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Everything posted by Friznit

  1. If you really want to keep the save you can edit your craft files in a text editor. Find a similar part in the new save and make a simple test craft. Load the test.craft in a text editor and find the "name = " bit, copy it and replace the offending part in the broken craft file.
  2. I over simplistically assumed 500 cos later on the wiki, but I guess it would depend on which INT and whether the J2 needed to restart. The SIVB page on Wikipedia describes the configurations, and you can work out which would be used if the INT series went beyond a paper exercise https://en.wikipedia.org/wiki/S-IVB#%3A~%3Atext%3DThe_200_series_was_used%2Cnot_have_to_be_restarted.?wprov=sfla1
  3. The BDB config is sorely in n3ed of an update. There have been a few efforts *(linked earlier in the thread) but nothing complete. Several of the experiments need kerbalisming too .
  4. Correct. All the Logistics stuff is in MKS. If you're using Life Support on its own you will need to transfer the physical life support resources the same way as any resource in a stock game (e.g. ore). Without MKS, only the "habitation" mechanic shares magically between craft in close proximity.
  5. Indeed. I was running with 80% science rewards in KSRSS so only the moon to suck dry of science and no space station labs to optimise returns yet. Admittedly with BDB and Dmagic Orbital Science there are a lot of experiments but I got every branch to tier 7 without much trouble. I haven't had to use Atlas, Delta or Saturn rockets at all, skipped straight to Titan and now launching STS for the first time. On the plus side I did have to make some strategic choices about what order to unlock things in, and did more science with planes and probes before crewed work than I normally would so it's definitely getting the progression about right
  6. The dev version on Github has a patch to fix the BDB contracts. I've been using the tech tree in my latest career and enjoying it. Generally it faces the same problem as any tech tree in that you can tend to unlock everything up to about Tier 7 very quickly with the local system science (and not trying very hard at that), then you hit a bit of a wall whilst interplanetary stuff slowly unlocks. I'd prefer a steeper curve on the early nodes then flatten it out after Tier 6/7 - it would encourage use of early rockets more without causing excessive grind in the mid to late game. I've had to manually patch in a few mods and updates, which thankfully is pretty straight forward to do, but the tree could really use a generic patch for adding unsupported mod parts to the nearest equivalent tech node.
  7. And I (and I'm sure many others) appreciate the support - it's a great compromise for experiencing the solar system using our favourite parts mods without having to go down the rabbit hole of full scale RSS support.
  8. I understand this works in 2.5x scale KSRSS as well. Just a small point but CKAN requires RSS as a dependency - can that be made a recommendation instead?
  9. See also "Atlas Unflown" page of the wiki I'll make a note about the engines if it's not immediately clear where to find them
  10. /casts embiggerate Github has a page width restriction which makes the image a bit small. I wasn't aware people were using it as a reference but I'd be delighted to put higher res images on a build guide page (similar to the BDB probes pages) if people would find that useful - just nobody ever asked before! I've got all the craft files too so will sling them on github for you.
  11. Earth Asc number gets you into orbit (5375). Then add the Total to LO number for how much you need in your transfer stage(s) to get from Low Earth Orbit to Low Orbit at your destination (e.g. for Mars it's a maximum of 3225 taking into account mid course corrects for plane change on the way). You don't necessarily need real fuels but nuclear or xenon engines start to become very useful to get dV's above 9k. You do need to manage your expectations on the size and mass of the payload. Also bear in mind that you don't necessarily need to get into Low Orbit on some of the bigger bodies but can use them to slingshot your craft into orbit of a moon, or even aerobrake in atmo if you're feeling brave.
  12. I imagine they preferred to remove things that were proven to be redundant wherever possible to reduce cost, weight and complexity.
  13. This one? https://github.com/benjee10/Benjee10_MMSEV/pull/8 Looking at the discussion thread on that PR the patch has some resource defs missing so may not be fully functional. Is there an updated version around?
  14. It's a long standing "feature" of [x]Science that impacts any science part that has two or more runs (such as cameras, mystery goo etc) and is not specific to BDB. You have to run these experiments old skool by manually clicking on the part.
  15. Pretty much all LS mods use the same approach that RD explained in the USI thread. Check their configs and patches on GitHub for details. The hard bit is balancing the quantities in a realistic way that doesn't add too much mass and mess up launch vehicle performance from other part mods
  16. Confirmed. Also if you happen to be running BDB as well the B9 errors multiply by the hundreds. I may be wrong but I think the B9PS cfg is trying to put an undefined resource type on every tank that has a B9PS module.
  17. I'd happily add it to the wiki guide but then half the fun is figuring these things out for yourself!
  18. That's a "feature" until Skyhawk makes a generic workaround patch for unsupported mods. You can add them yourself if you copy one of the mod support configs and allocate the parts to the appropriate tech node. The configs are very intuitive and I'm sure Pull Requests would be very welcome!
  19. It's fixable with a text editor. A few parts changed names, so you need to edit the craft file and update the relevant parts to the new names. Note that's the part "name" in the config file, not the "title" that shows up in game.
  20. See bottom of this page: https://github.com/friznit/Unofficial-Tantares-Wiki/wiki/Vostok
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