Battou
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Everything posted by Battou
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Battou replied to Ven's topic in KSP1 Mod Development
Ven! How do you feel about Making History DLC? For me its looks like they if not used, at least "got inspired" by your work where it comes to new parts design. You worked with them? Or the "borrowed" you style and trying to sell it to us? -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Battou replied to Raptor831's topic in KSP1 Mod Releases
Is it just me, or there is a problem with Nuclear engines?? With this mod they are ABSOLUTELY inefficient. Yes, there is ISP over 900, but they give as much deltaV as Poodle for the same mass of fuel, and much less for the same volume of fuel. For example poodle vave 220 thrust vac and eat 60 liters of fuel per second, LV-N trimodal eats 173 liters of Hydrogen per sec and only outputs 111 thrust. LV-N Nerv eats 101 liter and outputs only 60 trust. Can someone give me RIGHT ammount of fuel consumption for nuclear engines so I could use them again? Thank you! -
Is it just me, or there is a problem with Nuclear engines?? With this mod they are ABSOLUTELY inefficient. Yes, there is ISP over 900, but they give as much deltaV as Poodle for the same mass of fuel, and much less for the same volume of fuel. For example poodle vave 220 thrust vac and eat 60 liters of fuel per second, LV-N trimodal eats 173 liters of Hydrogen per sec and only outputs 111 thrust. LV-N Nerv eats 101 liter and outputs only 60 trust. Can someone give me RIGHT ammount of fuel consumption for nuclear engines so I could use them again? Thank you!
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15$ for a mission making tool in a 40$ game?? Are you crazy?
- 444 replies
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- making history expansion
- release date
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Battou replied to Galileo's topic in KSP1 Mod Releases
Any prediction on update date?) There is Kopernicus 1.3.1-6 released already. Or any way to adapt to new Kopernicus?- 1,019 replies
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- kopernicus
- svt
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Battou replied to Papa_Joe's topic in KSP1 Mod Releases
I have also installed Ship Manifest now, and docking ports there are highlited yellow and I can transfer crew. But in standart cre transfer docking ports are not highlighted. -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Battou replied to Papa_Joe's topic in KSP1 Mod Releases
Hmmm... Seems like its stock game problem. Any one encountered this? Any fix? -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Battou replied to Papa_Joe's topic in KSP1 Mod Releases
Hi! I seems to not be able to pass crew through docking ports.( For example if I connect Mk1-2 pod to Lander Can dirrectly, I can pass cre, but if I use two docking ports fasing each other - the other part highlighted blue, but when I press on it - nothing happens. Here is a screen of not working connection. I checked hatches, both opend. -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Battou replied to Galileo's topic in KSP1 Mod Releases
Thanks. Will try.- 1,019 replies
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- kopernicus
- svt
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Battou replied to Galileo's topic in KSP1 Mod Releases
Deleted all mods. Installed only Kopernicus, its dependancies and SVT, and here is what Ive got. 0_o What is wrong?- 1,019 replies
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- kopernicus
- svt
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Battou replied to Galileo's topic in KSP1 Mod Releases
It appears that SVT cfg files not loaded. I deleted Kerbin.cfg and nothing have changed in game. May bee its module manager problem?- 1,019 replies
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- kopernicus
- svt
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So your mod unplayable in dx11?
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Battou replied to Galileo's topic in KSP1 Mod Releases
I have the opposite effect, land is bright, and KSC is dark.( Any way to fix this?? https://imgur.com/a/EU2gQ- 1,019 replies
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- kopernicus
- svt
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PART { name = setiLFOenginePomeranian module = Part author = Yemo rescaleFactor = 1 node_stack_top = 0, 0.182, 0, 0, 1, 0, 0 node_stack_bottom = 0, -0.184, 0, 0, -1, 0, 0 fx_exhaustFlame_blue_small = 0.0, -0.2, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -0.2, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -0.3, 0.0, 0.0, 1.0, 0.0, running sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = generalRocketry entryCost = 2900 cost = 260 category = Engine subcategory = 0 title = Engine LFO 0.625m 0015kN GA "Pomeranian" manufacturer = Space Exploration & Technology Initiative description = A great little upper stage engine for small probes, between the LV-1 and the LV-909. attachRules = 1,0,1,0,0 mass = 0.12 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 // = 3600 bulkheadProfiles = size0 tags = lander orbit MODEL { model = Squad/Parts/Engine/liquidEnginePoodle/model scale = 0.25, 0.25, 0.25 } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 15 heatProduction = 50 fxOffset = 0, 0, 0.18 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.3 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 335 key = 1 95 key = 3 0.001 } } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 3 jettisonDirection = 0 0 1 } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 4 } MODULE { name = FXModuleAnimateThrottle animationName = overheat responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 1.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.3 maxDistance = 30 falloff = 1.3 thrustTransformName = thrustTransform } MODULE { name = ModuleEngineConfigs type = ModuleEnginesRF CONFIG { ignitions = 1 ullage = true pressureFed = false IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } IGNITOR_RESOURCE { name = TEATEB amount = 1 \\the amount of ignitions you want } } } } @PART[setiLFOenginePomeranian]:NEEDS[VenStockRevamp]:FOR[zzzzSETIprobeParts] { !MODEL,* {} MODEL { model = Squad/Parts/Engine/liquidEnginePoodle/model scale = 0.25, 0.25, 0.25 } } @PART[setiLFOenginePomeranian]:NEEDS[RealPlume,SmokeScreen]:FOR[RealPlume] { %PLUME[Hypergolic-OMS-White] { %transformName = thrustTransform %localRotation = 0,0,0 %flarePosition = 0,0,-3 %plumePosition = 0,0,0 %fixedScale = 0.09 %energy = 1.1 %speed = 1.5 } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Hypergolic-OMS-White } } @PART[setiLFOenginePomeranian]:NEEDS[TweakScale]:FOR[SETIprobeParts] { #@TWEAKSCALEBEHAVIOR[Engine]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = stack defaultScale = 0.625 } } Here it is. Its some engine added by SETI.
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Tryed to add this, no change ingame, still endless ignitions.(
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I dont know what mod causes it, but whenever I go EVA there is red heat worning near kerbonaut. Any one encountered this? Any fix?
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Do I need a crossfed enabled from controll module to docking port to use this mod? I have station module lifter rocket and I have heatshield between controll probe core and docking port of a station module. When I set station port as target and clock Control from here on station module port - your docking indicator dont shows up.(
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How can I add ignition count to Streamline mod engines?? They use liquid fuel types, but have unlimited ignitions.((
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Battou replied to Nertea's topic in KSP1 Mod Releases
Thanks! -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Battou replied to Nertea's topic in KSP1 Mod Releases
Hi! Does attachment points can be attached in orbit, or do I have to use docking ports to assamble station? -
Where does TRR is storing its configs?? I change reflection tipe, but cfg in 000_TRR_Config is not changing, but setting saves somewhere. Where?
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Good idea, but right now your mod basically makes long term missions impossible? A year trip for example? There is no way to regain enaugh health in flight or on bases?
- 1,032 replies
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- realism
- life support
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