crimsonknight3
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Everything posted by crimsonknight3
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I'm currently making a patch for resources for insterstellar - kethane and MKS (and any other mods I perhaps have installed and can't remember). If it's okay and they work fine, want me to upload them? [Edit] I won't be making tanks for the radioactive substances, nor for the substances that require cooling systems. I don't know how to balance out the boil off and other cfg options to make asteroid cooling seem more likely. I will do the others though. Also a question. I've already done the kethane tank but I wanted to ask, on the info screen liquid fuel and oxidizer have their name then a value in blue on the left hand info screen, whereas my kethane tank doesn't... Still the expanded info is there. Is it still going to work without that blue value on the left? I dont have time to test tonight. [Edit 2] I've done Ammonia, Argon, Water & liquid methane and they all have blue values, it's only Kethane that doesn't.. Strange. Anyway I'll wait to see if I am allowed to upload them, and also I'll wait for your word on whether you would like for me to do the MKS one's aswell. I'm terrible with modelling but I was considering editing the colouring of the kethane tank but I'll do that tomorrow. Going to watch 47 ronin tonight.
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This definately has my thumbs up!!!! :D :D
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Wondering about a current ION engine?
crimsonknight3 replied to crimsonknight3's topic in KSP1 Mods Discussions
I love the look of the near future propulsion. Just finding out if their generators are compatible with KSPI, if so I may not use the near future ones and just keep the KSPI ones . Thanks for the help -
Going back to my last question about the wireless transfer, do modules that are producing items automatically send them to the large supply tank and then modules that need said items automatically take them from said tank? I am just trying to get this automatic transfer down to a T before attempting to make a manned base in career mode lol
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Just downloaded to test it out after testing a bug for another mod, just wondering, have you totally changed your file structure? I just downloaded the current dropbox version to compare to the github version and the structures are a LOT more organised on github!! haha, also probably a good idea to tell everyone to deleted their old umbra folder before installation if it has all changed
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I am wondering if anyone knows of any ION engines that would merge well with this KSPI. The only mod that adds an ion engine that I have found is from ksp .22 and it works only with .cfg edits however I am trying to find an ion engine that can compliment KSPI as a slow efficient means of propulsion, which also is balanced and aesthetically pleasing. the .22 ones are pretty plain and don't suit the KSPI feel
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I am wondering if anyone knows of any ION engines that would merge well with this mod. The only mod that adds an ion engine that I have found is from ksp .22 and it works only with .cfg edits however I am trying to find an ion engine that can compliment KSPI as a slow efficient means of propulsion, which also is balanced and aesthetically pleasing. the .22 ones are pretty plain and don't suit the KSPI feel
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[1.2] Procedural Fairings 3.20 (November 8)
crimsonknight3 replied to e-dog's topic in KSP1 Mod Releases
Is anyone having a bug using procedural fairing at the moment? Using 23.5 and I have a lot of mods installed but at least in repeating the bug i've narrowed it down to procedural fairings. When launching a ship, my camera always moves to the centre of mass, so during launch the camera should stay at com however when I've used a procedural fairing, my camera slowly nudges down lower and lower along the craft as its accelerating though the atmosphere until it's at the point where I completely loose the ship and can no longer see it, so I try and go to space centre and back to the vessel which fixes it, however if I try eva-ing on a craft after this issue has happened, even after switching to the space centre and back again, the kerbal just totally disappears and the screen goes black, and I can't exit, so I ctrl alt delete quit ksp relaunch but the kerbal isn't on the vessel nor on the map, though once I did get "Jebediah debris" which was really weird.... As I said, I have a lot of mods but when I try the exact same craft minus the proc fairing, it works fine. I am also using the additional different textured fairings if that helps (Not sure what they are named, I generally download all my mods in one go and I end up with a lot of rars and they arent all named such that I can easily find the right one. Thanks for your thoughts. -
I have a question about this? How is this possible? I mean in my testing at ksc NO resources are transferred between each module even if for example food has ran out, tried this having the modules connected with kas and with docking ports. The only way I have managed to set up this automatic transferring is using the tac fuel balancer mod, I tell it to move for example food OUT of a supply module, and "balance" between any module that needs foods and it ignores the rest. How do I set up this automatic transfer? I should also ask what is the benefits of connecting modules if resrouces can be transfered within 100m anyway? The Link on KAS is shorter than that, and docking is more of a pain, so is there even a benefit to linking your entire base up? [edit] Or is the wiki out of date? lol
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Thanks for your advice, I'll go play some more while my daughter sleeps. I have a tutorial for modular base building in my bookmarks so I might use that to make the modules mobile enough that I can easily configure/reconfigure in situ, need to unlock some more stuff on career mode to make life easier I think lol
