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Everything posted by DeadJohn
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Cryotanks and other portions of Nertea's Near Future suite of mods offers fuel switches so tanks can switch between liquid/hydrogen/methane, plus new hydrogen and methane engines. BDB has an optional extra with some other fuels. I can't comment much on that because I haven't used the patch. Skyhawk Science System tech tree changes around a lot of fuel behaviors. I used to love Skyhawk but it has not been updated for the latest BDB release, so expect some glitches.
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How can I use mods like BDB or Tantares more creatively?
DeadJohn replied to Quinby Kerman's topic in KSP1 Mods Discussions
A simple way to start mixing mod parts with stock parts is to build a lower stage from one set of parts and an upper stage from a different set. For example, make your lifter with 2.5m stock parts, add a 2.5m fairing on top, then put a BDB Agena or Centaur upper stage inside that fairing. BDB uses some in-between part size such as 0.9m, 3.125m, etc. The Tweakscale Rescaled fork adopted by JonnyOthan is helpful if you want to combine stock parts with those BDB sizes. VAB parts clutter is a challenge with BDB because it has so many parts. Mods like The Janitors Closet and VAB Organizer can help by sorting and hiding parts you don't currently want to use. -
Adding my own minor negativity to this post, my car was in a minor collision a few days ago. While I was stopped at a stop sign. No injuries. "Rear ended?" you might be thinking. Nope, almost head on by another driver making a sloppy left turn in front of me. At first I was obsessing over what I could have done differently. The answer is "nothing". Photos of our 2 cars facing nose-to-nose on my side of the street already convinced my insurer that I'm not at fault. I've still got to wait for repairs, but it's likely that my insurance won't increase and I might even get reimbursed for my deductible.
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@AlamoVampire I don't frequent this thread but condolences on your loss. It's hitting you harder than you can handle alone and there's no shame in that. Consider grief counseling - professional if your finances allow, clergy if you believe in that, or maybe an informal facebook group that meets near home. If whatever you pick isn't helping don't give up, try something different.
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That's expected for images posted on Discord. Discord purposely breaks links.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
DeadJohn replied to Nertea's topic in KSP1 Mod Releases
Large vessels often wobble in KSP. It's a general problem not caused by this mod. Some things to try: 1) Turn off SAS to pause reaction wheels and wait for the wobble to fade. 2) Kerbal Joint Reinforcement Next mod. It strengthens connections and reduces wobble. 3) Use stock engineer EVA construction to manually add struts. 4) Use larger docking ports to build stations. The Sr. Size ports are much stronger than 1.25m ports. 5) Share an image of your station for further ideas. I suggest a new help thread rather than this SSPX thread. -
I`m looking for a mod that simplifies construction
DeadJohn replied to KSPGAMER1234's topic in KSP1 Mods Discussions
Are you using Kerbal Joint Reinforcement? That strengthens rockets/planes/stations quite a bit and reduces the need for struts and autostruts. -
[WIP] Boring Crew Services - Stockalike Starliner Mod
DeadJohn replied to DylanSemrau's topic in KSP1 Mod Development
@Zorg nice decals. Thank again for adopting this mod. I wonder if you might need an alternate set of decals in the future. This news dropped today "Boeing considers selling its space business, including Starliner: report" Original source Wall Street Journal which is subscriber-only so I'm linking to a different site https://www.space.com/boeing-exploring-sale-space-business-starliner- 497 replies
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It works well at 2.5x. A Knes rocket at 2.5x will be built similarly to its real-world counterpart, and use similar staging.
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You've got Community Tech Tree installed. I don't think CTT is a dependency for Skyhawk.
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- totm jan 2022
- bluedog
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(and 3 more)
Tagged with:
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That's already built into this mod.
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Alternate History: How Would Technology Develop....
