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Everything posted by MaximumThrust
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[1.9.x] Kessler Syndrome 1.4 (19/02/2020)
MaximumThrust replied to severedsolo's topic in KSP1 Mod Releases
I have tested this mod in a 1.3.1 clean install, and under any circumstances or settings I observed any kind of decay in orbits above 70 km in Kerbin. It don't see to be working. Anyone have a different experience? -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
MaximumThrust replied to Whitecat106's topic in KSP1 Mod Releases
Thanks! I really wanted to use this mod, but this is a serious problem for me, I do a lot of constellations where half of the vessels have LAN at 0, and half LAN at 180. Sadly I don't have knowledge to help with this, hope someone can. And a suggestions to increase performance is to only apply the mod in vessels until a certain altitude, like only below Space High (250 km for Kerbin). Anything too high takes a huge amount of time to decay or use all the fuel for station keeping anyway. -
I can't see the possible harm in a simple re-upload, here in the topic, while the link is broken and you haven't show up (and if the license allows). I prefer a community where people would do this for me if I'm needing the files, or If I had a problem with something I shared. A lot of mods I use are not maintained by the original authors, or only work in recent versions of KSP due to unofficial updates, I think this is a good path. But it's your work, just choose a license that don't allow that if you think otherwise
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For me the biggest problem is not being able to easily identify what the orientation of the rocket. Sometimes the rocket is where I want, but the command pod don't, so I have to remove the rocket, rotate the command pod in the right way, and then attach the rocket back. Things get very frustrating when dealing with merged payloads and launch vehicles, where both have their own command pods. But thanks to Snark this is a thing from the past.
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Differential Throttle - Any mod?
MaximumThrust replied to MaximumThrust's topic in KSP1 Mods Discussions
Seems to be very interesting and with great potential to be exactly what I'm looking. Also seems to be a little complex, I'll take a more in-depth look and test later. Thanks! -
I do not want to discourage you from modding and appreciated the initiative and ideia from this mod, but we already have a lot of mods that allows to switch the contents of any tank, to any resources and quantities we want, without adding any more parts for this. I think they are a better solution for this problem. I like Modular Fuel Tanks a lot. But right now I'm using Cryo Tanks (from Cryo Engines and Kerbal Atomics), that allows to switch any tank to LF and Ox/LH2 and Ox/LH2/Ox, in a clean and stock-a-like menu. And people will surely ask you to include a license in the mod, and maybe say you are using Squad assets.
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
MaximumThrust replied to Nils277's topic in KSP1 Mod Releases
I particularly can't stand the cringe of making rovers with parts designated to be used in the vertical and in space stations/rockets, or bases with vertical cylinders when surface space is the last concern you have. The Nils277's mods brings me a lot of internal peace. -
I think it is intended for the reactors and capacitors in NFE to not turn on and off so conveniently, to add some drawbacks to them. You can try to use Smart Parts if you really need some automation. About the mod being removed, I have the archives and the license included is this one: GNU GENERAL PUBLIC LICENSE Version 3, 29 June 2007 This license allows me to re-upload it here for people wanting this mod?
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I disabled ground stations, put occlusion at max, and range very low, because I like doing networks and want them to be needed. Also to use the beautiful antennas from the JX2Antenna mod, from @Snark. With my configs, the KSC signal don't cover much, and the vessels don't get signal from the constellations without a dedicated antenna. I have placed a very powerful relay at a sync. orbit, directly above KSC. I use it to control launching and landing vessels with the internal pod antennas, and to redistribute the signal from KSC with more power. It's cool to launch, delivery the payload, lose signal on the other side, and regain it before the deorbit burn. Also helps delaying a little the plasma blackouts in unmanned vessels. I found it a better solution than putting antennas in every launch vehicle, and a nice excuse to put something in the sync. orbit.
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This is something that I wanted in many occasions. Let's say I have a rocket with a simple asparagus configuration, with one central tank, and two side tanks. On the central tank I have an engine with great Isp, and on the side tanks, engines with less Isp. When I throttle down, I want the side engines to throttle down first, with the central one at maximum (because it is more efficient). It would only start throttling down after the side ones are at 0. Another example: Energia-Like Rockets, with a central core using LH2 and the side boosters using LF (without fuel-crossfeed) . When throttling down, I want the core to throttle down first, like the side boosters where SRBs. One more example: Ion hovers/hoppers using Near Future Propulsion. I make clusters with different engines. I want the more efficient ones to throttle up first, only turning on the less efficient (and more powerful) ones after the more efficient have reached maximum capacity. I guess it is possible to understand what I mean. So, is there any mod that do this, out in the wild?
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I think you misunderstood the use of this forum, or posted this by mistake in the wrong place. Here is a place to ask questions or start discussion about KSP. The closest we have is the Space Craft Exchange the Making History Missions, and the KSP Fan Works, where you can share crafts, missions for the DLC and tell about things you did in KSP. Try to make and show some meaningful and interesting content in these places. I was about to make a comment about people trying to bash or make fun of it at your expense, being purposely unhelpful, but it's no longer necessary. Don't mind them
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Best way to disable a part with modulemanager?
