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KSP2 Release Notes
Everything posted by KawaiiLucy
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Just get the waterfall mod and the stock config. It has very nice plumes, no need to complain. Plus it gets updates more regularly since it isn't under Squads management and you can even create your own plumes if you so desire.
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rockets taking time/money to design.
KawaiiLucy replied to jastrone's topic in Prelaunch KSP2 Discussion
IMO such a feature puts emphasis on the wrong aspects of the game. While yes, KSP is about managing your space program with funds/reputation the mechanic adds unnecessary complexity which distracts from the main goal, which is to launch and fly rockets, not wait for them to be built. You could even create the lore, that when you launch a new rocket, the point in time doesn't coincide with the moment where you launch it; i.e. instead of the designing and launching phase being right after the other, rather think about the design having been developped some time prior, same as production. (I hope this was clear lol). Now I could see why some people could find this mechanic attractive, it does at a layer of "realism", but playing with KCT in ro/rp-1 has only brought frustration and not enjoyment. Instead of having to carefully manage when to launch and produce rockets, it was more of a game of warping until construction was done. Basically the same as normal with extra, unnecessary and frustrating steps in between. The idea of decreasing lanch costs for an already existing design would be more appealing to me in this situation. -
[1.12.x] Near Future Technologies (September 6)
KawaiiLucy replied to Nertea's topic in KSP1 Mod Releases
I've looked at NFLV's extra folder for methalox patches on LFO engines, but the naming of the patched parts doesn't match any of the mods engines... am I missing something, or is the config not ready yet? -
[WIP] Nert's Dev Thread - Current: various updates
KawaiiLucy replied to Nertea's topic in KSP1 Mod Development
Far Future adds a few awesome-looking "late-game" science experiments, it could be nice to have some for earlier, in contrast to the telescopes from FFT, maybe probe-sized, or more experiments specific to rovers (kinda hot topic atm no?). It could maybe integrate with NF Exploration? -
[1.11.2] Improved Tree Engine Placement (8th May 2021)
KawaiiLucy replied to KawaiiLucy's topic in KSP1 Mod Releases
Technically it would meet the requirements for the first four nodes for vacuum propulsion, since 2-3 mods get placed in them, but the last one currently only holds cryogenic engines, which doesn't meet it. I don't have anything against integrating it into CTT (my icons are kinda bad though, and not really homogenous with the style of the rest). I hadn't thought of that, I might look into it. The mod was only a first try at ordering engines, but is open to improvement, and might expand to balance the tank placement; gonna need a new title then tho. -
Manufacturing Update
KawaiiLucy replied to Dr. Kerbal's topic in KSP1 Suggestions & Development Discussion
Plenty of mods also make this possible already. Extraplanetary Launchpads, Ground Construction, KIS/KAS, Not so simple construction, soon usi construction just from the top of my head. -
@VCamProbe You need to disable systems for it to run "smoothly", you can follow the instructions in the original post on how to do it. And it is possible to play without eve and scatterer, it just won't look as good.
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What do you want for KSP 1.12? Poll
KawaiiLucy replied to Dr. Kerbal's topic in KSP1 Suggestions & Development Discussion
Some improvements to career exploration contracts? Like making it more sensible in terms of progression, don't ask eve for first interplanetary landing + return for example. Also cargo delivery contracts could be fun, like bring x amounts of repair kits or whatever to a station. -
[1.11.2] Improved Tree Engine Placement (8th May 2021)
KawaiiLucy replied to KawaiiLucy's topic in KSP1 Mod Releases
I am aware of this, it is the FOR[ImprovedTreeEnginePlacement] which is with certainty misplaced. It still works though. Edit: fixed it in latest update. -
I'd recommend only the base game first and if you manage to land on the mun and get back you'll know wether the dlc's (and the game) is for you . Making history is great because it adds new parts, which aren't strictly necessary though. Breaking Ground adds robotics and surface science which is neat, but also not required to enjoy the game as it is. Also, there is a ton of mods which can shape the game to your liking, but it is usually recommended to play vanilla through one time before touching mods.
