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kerbnub

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Everything posted by kerbnub

  1. It requires IFS Core, which I believe is what allows some tanks to fuel switch in flight. IFS is an optional mod (built on IFSC) that adds more special tanks. I never got much further than fission reactors, but with those it wasn't too hard to SSTO to anywhere and refuel. I suppose with engame tech it's probably pretty trivial. If you have warp drive you ought to have the rest lol.
  2. I'm pretty burnt out trying to set up my next save, and this sounds like a nice challenge, as I still don't know how most KSPIE stuff works and never got to warp yet. I'll probably try a helium based thermal ramjet based design. Any other constraints you want to put on it? Are you using interstellar fuel switch too?
  3. Thanks. Narrowing this down with >100 mods is not going to be fun... What version do you mean by "up to date?"
  4. Anyone else seeing missing textures on the TORY Ramjet, Inflatable Airbag, and Thermal Receivers? All other parts seem fine. I'm running ksp 1.6.1. https://imgur.com/a/xzNGX5G
  5. What's a good scale to play this with? Based on the title, I thought it was balanced for stock, but as a lot of dry masses are lower now, I can't tell.
  6. I think I've figured out how to replicate a strange issue with recovered crafts. I found that if I "recover active vessel" through KCT, then edit it and save, it would sometimes disappear from my list entirely. I believe this happens only if you undo the first action you take while editing the craft, and save edits at the end. Stuff like editing fuel levels or opening/closing doors doesn't count, as that stuff all gets ignored by undo. I'm running KSP 1.6.1 with KCT 1.4.6.1
  7. Might the IVA fix work for RO too? Currently in RO, the reference point for the IVA view seems tied to the old scale still, which is kind of a deal killer if you have any spaceplanes with something in front of the cockpit.
  8. Exactly what I'm doing ^^ I usually remove most of the fuel, too, so it's very cheap to build, and since it doesn't actually leave the ground, there's no launchpad reconditioning time. You get the testing done, and can recover it for 100%. It would actually make more sense to build and test on the runway, so there's no rollout time either, but my build rates are all faster for launchpad, so it ends up being faster anyway. And I believe the VAB and SPH build rates from experience are reduced separately too, which arguably should be combined.
  9. Loving this mod, along with Scrapyard, Oh Scrap, and KRASH! One oddity I've found (or maybe I just missed it) is that there doesn't seem to be a way to edit the time it takes to recover a vessel. I've been doing static engine tests for Oh Scrap! and find that oddly it takes longer to use KCT's vessel recovery from the launchpad than to recover instantly and rebuild it with the Scrapyard bonuses for reusing the parts.
  10. I've been trying for a similar experience. It seems you have pretty much everything I do difficultywise, but I second rescaling to 2.5 or 3.2x. Rockets look and launches feel much more realistic and satisfying and spaceplanes aren't so OP anymore. Really feels like stock should have been one of those, as I'm finding reasons to use parts or techniques I never needed to before, and futuristic tech now fits in nicer as well. I'm considering making the jump to RO or at least something RealFuels based though, and going with Interstellar-Extended, if it's not too hard to get working right and can work with Kerbalism. I'm curious how you're using Kerbalism, since you also have Oh Scrap! and USILS. Is it mainly for the way it handles unloaded things? If you do end up dropping Kerbalism, I'd recommend Kerbal Health to get the psychological failures in (and add a new dimension of goals/upgrades). I was considering taking Kerbalism myself though for the same reasons you hard regarding Oh Scrap! Have you had issues with incorrect terrain colliders? I found myself drifting through some peaks in a very low Mun orbit without exploding. And are rescue contracts still not scaling? Either way, I'd still recommend Rescale, as those were minor issues for me.
  11. Ha, I just came here to ask about this, thanks, y'all!
  12. Hi, I wanted to make a realistic futuristic install based on KSPIE, but I'm not sure what should and shouldn't work. I've tried a few things and run into problems but I don't know if it's my noobiness or incompatibility. Specifically: Is KSPI-E compatible with Realism Overhaul? It seems like the engines are balanced for RO (they're ridiculously OP for stock), but when I tried it with RO, my nuclear jets don't seem to recognize that they have intakes. Maybe it's a problem with Advanced Jet Engine? (know if KSPIE is compatible with AJE?). Is KSPI-E supposed to work best with Real Fuels well? And if yes, which configs are best for it? If I use RO configs, it asks me to install all of RO which leads to the problems above. I also have a problem with LqdHelium, whether using stockalike or RO configs. When I set a stock tank to use LqdHelium with RealFuels, it becomes ridiculously dense and holds what seems to be 100x more LqdHelium than it should. This gets in the way of making spaceplanes, since LqdHelium seems to be the best fuel for nuclear SSTOs. I think I have this issue with other KSPIE only fuels, but I will test more and post when I get home. Beyond that, I just want to know what the best way to use KSPIE is, or what it's intended to work with. Should I be using procedural tanks or stock tanks or something else? Is KSPIE compatible with Kerbalism, or is it meant to use TAC life support? What size solar system should I be using, and how should the stock end be balanced? RO? SMURFF?
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