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Everything posted by Rakete
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
The game is what you make of it. If it is just this technical issue, there is no reason for not giving a new savegame a boost by giving it some sciencepoints by alt-f12. It's not cheating, cause you managed it already to unlock those parts, and just want to get back your safegame, that you lose due to the mod update. So do I. No CKAN. I do all manually, because I want full controll of what the patches do to my install - sometimes i change minor things, to fit to my playstyle. Somehow I don't understand, how installing the same mods in a new install could result in a differing number of executed MM patches. @linuxgurugamer: is there some clean-up the user should do, after installing/uninstalling mods, except the typical MM-cache-wipe and maybe clean-up of the logs folder? Is there more to clean-up from time to time in KSP? I guess, you are the expert on these kind of question. -
[Min KSP 1.12.X] Sandcastle: 3D printing for parts and vessels
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
What does this value do? I just tweaked the other two, and they worked well. But i was not sure what this third parameter does. And yes, KSPCF is almost a mandatory mod for me. Not quite. Some bigger things are not printable, because PartVolumes calculated really big numbers of volumes for some parts. Even the big storage that comes with sandcastle is not big enough to print everything. E.g. larger engines from near or far future tech. -
[Min KSP 1.12.X] Sandcastle: 3D printing for parts and vessels
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Tip for the users, that don't use KIS/KAS or EL and just do EVA-construction: You can increase the range around a eva kerbal, from which he can pull parts out of an inventory (e.g. the sandcastle printworkshop) and place them on vessels. Just go to the KSP main folder (there where the ksp-executable is also), open the settings.cfg and search for "range". There you can adjust the range, from which a kerbal pull things out other part's inventorys (parameter inventory range) and how big the sphere around the kerbal ist, in which he can attach/move parts (parameter eva construction range). Both parameters are in the config right one after another. This little adjustment makes eva construction works so much less fiddly. Just increase them to your liking and sense of realism needed for your individual playstyle. The default values are 5 and 7. -
Buffalo 2 Modular Space Exploration Vehicle
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Obsolete post. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
How does setting up a new install reduce the amount of MM patches? Did you throw a lot of mods from your previous install over board? I thought having exactly the same mods (also identical versions) should result in the same amount of patches. -
Is there any chance to fix the root issue in the TAA-algorithm, in a way, that the way smoother TAA becomes available for waterfall users without forcing dozens of modders to reconfigure their waterfall configs ("forcing" is the wrong word, because KSP-modding is just a hobby, I guess, but you get, what I mean... )? Just a polite question, not a complaint.
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[1.12.x] Near Future Technologies (September 6)
Rakete replied to Nertea's topic in KSP1 Mod Releases
@Nertea A little Bugreport: Those RCS-Thrusters have a broken Part-description for B9-PS. The LOC does not work. -
I asked them. They said (e.g. the author of the Stock water fall effects configs), some future release could contain an offset, but it never was brought into one of the releases and is still the way it was. It's more than half a year since I asked some of them. Fully understandable, since every modder does it in their free recreational time. Best would be to fix the root issue somehow, but I don't know if this is even possible. In fact, every mod, that uses waterfall-plumes would have to add an z-offset. I don't think all partmods, that come right out of the box with waterfall plumes, will adapt to this issue. They are just too many. E.g. in my case these mods have one or more parts with waterfall plumes: Stock waterfall effects, SpikeX, KerbalAtomics, NF Launchvehicles, NF Propulsion, NF Spacecraft, SSPXr, Far Future Tech, KARE, BDA+ .... and that are just the ones, that I have. Out there in the wild, there are many many more. Especially the ones by Nertea (and they are many) won't see any updates anymore, 'cause he retired from KSP1-modding and became part of the KSP2-team. Fully understandable. I guess, most of the part mod creators aren't even aware of this special issue. As for the projection matrix... I am not qualified enough to answer that question. I am just a simple user. Sorry to say so.
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And you do not have any other mod installed except Spectra + Eve? Sounds a bit strange, that you do so few fps even with a small 50 parts vessel. How many fps do you get, in a vanilla KSP in the same situation (same vessel launch)? Maybe something else on your system munches the performance (like several virus scanners running parallel or something like that).
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Hello, Is there a working way, to increase the range of an EVA kerbal, in which he can a) pull part from other's parts inventory and b) place those parts on a vessel? By default it is somewhere around 5 to 7m, which makes it fiddly to do some complex construction. E.g. the storage part from where the e.g. small solar panel has to be pulled is for me always out of reach, when the kerbal is near the place, where it should be sticked. This results in an annoying "place part, move kerbal, move part, move kerbal, move part, move kerbal" - gameplay. It is not fun, when you do it the 20th time, because of this very short radius restriction. Can I increase this radius permanently, without breaking the game? Is there a mod, that does this? Or is there a game variable, that I could change in the files? Thx in advance
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Which value do i have to increase the EVA construction radius/the radius from where parts in storage can be pulled for eva-placement? You seem to have successfully done it.
