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KawaiiLucy

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Everything posted by KawaiiLucy

  1. Would it be technically feasible to remove the launch clamps from the vessel part count? It may become redundant late into a career, but when you're limited to 30 parts having clamps reduce that number without being part of your ship is quite annoying.
  2. The parts look amazing for simple 'modding exercise'!
  3. that satellite design is nice, gonna steal it for my future designs
  4. Where can I find the gud stuff? The links from the first post sends me to SpaceDock, where the last update was in 2021
  5. What is your scatterer version ? Since scatterer had some major changes in version 0.8xx I think, most visual packs stopped working. There are workarounds though.
  6. My kerbals would celebrate by going to the Mun in KSP if I had it
  7. The best steps for getting help for troubleshooting is to share your log files. The obvious question is whether you have EVE installed?
  8. Further investigating has led me to find another typo, which has been bugging me for a long time: in 'clouds.cfg', there is a reference to StockVisualEnhancements in Thatmo's cloud definition. This has the consequence that if you tried to use OPM with for example Spectra it wouldn't work. The fix is simple and the cloud definition for Thatmo can be replaced by With this OPMVO works fine alongside Spectra
  9. Quick testing seems to point towards the file "planetMaps.cfg" to produce the issue. I might look into it in the coming days, no promises. Edit: It was actually just wrong file paths to the textures. Replace the context of that file with This should fix it.
  10. You have two modes: - high thrust, low efficiency : LF+OX+LH2 with tank proportions 1:1:2 - low thrust, high efficiency: LH2+OX with tank proportions 1:1 Ideally you want to switch mid flight once you reach greater altitudes. Since it is a booster engine you need a lot of thrust on the launchpad, so you use the less efficient mode. But for max efficiency you should pack more LH2+OX and a tad bit of LF+OX+LH2 just for the beginning of the flight for extra oomph. This is just a dummy example: Such a booster will still mainly run on LH2+OX once high enough. From top to bottom I have a LH2 tank , LF+OX tank, and then big LH2+OX tank
  11. From my testing, I think you need two tanks: one regular LF+OX and then another tank of the same size with LH2. I think this didn't leave any residual fuel.
  12. Did a little mission to Dres: Sending a ScanSat satellite to polar orbit (2.5x scale) Burning into orbit around Kerbin: On escape from Kerbin: Mid-course inclination change: Final Dres Insertion into polar orbit
  13. Friendly reminder to those who want to try out the dev version of NF Electrical to also download SystemHeat (which is not listed in the dependencies for the previous versions). Else the reactors won't be able to produce any electricity... A pending pull request on github already exists, and it includes the fix.
  14. As for how much fuel you need in a tank, you can simply calculate the volume, and then copy the amount per volume from another mod like bdb. Balancing thrust and ISP you can do by trial and error maybe, while starting from 1/4 the irl values as you mentioned.
  15. I wonder, why not build drag cubes for the whole vessel and each stage independently, which would be built from the drag cubes from each part, so instead of having lots of drag cubes at once, have bigger drag cubes which represent stages as single entities? Of course the drag cubes would have to be recalculated each time you unexpectedly loose a part in flight.
  16. I find the devs from Coffee Stain Studios nail this pretty well with Satisfactory's weekly community updates via community managers. If they run into issues, they usually use this form of communication to inform the players, they don't just share the good stuff either. We get it in the form of forum posts for KSP 2, but the video format CSS is going for makes the communication feel even more direct and honest.
  17. The new hatch animations are awesome! It adds so much more to immersion. The mod in general is great and makes building stations and then exploring them first person so good
  18. Update v0.1.4 Added balance patches for CryoEngines and NFLV to bring them more in line with stock performance Updated placement of some parts Added support for ExtraDockingPorts
  19. The thing is, science should be more diverse than what is in KSP 1 for most experiments, right click and done. I personally enjoy BG and ScanSat Experiments, because you have some time associated with the experiments. A single temperature reading would be useless IRL, and you wouldn't send a manned expedition either to study the temperature around a planet. So instead of incentivizing return for every experiment, it should only be for the likes of surface samples etc. Also: animations! Makes it always more fun to collect some useless points haha
  20. I didn't touch the textures, only brought the scatterer configs up to date so that they work with the latest version (which I am not sure wouldn't infringe the license). @Poodmundwould be more suited to talk about the licensing of his work though. If you want to improve on the scatterer configs, it is fine by me.
  21. For your rocket to be unmanned, you need to have no kerbals on board, however to remain able to control it you need a probe core (StayPutnik, Octo, Hecs etc.). Kos does not change anything to that, don't know about remote tech though.
  22. I am super excited about the possibilities for new IVA's and first person playability (if it ever comes )
  23. This might go in the direction of shelshok's demand, but in an undesirable way, as it is rather a bug: When activating the camera on the display, and going eva after, the last camera picture seems to stay rendered. See the video below (skip to 1:25 until I manage to click the right buttons). It seems it also breaks my waterfall plumes, but I'd have to do more investigation on that. If needed I can send logs and modlist. Quickloading fixes the issue, but not the plumes though.
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