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Everything posted by MaximumThrust
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They need tanks with a higher volume, not mass, around 4x more, and 8x more with you are using only LH2 (for nuclear engines). Look at this infographic of Saturn V, the first stage make around 50% of the rocket volume, but have around 80% the weight. That's because it uses Kerosene and O2 (what the Liquid Fuel and Oxidizer in KSP best represents), and the upper stages uses mostly LH2 and O2, having a lower density. Another example is the Shuttle. The orange tank (with LH2 and O2) weights around 760t, while both SRBs weights 1180t, being much smaller in volume. You can also compare the apparency and weight of Delta IV Heavy and Falcon Heavy, to habituate better to the ideia. This additional volume impose some challenges, and allows for you to use the bigger rocket parts more often. One advantage I noted is in the reentry (SpaceX style), they slow faster with the atm. Hope that helps
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[1.4.x] Orbital Decay - Resumed v1.6.1.1, 04 Jun 2018
MaximumThrust replied to Papa_Joe's topic in KSP1 Mod Releases
@Papa_Joe Glad to see this mod being maintained. It's strange for me that something so important is highly neglected by the game and modding community. I tested the last release in a 1.3.1 version, worked perfectly, without any bugs. So far, any vessel hasn't lost it's LAN, a bug that the old version had. You did something to address that? I also have a couple of suggestions to make the mod even better: - Exclude from the decay vessels above a certain altitude, to save processing power and reduce the clutter in the interface. At some altitudes the decay times gets to > 1000 years anyway, and the station keeping don't use any mensurable amount of fuel. - The interface could get some improvements and a better sorting of the vessels - A new icon for the tool bar would be nice, that white cat is kinda creepy and don't fit in the game (nothing against white cats, I have two). The button also don't have any animation when clicked, like most mods nowadays. - Make the Solar Activity mod an optional, I think this adds a lot of complexity that many player don't want - Make optional that the alerts stops the time warping, specially for debris -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
MaximumThrust replied to nightingale's topic in KSP1 Mod Releases
I've just searched "icons png transparency rover/lander" in Google and already got pretty interesting results Let's see if I can get them to work. Thanks! -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
MaximumThrust replied to nightingale's topic in KSP1 Mod Releases
I can't believe I collect all the science in the KSC without this mod I have 2 questions: Is there any icon packs out there, or something I could adapt to use in this mod? Is there anyway to add the date/time each waypoint was added (except in the title)? I want to make some registers of things I did with unmanned vessels. -
It's not a bug, it's a feature, orbital decay
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I started using this cause of my potato computer, now I'm with a decent EVGA GTX 1060 6GB, installed scatterer and tested other EVE configs, and I still prefer this one, the colors and the general feel are way better than anything trying to be realistic. Any tips to make this mod looks even better will be very welcome And if you make versions aimed at better computers, you'll have at least 1 download
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After spending hours and hours planning and building a self-sustained base in The Mun, I discovered that TAC-LS didn't worked correctly in the background, only with the vessel loaded. My base and everything regarding Life Support I planned in my install/save-game was useless. Had to revert to an very old save and started using USI-LS. And I play with only one save, that was a big problem. I discovered this right now Not a native speaker.
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
MaximumThrust replied to Nertea's topic in KSP1 Mod Development
My dream of the whole KSP designed by you is coming true? Awesome -
The anomalies are displayed as a yellow question marks in the map, and always says "unknown" if I hover the mouse, even if I visit with a Kerbal or collect the science report with the BTDT (which gives them a name). They should display the name of the anomaly at some point in the map, or it will always say "unknown" ? I'm using KSP 1.3.1 and SCANsat 18.4. Many thanks for the awesome mod
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Closed Loop Life Support
MaximumThrust replied to Xurkitree's topic in KSP1 Gameplay Questions and Tutorials
I tried TAC-LS and didn't liked, the 3 resources and 3 wastes are used and produced at the same ratio, so there ins't much point in a gameplay perspective and generate a lot of clutter. Sometime ago this division was fun, because you could get the resources in different ways depending on the planet, but this was removed. This wiki is outdated, but show how it was: https://github.com/Nils277/KerbalPlanetaryBaseSystems/wiki/Life-Support-Guide The TAC-LS also had some major problems with background processing, the system didn't calculated things correctly and self-sustaining bases didn't worked in the background, killing everyone. It was some time ago, I don't know how it is now. And the numbers used are ridiculously complex (like 0.000101562499998). IIRC, you should put the stock ore in the Algae Farm, and from there you could produce the rest with the greenhouse. With no continuous supply of ore, no self-sustaining base. I think the spreadsheet @Zhetaan posted is outdated as well, like the Wiki What I recommend is USI-LS. You have only one supply (Supplies) and one waste (Mulch), in a "kerbalized" way, with Fertilizer to recycle. The background process works like a charm (in truth there is no background process, when you load the vessel it calculates everything that happened since the last visit, using the stock system), and the numbers are very simple and pleasant to deal with (like 0.0005/sec or 1.8/hour). Kerbals use Supplies and produce Mulch. With Fertilizer and Greenhouses you can recycle back. For longer periods you only bring Fertilizer. With stock Ore, Algae Farms and Water you can produce Fertilizer and make a self-sustaining base. Without water it can last a lot longer wih only Ore, but is not self-sustaining. You also have recyclers that reduces the use of Supplies, and the habitation system is fantastic. USI-LS is very fun, well made and stock-a-like. Since you are using KPBS, you may try SSPXr, it have a lot of great parts that can be used with TAC-LS and USI-LS. -
Thanks! I'll switch the ships and try to adjust the time in the savegame file. I want to match the time to remove any evidence of what I did, and to order the vessels correctly in the Tracking Station. It won't affect anything directly, but if the time isn't right it will be a constantly reminder of what I did and that isn't the correct vessel. I play with only one savegame, Strategia and Final Frontier, the order the vessels were launched and new bodies reached are relevant for role-play. Maybe you'll understand, maybe not I messed a little with the epoch time, but it seems to edit the time since I started the game.
