-
Posts
297 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by MaximumThrust
-
Thanks everyone! I was trying to add a not very common resource to be mined to produce enriched uranium, to be returned for profit. Also to make enriched uranium not accessible everywhere. Looking at the CRP, I found the Uraninite, which was not being used with my mod list, and already had integration with ScanSAT and some other mods. Made some direct edits in a test install, tested, and everything worked. Changes were applied to existing saves without problem. But I found out this game mechanic is not very interesting with the stock mining system, because you only need 1 5-star engineer to run an endless amount of drills and converters (in this case centrifuges), and can keep it in the same spot forever. In case of USI Habitation without perma-hab, just needing to change the engineer. Reminds me of the movie "Moon". I need to think if I'll use this or not. Any suggestions about this are appreciated (to have benefit of more populated bases, or multiple bases). If I want to make these changes, the best way is to create a MM patch to change some characteristics of the Uraninite (cost and density) and it's planetary distribution, right? If someone have an example of a patch, I would be immensely grateful.
-
If I change some parameters of the planetary distribution of a resource, it will be applied to existing save games, or a new save is needed? Thanks.
-
[1.2-1.7] Blender (2.83+) .mu import/export addon
MaximumThrust replied to taniwha's topic in KSP1 Tools and Applications
Thanks! Seems like people expect everyone to know this steps. This has to be in the OP. I just want to duplicate a part and assign a new texture to it, keeping the model. But I'm dealing with a .mu file that seems to have included the directory for it's texture. In the .cfg there are just "model = Gamedata/.../part.mu". If I include "Texture =...", nothing happens (tried only the name of the archive and full directory from Gamedata/...). If I change the folder of the .mu file, putting in the new folder the new texture with the same name, the part don't get loaded. This program can help me with that? -
Please make that happen! KPBS already has an smelter and many colored drills, could have one just for gold ore. Also the electricity requirement could be made very high, to make use of the nuclear reactor included. I've made a very dirt edit on the ore tank to resemble the gold ore tank, just to show the potential (I guess the license for the mod allows that). My skills are very limited, but I could help with everything I can. @Nils277 @Dewar
-
i suck at this game
MaximumThrust replied to GreenLight's topic in KSP1 Gameplay Questions and Tutorials
The first time I played KSP I couldn't build planes that could just takeoff. I could takeoff with the stock ones included, but landing? Never, only if I attached some parachutes. A SSTO or landing in the runway from space where things from other world. Today I build them in minutes, and even land from space without any fuel. My first manned rocket to land on Duna, some years ago. I don't even want to know how much dV I wasted. -
Maybe you are looking at the vacuum dV instead of the atm one. Vacuum engines can give very high dV stats, but they are almost useless in ATM (In KSP, IRL they are completely useless). Also Thrust To Weight Ratio also matters a lot. A rocket with 1.0 TWR will lose all it's fuel fighting gravity. 1.1 will rise very slowly, using only 10% of it's fuel to go up. A good amount is around 1.5. I personally like high values for TWR, like 1.5-2, reducing the throttle if needed after ~20 seconds, to reduce loses to drag (I usually let MJ handle this with the "LimitQ" feature).
-
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
MaximumThrust replied to Nertea's topic in KSP1 Mod Releases
Seems it started walking and is about to destroy the KCS with lasers Despite that, the leveling system worked with tweakscale? -
[1.3.1]TextureReplacerReplaced v0.5.4
MaximumThrust replied to HaArLiNsH's topic in KSP1 Mod Releases
@HaArLiNsH I actually like this functions to improve performance! There is any big problem or downside if I simple turn everything on? About the textures, I made some edits to the .dds files and learned how to use the menu, I guess it is to my taste now. I only wish to simple disable the ground suit, is this possible? Not make it the same as the EVA-Space, but to disable the option on the toggle menu. Thanks! -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
MaximumThrust replied to Nertea's topic in KSP1 Mod Releases
You could try adding a patch to TweakScale, to scale down the others. I don't know if it will work properly with the leveling system, but probably will. -
Yeah, but I only have very basic skills in photoshop, I'm afraid the result won't be very good
- 888 replies
-
- texturereplacerreplaced
- visual
-
(and 2 more)
Tagged with:
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
MaximumThrust replied to Nils277's topic in KSP1 Mod Releases
Parts for The Gold Standard would be very much appreciated. @Nils277 @Dewar -
Labs - Give less data per experiment
MaximumThrust replied to MaximumThrust's topic in KSP1 Mods Discussions
@Streetwind Wow, thats much more info than I was expecting! Sadly I cannot reduce scienceMultiplier more than 1, that would be a good way. Will have to think in a way to balance them. What do you think of putting a huge data capacity and a extremely slow research time? So for the labs to be useful I'll need to put a lot of experiments in it - the more, the better. So I could focus on less labs, and make them less disposable. Will need help with suggestions for the values. -
Changing root part in flight - Without KIS/KAS
MaximumThrust replied to MaximumThrust's topic in KSP1 Mods Discussions
Yes, but it still work (provide thrust). It's a know issue: -
I guess everyone agrees that labs are overpowered as f***. I'm using Play Your Way, and wanted to nerf them before started using in my current save game. I think the better way is simple to reduce the amount of "data" each experiment gives me, so I would need a ton of experiments to give a decent amount of science, encouraging exploration. But I'm having no success trying to edit the values in the .cfg. I tried editing the values in bold/red and it has no effect. The data and science capacity take effect without problems. Any ideia why and what I could do? Thanks!!