- 381 replies
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How did you bump up the construction radius of a Kerbal? Where can this value be changed?
- 381 replies
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Is there a mod, that increases the area around an EVA-Kerbal, in which it can draw parts from storage and install them on a vessel during stock EVA-construction? Sometimes it is kind of unfortunate to pull a part from storage then weld it halfway on the place where it is intended to be, the move the eva kerbal and them move the temporarily parked part again. In many cases (especially with part-printing-mods like sandcastle) the storage of generated parts on a spacestation is often distant to the construction site of the spacestation, where you want to refit e.g. new antennas...
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Try only Eve Redux (use the performance enhanced redux version (own thread in this forum) + Spectra instead of Eve + Spectra + Scatterer. Spectras more simplistic back-up atmospheres will kick in an save ressources. But they do not look as good as when combined with Scatterer. If that also doesnt run okay, try only EVE Redux + Boulder Co Configs (to be found here somewhere in the forum) for Clouds instead of spectra. More simplistic but not as good looking as spectra.
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[1.12.x] Near Future Technologies (September 6)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Did a test to the Starship blanket photovoltaic array - I can't reproduce the issue. If you want @Nertea to help (if he still does this; he has retired from Modding KSP1), please provide screenshots, logs, youur complete mod list and a craftfile for him to reproduce it. Otherwise, he simply can't track down the issue in a reasonable amount of time. Always be kind to your modders of choice ;-) -
Understood, The reason for my thoughts on that came from the half empty fuelbar next to the staginglist with a spikeX-Upperstage. Yes, I can fill LF in it, but not use ist in the upper stage. I can't balance it valuewise with the rear- or nose tanks, so there is always "dead mass" due to too much Ox or too much LF for the wyverns. And since there is no tiny jetengine I can't use the wing-LF for powered landings in the terminal flight phase. Not a big bummer, but it made me wonder. That's why I thought about it. But it is not a complaint. I like the parts as they are. And... if it should annoy me too much, writing a B9PS-patch for the wing content ain't rocket science. Thanks for the great work. Understood, it was just a minor visual thing. I can perfectly live with this. Would be a great addition to enable powered landings for the SpikeX. I mean, i have the trajectories mod, so I made it home to the runway (SpikeX vessel was a winged upper stage) just gliding, but many users may not have the mod. Rocket-engines aren't the go-to-solution for powered landings.
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@NESD Tried out your SpikeX. I have done a lot of bug reporting in the past for many a mod here. But this one is the first in a long time, where everything simply works and I found no reportingworthy issues. The parts are so great! Thanks for letting us have these parts. just three very minor things: 1. For me I wrote a small b9 partswitch patch to make the big wings not only able to carry LF. Carrying a LFO-Mix makes sense, since there are no LF-only-engines for the SpikeX. So if you want to use the whole space in the wings for your wyvern-engines a partswitch patch to make it interchangeable with LFO oder Monoprop might be nice. 2. A nice radial attachable tiny jet engine (just strong enough to make it better possible to land this SpikeX-Vessel) would be a perfect addendum. Maybe in the visual style of the Wyvern. The smallest jet engine in my portfolio (the stock juno) is way to big for the SpikeX. With such an engine it would even make more sense, that you can choose to fill e.g. the wings only with LF. Just a tiny proposal... You may ignore it. 3. The waterfall plumes of the LFO and the Monoprop do not 100,0000% perfectly fit in the enginebells in vacuum. A very very minor plume adjustment could make it even more perfect. But its very very minor Special thanks for the decoupler for shielded dockingports. This was really a missing piece for me. Thank you so much! A short question. What is this triangular part, that is radial attached right above the rear docking port and slightly clipped into the back fin? Looks nice. (Not the tiny aerobrake. The other thing above the aerobrake)
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Habtech is by benjee10, right? Ah... Because I have Planetside (also made by him) i also have some of those ports, too. I also have the Nertea-Mods (except Restock). I think, it will work okay. In fact I am mostly interested in the SpikeX-vessel itself. Dockingports are available more than enough to me. I just wanted to know, if the mod would open up another dockingport, that exclusively docks to itself (like the planetside-mod-ports). I guess the shown SpikeX is more likely suited for an upper stage or to be combined with other parts to take it to a high altitude, as i guess those great looking engines don't bring enough power & isp for complete ssto-ing? The small landing gear in the picture is included? Or is this from a different mod? I like those adapter rings. Do they have an integrated decoupler?
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Hello, Just a short question: do the dockingports, that come with the SpikeX dock to the stock-dockingports? Or are these dockingports on the rear end not included?
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Are KIS & KAS still dependencies of this mod?- 3,523 replies
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- geoscience
- colonization
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