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Improved Tree Engine Placement // v1.4.0 License: CC BY-NC 4.0 The scope of this mod is to improve the order in which you unlock engines in the community tech tree. It does this by splitting the rocketry line into a lifter line and an efficient propulsion line, into which go booster engines and vacuum-optimized engines respectively. Nuclear and fusion propulsion lines are shifted up a row. Inspiration has come from the recently released BetterEarlyTree mod, which I quite enjoyed, as well as Unkerballed Start, where I liked the separation of rocketry lines. The logic behind the ordering is that you unlock engines following their diameter, i.e. you get 1.25m ones before 1.875 and so on. That logic fails though as you get into mods that add very similar engines, taking the mainsail and the mastodon as an example. Therefore, they have been ordered following a rough comparison in deltav and thrust. As of v1.4, most of the 0.625m parts have been moved around for a more sensible progression, since they always felt in the wrong place, and would suffer from underuse. However I am still unsure of the exact ordering that should be kept. No pics no clicks, so here we go: Since this is my first official mod, feedback is very welcome, especially on my module manager patches, but also on general balance or further mod implementation. Notes: The icons are based on the Terrier, the Harrier and Tharsis engines, the latter two being from cryogenic engines. Supported: Stock ReStock+ CryoEngines Near Future Launch Vehicles Near Future Spacecraft Dependencies: (not bundled) Community Tech Tree Module Manager Optional (recommended): Better Early Tree Dowload: SpaceDock GitHub
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[WIP] Nert's Dev Thread - Current: various updates
KawaiiLucy replied to Nertea's topic in KSP1 Mod Development
Something by me is in the works; ETA: soontm -
You can get all the science from mystery goos in just one launch, just place three of them and observe them. You won't be able to hold duplicates of the same experiment in the capsule, but you can remedy that by adding two science containers, once unlocked, so you technically bring back three identical experiments. Also works for materials bay. Why not use fins on the booster stage of your rocket for stability? Getting a suborbital hop needs ~2000m/s ASL, actually a bit less I believe. It can also be achieved with the long 1.25m booster+capsule.
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[1.12.5] Restock - Revamping KSP's art (August 28)
KawaiiLucy replied to Nertea's topic in KSP1 Mod Releases
The 0.625m torch engine added by ReStock+ has the plume position wrongly displayed: (using realplume and waterfall simultaneously) -
Rational Resources 3.0.2 [Sep 24, 2024]
KawaiiLucy replied to JadeOfMaar's topic in KSP1 Mod Releases
@JadeOfMaar, here are the logs: https://drive.google.com/file/d/1OEk7qnoXxW8DCXsf9icE9bK7sR2Jfgmj/view?usp=sharing output log https://drive.google.com/file/d/1rkMIok6TRm6lR69Zi_jhOcwltHAN2qtk/view?usp=sharing MM ConfigCache https://drive.google.com/file/d/1vmpFOuLKV76uvVSoXiKZ8ddieaYFRIPD/view?usp=sharing MM ConfigSha (didn't know if it is needed)- 1,056 replies
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I was using the latest one any settings that allow that i am unaware of?
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Rational Resources 3.0.2 [Sep 24, 2024]
KawaiiLucy replied to JadeOfMaar's topic in KSP1 Mod Releases
Actually I think I've identified the issue, and isn't related to rr, but rather to near future itself. From what I know it adds a converter option for lithium, which I could simply delete. Regarding the "regular" fuel types tho, I have no idea. I'll edit the log links in. I have quite a big modlist, so maybe I can try it with fewer in, but am quite short on time irl right now. Will keep you updated.- 1,056 replies
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[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
KawaiiLucy replied to JadeOfMaar's topic in KSP1 Mod Releases
On the topic of Science: The science container (with ReStock) doesn't have an adjusting slider when in VAB for the Dark Science Resource. But it shows up as full on the Launchpad: -
Thanks everyone for the input! I tried every suggestion, but sadly none of these are what I was after... I am just hoping I haven't dreamt that such a mod existed.
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Rational Resources 3.0.2 [Sep 24, 2024]
KawaiiLucy replied to JadeOfMaar's topic in KSP1 Mod Releases
Thanks for the reply! Too bad there is a conflict for the NERVA, I didn't want a specific mode integration with Kerbal Atomics, as I've only been dipping my feet into this mod as of right now, the decision for such an implementation shouldn't rest on me (I think). However when trying out the extras I've noticed that the cfg for stripping the ore to fuel (ore to lfo, monoprop and lithium) conversion option wasn't working, as it still remained in the list when hovering over the stock converters. It has probably nothing to do with ReStock, but I'll just say I have that installed. A similar thing has happened with the more tank switches config, the extra options don't show up when clicking on the tanks in the editor. Tested with NFLV and CryoTanks. I believe my installation of these extras was correct, but I might be wrong; it's a matter of directly drag and dropping them into the GameData folder of KSP right?- 1,056 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
KawaiiLucy replied to JadeOfMaar's topic in KSP1 Mod Releases
How does RR play out with USI-MKS/LS, is it actually recommended to play with both? Also, RR adds its own NTR Nerva, but would it be possible to patch the already existing one to enable the use of ammonia, LqdCO2 etc. (or is it because I have kerbal atomics and cryoengines installed, which prevents that?).- 1,056 replies
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As the title says it, I am searching for a mod I had installed a long time ago, which gave extra wing parts or modified the stock parts (I am unable to recall). The wings had some light-ish grey borders instead of the classic black, and looked overall a bit nicer too. I think they also had nodes on them, but I might be confusing it with "superfluous nodes" mod. Does anyone have an idea of which mod it could be?