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Caliperstorm

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Everything posted by Caliperstorm

  1. There's a video and some information on the Alcubierre Warp Drive thread: It's mostly as simple as pointing the ship at your target, turning on the drive, and throttling up. Just make sure you have the warp drive mod installed in addition to IXS. CKAN has it in dependencies.
  2. Persistent Thrust Extended 1.8.1.0 (https://github.com/enkido/PersistentThrust/releases) seems to work well with FFT and Sterling on KSP 1.12.5. Not sure about the version available on CKAN, though. It has most of the same features as KSPIE's, and works with engines from any mod.
  3. I noticed a bug with the jumpgates in 1.9.5 (I don't know if it's fixed or not in 1.10.0.) In some cases it allows a ship to jump while not consuming as much graviolium as it should, or making the jump entirely free. It happens whenever the jumpgate has too little graviolium stored (which is often, since it does not have any built-in storage) but the vessel flying through it has enough for the jump. Looking at the source code (WBIJumpGate.cs, lines 563-607), it seems like it detects that the gate does not have enough graviolium, but allows the jump to proceed anyway since the ship does ("As a backup, if the jumpgate can't pay the toll, check the traveler"). However, a few lines down it still tries to take that graviolium from the gate, instead of the traveller. If the gate has none, then the jump is free. Sorry if I should have posted on GitHub issues instead, didn't know if you check there.
  4. I noticed that Sterling tanks store D/He3 at a 2:3 ratio, instead of the 1:4 used in engines & fusion pellet production. Is this intentional? It makes balancing the resource amounts on ships somewhat inconvenient.
  5. This is my new favorite FTL mod. I patched the modules onto the drives from KSP WarpDrive, and it's working really well.
  6. Nice to see the symmetry problem being addressed! That was really annoying me last time I tried to make a more complicated vehicle. Also good to see performance improvements so more people can play the game!
  7. I tried to go back to KSP1 this week, but I’m really burnt out on it. Somewhere in my 1,125 hours in the game it stopped being as fun, and that’s one of the reasons I’m so excited for KSP2 - that it could help with some of the problems in the original that annoy me, and make the experience new again. Unfortunately KSP2 isn’t quite in a playable state for me, so right now I’m unable to enjoy either.
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