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KSP2 Release Notes
Everything posted by Friznit
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Friznit replied to JPLRepo's topic in KSP1 Mod Releases
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 -
[Min KSP 1.12.X] Sandcastle: 3D printing for parts and vessels
Friznit replied to Angelo Kerman's topic in KSP1 Mod Releases
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. -
[1.12.x] Near Future Technologies (September 6)
Friznit replied to Nertea's topic in KSP1 Mod Releases
It works fine in the latest version of KSP -
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!
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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.
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- totm march 2020
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See bottom of this page: https://github.com/friznit/Unofficial-Tantares-Wiki/wiki/Vostok
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[Kerbalism 3.14] Kerbalism Lab Experiments Expanded
Friznit replied to RoadWarrior9's topic in KSP1 Mod Releases
Google sheets might be an easier way to share a spreadsheet. I've just added this to my game so will have a play. It'll be easy enough to relaunch the science lab part of my mini station if needed. If I was into roleplaying I'd think of the first launch as a proof of concept. It's currently full of pilots because that's what the contract demanded. -
[Kerbalism 3.14] Kerbalism Lab Experiments Expanded
Friznit replied to RoadWarrior9's topic in KSP1 Mod Releases
Would it be possible to provide the table of experiments in spreadsheet format please? It would be useful to filter by body allowed etc to figure out which experiment to install. Also I guess this is a general Kerbalism question, but I assume it's not possible to change the experiment installed in a lab after it's launched? -
[Kerbalism 3.14] Kerbalism Lab Experiments Expanded
Friznit replied to RoadWarrior9's topic in KSP1 Mod Releases
Superb work! And timely as I just launched my first lab in a Kerbalism career and was wondering what to do with it. -
Seconding this. It would work particularly well with a BDB-specific tree, as there are many duplicate experiments and it would encourage sending more advanced probes on follow up missions. Early probes provide a partial and proportionally lower % of the science available for a given experiment (which is OK, as you don't need so much science in the early tree anyway) and you need to send a follow up with more advanced tech to capture the remaining science. Finally a use for all those magnetometers!
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You have to go beyond the radiation belts and magnetosphere to get into global space (press 1,2,3 on the numpad whilst in map view to see them - helps to zoom out a bit)
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Friznit replied to nightingale's topic in KSP1 Mod Releases
KopernicusWatchdog is a new invisible celestial body from Kopernicus to try around workaround a persistent bug. It could well be causing an issue with Strategia @R-T-B ,thoughts ? -
I spent my day reading source docs on the various Saturn derivative studies in the 60s and summarised them all on the wiki here https://github.com/friznit/Unofficial-BDB-Wiki/issues/60#issuecomment-945790528 I will probably simplify that a whole lot for the actual wiki build guide, given that most of them are simply different B9 Partswitches on the fuel tanks and engine plates.
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I like it! @Morphisor and I have a similar opinion on early career development. In a regular CTT career game you unlock the first 3 or 4 tiers so quickly that you end up skipping half the BDB rockets unless you're roleplaying (or following the History of Spaceflight contract pack), even with massively nerfed science gains, which then inevitably makes the late game a dreadful grind. I'd love to have a tech tree where the early nodes are more expensive and the BDB parts more spread out. It'd provide more mileage for the early rockets and probes.
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Help me @Zorg you're my only hope