WolfieKSP
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Posts posted by WolfieKSP
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The mod is very cool, but it seems a little too easy, could you make a version with slightly smaller rewards
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Whenever i launch my craft into space, the first stage works perfectly the second one also works great for some time, but then it starts to yaw weirdly, It's *almost* perfectly symetrical, and does not care which side I yaw, ksp reads me yawing in seperate directions, but the craft only rotates due east, whichever way I yaw in. I have only a pug engine and a inline sabilization unit, oh and prograde works, (well worked) but then it just started spinning faster and faster despite me choosing prograde (it did have connection and EC). From the more important mods I installed RSS, Simple fuels for rss, Mandatory RCS, and Testflight (which doesn't show any failures)
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2 hours ago, mateusviccari said:
Do you mean the tanks with obly LH2? Nuclear engines run with LH2 or LCH4.
No i mean hydrolox, it is less massive thus less mass procentage is fuel thus less efficient
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Hi, is there any reason to use LH2?
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9 hours ago, Don0303 said:
im glad youre liking the mod! i am still developing this mod, but I don't have very much free time at the moment so it's relatively slow going. i did consider skylab-style floors as I do love the look of skylab as a whole, but I have decided against it for 2 main reasons:
- the transparent trusses look weird when stacked, and look really bad on the bottom/top of tanks as they just go out into open space
- conceptually the habs are all inflated rigid airmat sections stored in the converter, as was the original plan for the External Tank Station.
it may still be something I consider in future with alternative habs, but that would be a while away
Hi, thanks for the answer, I've got one more question: I have seen somebody ask a while ago for 1.84 sized Habs, and I just wanted to say that I love the idea too, it would help to create MOL like stations. Again thanks for the mod, either way it still will irreversibly change my and a lot of people's' gameplay!
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Hi, first of all I wanted to thank you for this awesome mod! If you are still developing it, would you consider making the module floors/ceilings out of truss? Like on Skylab and in the converter modules.
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18 hours ago, Mrpasta44 said:
If you download from master on Github there is a wip 10x rescale in the settings.cfg file, terrain should look semi-decent too as i tweaked the noise mods for when the setting is enabled.
its pretty untested though so id love feedback!Whoa, that's great, I'll give it a try
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Hi, whenever I reenter, there are no reentry effects
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Hi, I've seen some screen shots and this mod looks amazing, I've got one question tho, could you make a 10x variant?
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16 hours ago, evileye.x said:
@rbeap , also I cannot see Kerbin continents on map view at all - whole surface looks like all ocean covered by layers of clouds. Is it just me, or scaterrer is too thick in scaled space?
Are you using deferred? If so try deleting it, I had a very similar problem with it
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On 6/27/2024 at 7:00 PM, rbeap said:
@WolfieKSP Hey! Thanks for your feedback. JNSQ 10x is not supported yet.
Hi, one more question, My pc is not very good so I don't expect awesome FPS, but in the stock system the game runs quite smoothly for my standars (above 24 fps), but with JNSQ 10x whenever I look at clouds the FPS drops to 4/5 or something like that. Do you think this is a result of the volumetrics pack not being compatible with the planet pack? In other words, do you think the FPS should be bearable once you make the 10x version, IF you are planning to make a 10x rescale version
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Hi, could you update the Tantares configs? Some engines work as expected, but some day not show the red text in the editor and have unlimited ignitions with no ullage required
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7 hours ago, rbeap said:
@WolfieKSP Hey! Thanks for your feedback. JNSQ 10x is not supported yet.
Thanks for the answer!
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Hi, I'm not sure if this mod works correctly, I didn't see much change between before and after installing it and Eve looks very wierd at 140Km, I'm using JNSQ10x
https://imgur.com/a/2SMxRd5 < there are some pics
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On 6/9/2024 at 3:02 AM, JadeOfMaar said:
I have a nice idea for you to try while you wait: NF Construction trusses for a container and inside is Procedural Parts with whatever texture set fits your style.
I don't see Nertea agreeing at all to make LiquidFuel tanks mod #120.
Hello, thanks for the advice, might try later, btw you make absolutely gorgeous sunflares!
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Hello, if you still make mods, could you please make s balloon tank mod? I mean like cryotanks but for Liquid fuel
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On 9/23/2021 at 11:32 PM, OhioBob said:
Further Explanation of Rescale mods...
The optional Rescale mods are designed to allow JNSQ, GPP and GEP to be installed either together or individually in a variety of scales. These mods work without the use of Sigma Dimensions and should never used in combination with Sigma Dimensions.
The scales are defined as follows:
- 1x – 1/10th real scale, or approximately stock size. This is the native size of GPP and GEP.
- 2.5x – 1/4th real scale, or approximately 2.5x stock size. This is the native size of JNSQ.
- 10x – Real scale, or approximately 10x stock size.
(Note that stock KSP is actually closer to 1/11th scale.)
JNSQ can only exist as the primary star system, i.e. the planetary system orbiting the central star. No other options exist for the installation of JNSQ.
GPP can be installed as the primary star system only if JNSQ is not present. It can also be installed as a secondary star system to either JNSQ or GEP, using the optional mod GPP_Secondary.