MaximumThrust replied to tjsnh's topic in KSP1 Mods Discussions
This prevents the part from being loaded, or is just a soft disable? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
MaximumThrust replied to Ven's topic in KSP1 Mod Development
I'm not into historical things, but this was my first thought. "Vens already did this, and better". -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
MaximumThrust replied to Whitecat106's topic in KSP1 Mod Releases
I did a small test with this mod in the 1.3.1, using the download link @ZAJC3W provided. seems to be working. But I have some questions. How's the bug of the LANs updating to zero? This tends to decrease performance significantly, especially with a huge amount of vessels? -
I find the idea very interesting, but I don't think it would play well in the stock KSP mechanics. You would need to stay bellow 70 km, with the vessel loaded, and limited to the physical time warp. Close to 70 km the decay is very slow, could take a huge amount of time to decay with normal ion engines and some fuel. Vessels in the background don't decay (right now I have a annoying debris with Pe. of 47 km). Would play very well with some kind of background orbital decay and station keeping, like in this mod:
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Playing around with CryoEngines and CryoTanks, which needs around 4x more tank volume to achieve similar weight/dV. The result with OPT is very interesting. I ended up with this Skylon/Blackbird crossover: The large and less dense body makes it fly very well. The weight, cost and dV seems to be balanced, Nertea did a good job on that. It's seems to be a little better, but costing more. The version of this craft that uses Liquid Fuel: Looking at it now, it seems almost... wrong.
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I think that should be easier and less problematic to change only the tanks, without touching the engines. This maybe can also keep the old ships working, IIRC, tanks in existing ships don't update when changing configs. I'm playing around with the LH2 tanks, and liking very much. So far I didn't see the need to make the tanks more compact, and they would still be huge with a 30% reduction. I also edited some things in the boil-off configs in my install. I changed the Ec use from 0.09 to 0.1 for the normal tanks, so it gives round numbers that are easier to calculate before launching. And changed to 0.05 in the insulated tanks, so I have something that justifies the higher cost and lower heat tolerance (and also give round numbers), but don't make the normal tanks obsolete for vacuum operations. I was thinking in making them lighter, but that would mess too much with the balance of the engines, especially the nuclear ones.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
MaximumThrust replied to Nertea's topic in KSP1 Mod Releases
One small bug, the 2.5m fuselage tanks are getting twice the fuel their Rockomax conterparts receive, with cryotanks installed. It seems the values are doubled inside the GameData\MarkIVSystem\Patches\MkIVCryoFuelTanks.cfg. The cost and dry mass are also higher, but I think this is intended, due to the higher heat tolerance. I think they should be 3/0.2/5, like in the CryoTanks configs: -
What's the ascend profile you use and recommend? What do you prioritize in your crafts? Mine: I prefer to build SSTOs with relatevely large wings, and high TWR. They are not the most efficient, but are easy to use and can have small launch times (so I use them more often, instead of using rockets almost every time). Ascend constantly at around 20 degrees, don't like to change the pitch to prioritize vertical or horizontal speed at different altitudes, it seems to produce large loses to drag when trying. I turn the rocket mode right before I start losing speed (at around 24 km of altitude). Sometimes I keep at 20 degrees, sometimes go to 25. Never got any luck trying to increase this number, like in animations from the Skylon, that it seems to go at around 45 degrees to avoid the atmosphere. When returning I like to do long reentry burns, at around 600 m/s, so I can reentry on prograde, with more stability and precision, making the landing on the runway easy and routine. I managed to make combos with nukes that got me high amounts of dV after archiving orbit, but it's not worth it, the TWR is too low. I usually have an "Orbital Shuttle", and I carry the fuel and supplies (for USI-LS), dock, transfer the crew and refuel it, leaving the SSTO in orbit, waiting to return.
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Loading. Just loading. How does one speed it up?
MaximumThrust replied to Linventor's topic in KSP1 Mods Discussions
Yes, I take a look at the textures first with PS, before deciding what I'll change or not. OPT, for example, uses 4k textures shared between a lot of parts, but reducing it to 2k don't cause any major quality loses (in my preference), and cut the size by ~75%. Some mods uses 1024 or 2048 textures for very small parts, I also reduce this ones. I guess the most appropriated term would be "textures that try to archive 4k quality", or something like that. I like very much this approach from modders, that shares textures when possible, or even use the stock ones. Knowing that some parts uses shared textures is also good to know when pruning parts. There's almost no benefit in pruning a part if you'll need keep another one that uses the same texture.- 41 replies
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I think you missed the point. The discussion is about balancing a fictional representation of a resource, not adding a new one 50% more dense, while keeping the old LH2. Yes. I think the most famous example is the Delta-IV heavy, which produces a pretty red flame. It also runs a incomplete combustion (with excess hydrogen), to improve exhaust velocity. It only misses some asparagus staging , I think the fuel lines are too late in the Human Tech Tree. About the size of the tanks, I don't have any strong opinion (just hope I can implement it without much hassle or hyperediting, and it works in 1.3.1). I was curious to see how it looks like in real rockets, the first good visual representation I could think of is the might Saturn V. 77% of the total weight is in the first stage. The second stage have 16.6%. If you consider only the propellants weight, the fuel/ox in the first stage weights around 5 times more than the fuel/ox in the second. Interesting.
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Loading. Just loading. How does one speed it up?
MaximumThrust replied to Linventor's topic in KSP1 Mods Discussions
The program have a menu with some options. It can also change the formats to save space in some textures (the ones this won't cause quality loses). Textures that don't have transparencies can use lighter formats, for example. Some 4k textures where at ~25 mb each. Changing to 2k reduces to ~5 mb, and I can barely tell the difference. I simple used it to reduce by half all the textures in some mods that uses files that are unnecessarily big, in my opinion/taste. Is possible to see the parts loading much faster when starting up the game. You can easily identifies this mods searching by ".dds" in your gamedata folder, and sorting them by size.- 41 replies
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Loading. Just loading. How does one speed it up?
MaximumThrust replied to Linventor's topic in KSP1 Mods Discussions
I use more than 100 mods, and reduced the load times by almost half reducing the size of 4k textures, and other textures that were too big. I used a program called Ordenator: https://www.nexusmods.com/skyrim/mods/12801/- 41 replies
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