI) change, without any warp, so it minimizes the risk of losing the encounters, or to make short correction burns if it is already lost. Problem is, the ships don't always show in the map view, especially if they are on different SOIs. Sometimes, if I zoom out and in, the ships appears for a few seconds. Most of the time I need to go to the tracking station to switch between them. Which is very annoying and time consuming. Kerbal Alarm Clock has a function that allow me to go directly to vessels that I set an alarm, but I need to set alarms on every ship to do this. Sometime ago I saw a mod that lists all the vessels in the game, ordered by distance of the current vessel, and allows to to switch between them without the tracking station. Now I can't find it anywhere. Anyone know this mod or any similar? Any mod that help to not lose randomly the encounters are also welcome. I already use "Easy Vessel Switch", is an awesome mod, but as far as I know it is designed only to vessels inside the physics bubble (2.5 km). Thanks!!
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1.25 to 2.5 (and 2.5 to 3.75) cargo bays?
kerbalfreak replied to Phelan's topic in KSP1 Mods Discussions
I think Mk2 expansion has one for Mk2 to 1.25. Not exacly what you are searching, but maybe could be useful. -
I would have stopped playing many years ago if weren't for mods. Mods are way better than the stock game in almost every aspect. Gameplay, models, textures, balancing, realism, and, of course, fun. I simple deleted a lot of useless stock parts from my game. I cry when I have to use the stock nuclear engine instead of the ones from Nertea (which does not include one equivalent for the stock, only bigger or smaller). I have some kind of pity of the people doing cringy bases or rovers with parts that don't fit together and are designed for rockets, instead of using the ones from Nils277. The lack of a life-support system is kind of unacceptable for me now... The only possible negative point about mods is that you lack a standard to compare and share ships, achievements, missions, etc.
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Anyone knows alternatives for this mod? I really love mods from Allista, especially TCA. The ideia of the mod above is fantastic, but I don't quite like the textures and I'm having some bugs. The mod basically adds fairings and payload bays that can store vessels, making everything count as only one part until released. Thanks!!
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I was trying to set 4 satellites orbiting Kerbol between Kerbin and Duna, 90º apart. The method which I know is to create a resonant orbit with 3/4 the period of the final desired orbit, and same apoapsis. Every apoapsis I release one satellite and circularize. This is ok for planets and moons, waiting times of hours or days. But for Kerbol will take too much time, and I don't like warping too much for only one vessel/mission. I tried a faster method, but failed miserably. In my game I'll do "the old way", using KAC to alert me, while I do other stuff. The constellation will be functional for the Commnet before finished. But I want to know if theres is a very good method out there, which I missed. Many people like to give suggestions, but very few are willing to try or to think about what they said. I even got suggestions to make orbits that would costs tons of Delta-V and throw me direct at Kerbol. I think this will make a nice and different challenge. Focusing in orbital mechanics instead of craft building. The rules: Put 4 crafts at a circular orbit around Kerbol, 90º apart of each other (or around 152 days). The orbit has to be 17 Gm, or 17 000 000 000 meters. It's between Kerbin and Duna, and have a orbital period of ~608 Kerbin days. The winner will be who can make this in the lower time, in Kerbin days (6 hours each). I will make two categories: 1 - Costing a maximum of 3000 m/s of Delta-V, per vessel, from Low Kerbin Orbit. This presumes will be used only traditional methods of orbital maneuvering, with around a 1000 m/s spare. 2 - Costing more than 3000 m/s of of Delta-V, per vessel, from Low Kerbin Orbit. This is for any method that focus in the time, going in crazy trajectories that are not fuel efficient. "The Expanse" style. Mods allowed: Any information or auto-pilot mod (KER, MechJeb2, TCA, KAC). For the fist category, any parts mod can be used, because the Delta-V will be limited. For the unlimited category only stock parts! I know most mods are very balanced, but we need to create a simple default. I will not set rules in how to "prove" what you done, only a basic description of the maneuvers, and the total Delta-V. Only make possible to understand and replicate. For the unlimited category, also post the .craft file. Here's my try. I launched each vessel 152 days apart of each other (because 608/4 = 152), with an Ap. of 17 Gm. When the vessel got in the Ap, I circularize it. From the first launch to the last circularization it took around 864 Kerbin days and around 2050 m/s Delta-V to each vessel. But the result was terrible: Should look like this: Good luck!!
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Seems that the time of launch needs to be very high, consuming almost the same as if I did the "old way". I think I can do the old way in 3 years, even less in a lower orbit. The constellation will be functional before finished, and KAC works very well for alerting me about the maneuvers. And I'm already very familiar with this method, I know it will work. Heres my constellation around Kerbin: I'm thinking in making a challenge out of this, the fastest method to get the 4 relays 90º apart around Kerbol, at 17 Gm. Thanks!!
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Seems that the time of launch needs to be very high, consuming almost the same as if I did the "old way". I think I can do the old way in 3 years, even less in a lower orbit. The constellation will be functional before finished, and KAC works very well for alerting me about the maneuvers. And I'm already very familiar with this method, I know it will work. Heres my constellation around Kerbin: I'm thinking in making a challenge out of this, the fastest method to get the 4 relays 90º apart around Kerbol, at 17 Gm. Thanks!!
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Haven't worked Seems that the time is far greater than just 152 days
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