GEP can be installed as the primary star system only if JNSQ is not present, using the optional mod GEP_Primary. It can also be installed as a secondary star system to either JNSQ or GPP, or as a tertiary star system if both JNSQ and GPP are present.
In summary, the following are possible:
- JNSQ
- JNSQ + GEP
- JNSQ + GPP + GPP_Secondary
- JNSQ + GPP + GPP_Secondary + GEP
- GPP
- GPP + GEP
- GEP + GEP_Primary
- GEP + GEP_Primary + GPP + GPP_Secondary
To be installed together, all planet packs must be sized to the same scale.
Example #1
We want to install all three planet packs sized to 2.5x scale. Since JNSQ already exists at 2.5x, it does not require resizing. However, GPP and GEP are both natively 1x, therefore we must install the 2.5x version of GPP_Rescale and GEP_Rescale to match the size of JNSQ. We install the following mods:
JNSQ + GPP + GPP_Secondary + GPP_Rescale (2.5x) + GEP + GEP_Rescale (2.5x)
Example #2
We want to install all three planet packs sized to 1x scale. GPP and GEP already exist at 1x, so resizing is not require. However, JNSQ must be resized to 1x scale to match the smaller size of GPP and GEP, therefore we must install the 1x version of JNSQ_Rescale. We install the following mods:
JNSQ + JNSQ_Rescale (1x) + GPP + GPP_Secondary + GEP
Example #3
We want to install all three planet packs sized to 10x scale. Since none of the planet packs natively exist at 10x scale, all three must be resized using the 10x version of their Rescale mod. We install the following mods:
JNSQ + JNSQ_Rescale (10x) + GPP + GPP_Secondary + GPP_Rescale (10x) + GEP + GEP_Rescale (10x)
It is also recommended that you delete the Kopernicus cache when using Rescale for the first time. These are the *.bin files located within each planet pack's Cache folder. This should be done anytime the size of a planet pack is changed, but needs to be done only one time per size change.It is also recommended that the DSN modifier in game difficulty be set to a value appropriate for the size of the solar system. The following are some suggested guidelines:
- If JNSQ is installed: set DSN modifier to 1.6 for 1x scale, or 4 for 2.5x scale, or 16 for 10x scale.
- If GPP is installed as primary: set DSN modifier to 1 for 1x scale, or 2.5 for 2.5x scale, or 10 for 10x scale.
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If GEP is installed as primary: set DSN modifier to 1 for 1x and 2.5x scales, or 4 for 10x scale.
PartRebalancer10x
PartRebalancer10x is an optional mod that makes changes to the mass of parts and the density of propellants to give rockets more life-like mass ratios so they can attain the higher performance necessary when playing at real scale (10x). It is provided as a simple alternative to using mods such as Realism Overhaul, ROMini, or SMURFF. While PartRebalancer10x certainly doesn't provide the same level of realism as Realism Overhaul, it does allow you to jump in and immediately start playing at 10x scale with parts properly balanced for the task. PartRebalancer10x is an ideal stepping stone for first-timers to 10x scale who want to experiment before making the jump to Realism Overhaul. We recommend the addition of BetterSRBs for even more like-life solid rocket performance. PartRebalancer10x is not recommended for scales smaller than 10x.
Hi, is there a 10x rescale dV map?
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Hi, I'm playing with KCT and the intervals between launches are big, I've lost 90% of public opinion and something similar for state confidence before even launching my first rocket!!!! Is there any way to regulate the "do-nothing" penality?
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Hello, this mod looks great! But I'm concerned with the science modding, will it be compatible with RSS?
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Ok I got it, it was the emergency suppress button in the KOS UI, such a dumb thing to miss
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KOS code only works partly (It doesn't throttle and steer up)(I have a SAS stability assist probe) here's the code:
Spoilerset t to 10.
until t=0{
wait 1.
print t.
set t to t-1.
}
lock throttle to 1.
lock steering to up.
print("Ignition!").
stage.
wait 10.
until 0 {
if AVAILABLETHRUST = 0{
stage.
break.
}
}
wait 10.
until 0 {
if AVAILABLETHRUST = 0{
wait 5.
stage.
break.
}
}So the first thing is countdown, then the throttle and steering (doesn't work) then ignition, then the first stage separates after it doesn't do any thrust, and the same thing for the second stage.
Visual script studio doesn't show me any errors (I have KOS extension)
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Hello, I don't know into computers so if you could please tell me if it could run on my PC? I have NVIDIA GeForce GTX1050 and AMD(tm)-8350
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4 hours ago, kurgut said:
Hi, for now you can go in the config of the part and change the line "techrequired" to "start", but I'll include a patch for it in the next release : )
Cheers
Thank you! you've got to be one of the best mod devs around!
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Hey Kurgut, I've got a problem, I'm using a non-stock techtree (CSI to be specific), and the external seat is very early game but the iva one is very late game, is there anything me or you can do to move them together?
Craft spinning in space
in KSP1 Mods Discussions
Posted
Okay, idk what was that, my craft was just a probe (I haven't put a kerbal in space yet) now it just seems to be a mass-offset isue (I didn't make the craft symetrical enough)
Either way, thanks for the answer, it might be useful in future!