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The disappearing ship issue - Do you use procedural fairings? I have a disappearing ship issue, only when using those fairings. Also another question, with the KAS hookup, when you link two end-points there is an option to tell one of the points to "Pump here", do I need to use that? Reason being I spent about an hour testing KAS and resource transfers etc earlier and it is VERY hard to get resources to move around using KAS, and not even TAC fuel balancer worked, only the Ship manifest mod would move them around, but with this mod it acts a little cheaty whilst landed at ksc (As i was) and allows you to instantly fill or dump tanks etc and while I did "transfer" some liquid fuel from one tank to another I just want to make things clear before I go setting up a base on the mun just to find it isn't working. My plan was to send up a drill, then send up 2 tanks, one for substrate one for water, connect the two tanks to the lander with the drill, fill them up, then drive them on over (LONG DRIVE) to the spot on the mun where there is a MASSIVE amount of ore/minerals and a reasonable amount of kethane, then I can connect the 2 tanks to my MKS system, but also will be attached to ANOTHER base obviously close by for extra-planetary launchpads, so I have a manned self sufficient MKS base, a base to launch craft from and the facility to build the rocket parts for said crafts. One other question, how can I connect the mks modules with docking ports, and guarantee they will always line up in situ? Linked into that, once landed how simple is it to get the mks modules close enough for the docking ports to work? Am I going to need to make a tug of some kind? or is it simply a case of skillful flying until the ports touch?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
crimsonknight3 replied to ferram4's topic in KSP1 Mod Releases
Can you store more than one goo experiment on board? I knew you could store more than one eva report, and surface sample but only one crew report.... That is a good idea though, but saying that, I have just designed an extra final stage. Final 3 stages = de-orbit fuel and engine, then a "science capsule" which has its own shield and has all the science equipment attached, then just the pod. Use a mod that allows for timed action group triggers and use real parachute mod so when I eject the engines then the "science capsule" the parachutes arm themselves, then trigger at the correct altitude (use lazor purely to prevent the science capsule from unloading so the chutes still release- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
crimsonknight3 replied to ferram4's topic in KSP1 Mod Releases
Yeah that probably is the issue, I have it attached too flush (Just checked). Also, for "Shouldn't have a heat shield attached", IF I DIDN'T attach a heat shield, my Mystery goo pods always explode, so even though the pod itself is fine, my science would be gone and I don't know how to get around it other than by attaching a second shield. Thanks for the quick reply- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
crimsonknight3 replied to ferram4's topic in KSP1 Mod Releases
Hey guys a quick question, I am using FAR and Deadly re-entry, fun stuff I know but I am all of a sudden having quite an issue landing even the simplest craft on kerbin. First I used my usual descent path, can't tell you to be exact but it is usually quite steep... The heat shield seems to generate almost NO drag, and it takes A LONG time for the drag to build up so that by the time the drag builds to around 15kn the craft has already crashed into the ground, So I tried a very gentle descent to build up as much drag as possible, started from 150km and set periapsis to 30km, that time the shielding couldn't take the heat and blew up then the rest blew up from heat, third time I tried again from 150km and set periapsis to 15km, this time it did slow down but was still going at around 1600m/s when entering the lower atmosphere, the heat shielding blew up THEN i noticed whats been happening! The heat shield generates almost no drag, and the 2 mystery goo containers apparently generate 20kn each. The reason my whole craft is exploding and I can't seem to land the ship is A. The shielding isn't generating enough drag and B. When the shielding explodes, the shock from going from almost no drag, to the drag of the mk1 causes the G forces to explode everything... So is this an issue I need to get fixed on FAR's end or on DE's end? Thanks a bunch- 14,073 replies
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Asteroid Impacts
crimsonknight3 replied to travis575757's topic in KSP1 Suggestions & Development Discussion
Along the lines of this thread, is there any plans of deformable terrain on KSP? Like perhaps varying size craters caused by debris/asteroid/vehicles collisions? -
Okay, I will give it a go and see. It has been quite rare for me to get a full base going with mods like kethane because I've never been very good at constructing reliable launch rockets with enough juice to make sure they get to the mun but I am learning more and more as I go, and as the game is improved, less and less of my attempts are falling apart, instead just falling short of fuel lol Your mod to TAC gives me even more of a reason than ever, to work out how best to create stable launch vehicles... I remember spending almost 2 weeks trying to launch the OLD extra-planetary launch pads was an utter nightmare, haven't tried the new ones yet. Think I'm going to remove remote-tech for now to make base building a bit easier
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
crimsonknight3 replied to TaranisElsu's topic in KSP1 Mod Releases
Thanks a bunch -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
crimsonknight3 replied to TaranisElsu's topic in KSP1 Mod Releases
I'm not sure if anyone else has asked this already but is there a possibility to add "Space base" parts for stations or off planet bases, that can actually produce food and oxygen for our little kerbals? Maybe to be used in conjuction with the renewable bio-fuel mod? If anyone knows of anything like this let me know