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I can't possible know how to running around to update to new versions (being they good or bad) can consume more time than keeping one old version, but ok. About the "human factor" I can't really tell or predict how people will act, but I have seem way bigger agreements in other games that makes modding a better experience to everyone.
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[1.12.x] Near Future Technologies (September 6)
MaximumThrust replied to Nertea's topic in KSP1 Mod Releases
Just curious, why the Mk3B 'Pandora' have this flat part on top? This seems not really aerodynamic. And awesome work! I glad I was able to port everything to a 1.3.1 install. -
What version of KSP are you using? I have it installed in the 1.3.1 and I got some work to make it function properly, since it don't seem to be updated for a long time. In the topic you can get more info:
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Fore by throttle control(rcs)?? For wheels
MaximumThrust replied to Jesusthebird's topic in KSP1 Mods Discussions
I always set the wheels to the arrows, away from the pitch and yaw controls, so I can you both when I want. To the speed I use the MechJeb rover autopilot, which also have a great feature called stability control, very useful for low-gravity environments. It's not what you want, but could help. I also like your ideia. -
125 folders in GameData, have no ideia how many individual mods this makes, a lot of them are only MM patches and other modifications I did on my own. My load time: 176.6563s (I got it from the log), It get under 2 minutes if I'm only reinitializing the game. A SSD helps a lot, it's essential when playing Kerbal, for me it reduce the loading time by half (it was 342.4104s). The rest of the computer didn't changed almost nothing to me in load times (I compared a 8 year system with a pretty decent modern one). Only make sure you have enough RAM - which isn't easy to know, KSP stops filling it around 90% IIRC. You should experience shuttering if the RAM gets full. Punning the unused parts is also very recommend. Other thing that helped me a lot was reducing the size of some textures, especially some 4k ones. Reducing the texture by half reduces the size by 4, (and the time it takes to load), almost no difference for me in quality the game after. The tool I used for that and recommend is Ordenator. When prunning or reducing the sizes of textures, know what you are doing and make backups. It's not hard, but you can mess up stuff if done wrong.
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Would be great too if the mod developers take this decision like the community resource pack and tech tree, I would love
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I'll assume that answer was for me, if not, please disregard. I don't know why are you talking about forcing people to update or that I should do what I moments ago said I'm doing. There are new great mods and parts that not work with older versions anymore, or require a lot of work and time. My suggestion is about making the experience of modding KSP more simple, pleasing and reasonable - not only for me.
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Force?! In Skyrim (a game I mod a lot, with a great community) AFAIK everyone uses the Unofficial Patch, an agreement so everyone have the same base game to make everything simple and compatible. Here we have similar things, like the Community Resource Pack and the Community Tech Tree. Or people are forced to use it and I'm not aware? About you suggestion that I should update the mods myself, I'll totally pass. If you are willing to do something similar, me and a lot of people would love to have the Tacking Station Evolved in the 1.3.1.
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I also play since 2014 and around the 0.25 (before the ISRU - my best reference to remember), and really think the 1.4.x and 1.5.x updates shouldn't have been made, stopping in the versions 1.2.2 or 1.3.1 would be better. The last meaningful update IMO was the Commnet. Mods now are far better than the stock game and the "new" parts. The need for updates uses a lot of time, energy and motivation from the modders, that could be producing new content instead. We had a boom of new things around the 1.3 era, that are kinda dead since the 1.4.0. I personally use a heavily modded 1.3.1 install that won't be updated, and don't have much hope that KSP will get any better than this for me. A lot of modders still supports it, but some don't, and I can't get every mod I want anymore. Since was announced that the game will be updated every 3 months, would be great that the community chose (by democratic vote) one old version to support and offer backward compatibility for it, I would be fine even if it's not the one I'm using right now.
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Very interesting! I've made some tests with the KPBS and some recyclers. The KPBS have one recycler that uses water and more EC, but reduces by 81%, rated for 1 Kerbal. The default USI-LS one reduces by 60%, also for only one Kerbal. If a have a base for 3 Kerbals, I got the same duration with 81% x 3, or 81% x 1 + 60% x 3. I really liked that! It will make more interesting and flexible designs. Using just a bunch of water recyclers (in bases with water), matching the number of Kerbals, would be very boring. The ones in SSPXr reduce by 25-50%, I should get some benefit using along some better ones, right? Even if the number of recyclers are higher than the Kerbals. I was getting an infinite increase in duration because I have a patch that adds supplies to every command module (some command modules in SSPXr also have recyclers) and I forgot to see that Your answer was extremely helpful, I wasn't getting a detailed explanation for that anywhere. Thanks!!
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The recyclers should be stackable? The ones in USI-LS and KPBS don't seem to be (the Kerbals can benefit from only one), while the ones in SSPXr seems to be (the more I add, the less supplies the Kerbals use).
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