-
Changing root part in flight - Without KIS/KAS
MaximumThrust posted a topic in KSP1 Mods Discussions
The Real Plume mod it's a must for me, but it has a small bug: it don't work if the engine is a root part. I try to avoid this, but sometimes when decoupling the root simple goes to the engine. Is there an easy way to change the root part in-flight? The problem is more frequently with unmanned relays clusters (a lot of parts and engines), so KIS/KAS it's not an option. Sometimes I use the cheat menu, put a copy of the ship in place and recovery the founds, put I wanted a better way. Thanks! -
Have you seem this one? Never used, I guess you'll need to make .pngs instead of writing in game. But waaay better than using lights. I always try to make my ships with minimum part count possible, and can feel the lag from here
- 2 replies
-
- custom labels
- custom signs
-
(and 3 more)
Tagged with:
-
I have found a incompatibility with Feline Rovers: It has tanks and engines that are radially attached and have built-in decouplers. These parts gets all messed up with this mod. I guess it's a simple MM line for the mod don't apply on these parts. I'm also getting a weird bug when attaching decouplers to the medium antenna in the mod bellow, but I haven't time to isolate them and do a proper test. Will report again when I do. The problem occurs when attaching it "upside down" on the top node of the antenna (I do this to make clusters and release them in the proper orbits).
-
Real plume addon?
MaximumThrust replied to Abpilot's topic in KSP1 Suggestions & Development Discussion
I know it's not what you are asking, never said that. Only a mod related to cryo fuels effects that I saw recently. -
Real plume addon?
MaximumThrust replied to Abpilot's topic in KSP1 Suggestions & Development Discussion
You may like this one: -
Anyone have some miscilanneous mods?
MaximumThrust replied to HansonKerman's topic in KSP1 Mods Discussions
The king of all: Now being serious, you can find a lot of these here: -
@Galileo Can I use the old .cfg to disable contracts? And how to enable the world firsts, that I receive without accepting anything? You removed that from the OP Also, I wanted to use the labs (stock and from mods) as a renewable source of science, that I can choose where to place, but they are very overpowered. How do you suggest editing them? I guess that the better option is to generate very little data for each experiment, so I need a lot of experiments to make a profit - but I'm open to suggestions. I had look at the .cfg, but I'm little confused. I guess this is the part that handles everything: And before I forget, simple awesome mod! I like freedom and to explore. There are much more things I'd like to do in KSP them I have time - no point in wasting it in repetitive and pointless contracts. But I also didn't wanted to simple ignore money, or made my reusable designs useless. This mod is the perfect solution. EDIT: Just ignore the above, I'll just use contract configurator, and had received a great explanation on the labs here: Also found a great mod that might go well with this one:
- 111 replies
-
- no contracts
- rep
-
(and 1 more)
Tagged with:
-
[1.3.1]TextureReplacerReplaced v0.5.4
MaximumThrust replied to HaArLiNsH's topic in KSP1 Mod Releases
The mod does that for every mod I have installed? Also, I'm using this mod as a dependence, and for the possible performance gains... But I wanted to maintain the stock textures. How's the easiest way to do that? -
Is possible to change the colors of the windows? Not the reflection, but the color. I wanted all OPT parts to have windows that matched the stock ones.
- 888 replies
-
- texturereplacerreplaced
- visual
-
(and 2 more)
Tagged with:
-
Looking for a realism mod that replaces ore
MaximumThrust replied to b0ss's topic in KSP1 Mods Discussions
They have a flag for that in the module: About the fuels, it's a totally different preference from mine. I like the generic/abstract ore and liquid fuel. Tried to use LH2, it was fun, but too much trouble with compatibility with other mods and SSTOs. But I guess I could help to point you in the right direction. Almost every big mod uses the Community Resource Pack. Every resource and it's definitions will be there, I think it's a good start point: Also this: And Kerbal Planetary Base systems had a pretty interesting integration with TAC-LS, where some resources/rejects integrated in the system where fuels: https://github.com/Nils277/KerbalPlanetaryBaseSystems/wiki/Life-Support-Guide#tac-ls Good luck! -
Thanks guys! So this don't affect the gameplay, right? I only close and open them with action groups, so just group everything together? @sebi.zzr What engines use this feature? I remember one rocket engine that had higher ISP on the atmosphere and a nuke ramjet, but I removed them from my game. The only engines I use from Mk2 expantion is the X-44 M.A.T.T.O.C.K. (a rapier-like engine) and the electric banshee, which has integrated intakes. Maybe I could remove this patch? EDIT: I found the patch: The banshee has it's own intake, with the checkForOxygen = false. I simply prune the patch and see if it works (presuming that I'll not use the engines that need it).