DeadJohn replied to Spacescifi's topic in Science & Spaceflight
How would diseases operate in your theoretical world? Many diseases aren't the result of being "old" but rather build up over time. Things like cancer, clogged arteries, background radiation, or wear & tear on our joints build up over time. If the biological aging process halted at 30, people that physically look 30 years old might still be dying after 100 years of life. If diseases still work much like they do today, and evolved along with a modified humanity, people would not be immortal. On the other hand, if these magical humans are immune to disease, the world would be vastly different: No one would care about the environment because there wouldn't be any health ramifications from pollution. The entire world would be a Superfund site. Burn coal because no one can get lung disease. Use unshielded nuclear reactors because cancer can't get us. Nuclear weapons might be a commonly-used weapon because fallout wouldn't be a concern. Nuke your neighbor and immediately rebuild in their flattened cities. The world population would exceed the feasible food supply. The oceans would be completely depleted of fish. Economically powerful nations would have factory farming on a scale we can barely imagine, and weak nations would starve into nonexistence. Mandatory sterilization at birth might be a worldwide law to manage that starvation. Only a few people could have children to replace 30 years olds that died from murder or accidents. Old ideas would persist because the old people who hold those ideas would still be alive. Maybe we'd still be burning "witches". Society would change much slower than it does in the real world. -
Are you playing with or without mods? Without mods, RAPIER is the fastest jet engine but might not be able to reach 1800 ms as a jet. Use its rocket mode for the final burst of speed. 1800 ms risks nose overheating. Don't use the typical Mk1 pointed nose because it doesn't have high heat tolerance. Use a high heat tolerance air intake or nosecone, or mk2 cockpit despite extra drag. There are a lot of weird designs you can try without using RAPIER at all. You could try a rocket plane with droppable jet engines to shed weight after climbing, or try a normal jet with radial or wingtip SRBs.
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[1.12.x] Near Future Technologies (September 6)
DeadJohn replied to Nertea's topic in KSP1 Mod Releases
The 1st post in this thread has a "donate" button at the bottom. It goes to PayPal. Here's the link for your convenience but please be cautious about clicking random donate links. Only trust the top post. https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=ZG6JD4L8DN86S&lc=US&item_name=Chris Adderley¤cy_code=CAD&bn=PP-DonationsBF%3Abtn_donate_SM.gif%3ANonHosted -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
DeadJohn replied to Nertea's topic in KSP1 Mod Releases
Don't try to paste or attach the log here. Zip it, then share it somewhere online (Google Drive, etc.), then paste the URL here to your shared file. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DeadJohn replied to Nils277's topic in KSP1 Mod Releases
Supported mods are completely optional. It goes into gamedata the same way as most mods. I think it will work with just about any tech tree - all parts should end up in a node even if the tree doesn't have specific support for KPBS. -
This requirement, which I agree with, leads to an odd dichotomy for paid mods. Code-based mods have to provide a free link to the source code which means anyone can get the mod for free; you're only paying for the convenience of a compiled DLL. Artwork-only mods wouldn't have to share anything for free. Mod authors could then bundle unnecessary art file bloat into code-only mods, and add obfuscated extra code to check for those files, to prevent people from compiling the code on their own. KSP DRM. I don't have a solution just pointing out this edge-case issue. Agreed it's extremely complicated and I appreciate your donated time (without asking us to join Patreon to talk here, lol). I'm glad that you saw this thread because I created it partly based on your recent moderation of a mod that recently went paid. You deleted some posts will leaving others.
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Hi moderators, can you clarify something for me? It's clear that the forum rules ban modders from discussing their own paid mods. What's unclear is whether the rest of us can discuss paid mods. I didn't find answers in Community Guidelines. If a different user, not the paid mod owner, releases a free mod that has a paid mod as a dependency, can said user mention the dependency? Can we ask technical questions about paid mods? Can we discuss performance differences between a free and a paid version, or is *any* mention of the paid version by *any* user disallowed?
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
DeadJohn replied to Gameslinx's topic in KSP1 Mod Releases
Turning Parallax into a monthly subscription is IMO unfortunate. I might pay once but will never subscribe. If Parallax 2 is in development for a year it becomes a $66 mod. That's on top of a different paid mod that cost early adopters approx. $90 and counting. Common advice to keep canceling and renewing becomes too much micromanagement, and then provides an incentive to drag out release cycles with one development update per month. I hope planet pack authors continue to support Parallax 1.- 3,131 replies
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