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Everything posted by Nori
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Nori replied to JadeOfMaar's topic in KSP1 Mod Releases
Appreciate the thought put into this. I don't have a lot of experience with all of the engines so I can't really comment on those other than basic thoughts. I think having a clear plan for each like you appear to have is a great idea. Adding in electrical charge to many of the engines is a good thing. I will say this though, most mods that I would consider a bit more balanced, say the Near Future ones, tend to balance out with higher mass and/or high electrical cost. That's kind of what made me make my previous post. The ARI engine had nothing really balancing it out. For fun, I did a part copy on the ARI-73 and made it use LH2. It was uh, tough.. IMO LH2 doesn't lend itself well to OPT fuselage parts because of the high dry mass. I wonder how a liquid methane would fare. Anyway, thanks for the response and if you need any other feedback I'll be watching the thread. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Nori replied to JadeOfMaar's topic in KSP1 Mod Releases
Sooo, the ARI-73 is pretty ovepowered in my opinion. As far as I can tell it's supposed to be a sort of cross between a RAPIER and a NTR rocket. Oddly though it says air augmented it doesn't actually take ATM or AIR. I'm also not sure why it has two modes as they are nearly identical. I tested a flight and never needed to change the mode. Assuming my mod hasn't changed it, RAPIER has 105kN and at mach 3.7 it has 465kN, 3200ISP in AirMode. It masses 2t and has Vac ISP of 305 requiring LFO. LV-N1 is 3t, 60 thrust and 800 vac ISP. Compare those to the ARI-73, 1.21T is a fair bit lighter than either, 600 ASL thrust, dropping to 180kN in vacuum. So static thrust is just under 5x that of a RAPIER and is still 29% better than the RAPIER max while massing 0.79t less. In space it has 3x the thrust of the LV-N1, yet massed on 40% as much, oh and has 100 more ISP. I get it is supposed to be a more high tech engine so I can see some of this, but generally there is more give and take. Multimode engines will weigh a lot more and will usually have lower overall ISP for instance. Or maybe just a worse TWR is the tradeoff. I would say at the minimum the weight needs to go up a lot. It is supposed to be a nuclear style and given it's higher thrust vs the NERV, I think it should mass more than that. As far as the thrust, it seems odd to me it's highest thrust is static and that it doesn't require ATM/AIR. Though I suppose it does require fuel regardless. Probably should have a velocity curve like the RAPIER. And that's all I got. -
You can download CKAN and sort by downloads to get a idea of more popular mods. CKAN is handy as it's a nice and easy way to install mods and deals with dependencies quite nicely. https://github.com/KSP-CKAN/CKAN/releases/tag/v1.32.0 Your criteria is a little vague but here are some not visual mods I quite like. The entire Near Future family - adds engines, new spaceship parts, lots of QOL parts, new Ion and other low thrust electric engines and lots more.. Add Kerbal Atomics, and Cryogenic engines too. Basically anything Nertea makes AtmosphereAutopilot - A much better option vs SAS for flying planes. Makes it far more pleasant. B9 Aerospace Procedural Wings - Goes well with the above as it allows you to make wings any size and shape you want (pretty much) and add tanks in too Hanger - One of my favorite mods that I don't see a lot of people talk about. Lets you load a ship into a resizable "hanger" and you can then launch the ship from the hanger at a later date. For instance, lets say you want to make a 4 commsat setup. You could launch a ship with 4 ships attached together using docking ports, or you could load them all into a hanger and just launch that (it does take weight/size into account so it is balanced). Strategia and Contract Configurator - Both make stock contract system far better Editor Extensions and WASD Camera - Make the VAB farm more accessible Kerbal Construction Time - Can't play without this mod. Makes time a resource to manage just like real life. Basically ships take time to build, research takes time to complete etc.. Kerbalism - This is a new recommend from me as I've only started using it this playthrough. It's a life support mod, with realistic part failures (and fixing), but it also completely overhauls the entire science system and is just a really well put together mod. You have a lot of difficulty options to change to so if you don't want part failures it's easy to disable. OPT Spaceplane Continued (and reconfig and legacy) - Excellent and huge list of parts for a lot of different types of spaceplanes. Adds engines, hulls, wings and more. Reconfig makes it up to date and compatible with lots of mods. Procedural Parts - Quite a simple mod but very handy and powerful, alternatively you could use tweakscale, or both. SCANsat - Gives you a reason to make satellites and is a very nice mod overall Time Control, Waypoint manager, Universal Storage, Restock (and plus), RCS Build Aid, Mk2/3 Stockalike Expansion, Kerbal Foundries (awesome wheels), KARE (cool nuclear airplane engines), Better SRBs, BonVoyage
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[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Nori replied to linuxgurugamer's topic in KSP1 Mod Releases
I don't understand the backend code at all, but what I don't get is why SR has to calculated anything in the VAB while we are building a rocket.... Couldn't it just calculate when we hit launch or save or something? Or make it a manual button, or only do it every x minutes. Just some random thoughts. Whenever I load a craft the game locks up for about 15-30 seconds and it is SR doing it because when I changed the SR calculate delta time, I noticed the lock up would happen that much later. -
Ok here it is for anyone needing it: https://www.dropbox.com/s/dk4fwt0yryu78cd/ExtraplanetaryLaunchpads_v6.99.3.zip?dl=0 It's the newest version, but I took the corrupted files out (model000.mbm and landingpad.mu) and replaced them with the prior version.
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Uh, it it allowed via license for me to offer a download? I got the 2 most recent versions and would be happy to post a dropbox link.
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Orbit Portal Showroom [Show me your OPT Spaceplanes!]
Nori replied to JadeOfMaar's topic in KSP1 The Spacecraft Exchange
Didn't realize this was the showcase thread when I posted that. So without further ado.. KARE Nuclear engines, so it has infinite range. The Stail fuselage is pretty lightweight if you don't need fuel, so this whole thing is only 28,147kg. Mobile processing lab and plenty of Kerbalism supplies for the long Kerbin flights. And at the end of the day, it's purpose is to drop these six rovers in 6 different biomes for Grav and Seismic testing. Well that and run those atmo experiments. This one is far more boring. Just a J series meant to putter around the Kerbin system. Using 2x LoX engines it gets 4400DV, which on JNSQ can see me land on the moon and come back. I made it for tourism so it can take 16 Kerbals total and has supplies to last for half a year. -
Orbit Portal Showroom [Show me your OPT Spaceplanes!]
Nori replied to JadeOfMaar's topic in KSP1 The Spacecraft Exchange
Love this parts pack so thank you for keeping it alive and providing the updated configs! -
I second Near Future Aeronautics. Lots of good stuff in there. Mk2/Mk3 expansion is also quite nice, though the engines are largely that form factor so I don't find myself using them quite as much. OPT mod is amazing.. It offers a bunch of new form factors and a huge variety of parts. One of my favorite spaceplane/airplane mods. If you don't have it, B9 Aerospace Procedural Wings is a must have for reducing parts. Any sized wings in just 1 piece. On my planes I would say it normally reduces my part count by around 5+. Kerbal Aircraft Expansion (KAX) adds a lot of stockalike parts and a fair few engines. I've never used it but Airplanes Plus is a popular mod that adds a lot of stuff as well.
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Nori replied to sarbian's topic in KSP1 Mod Releases
Yep, converter name, start/stop action name can be whatever you want and it'll still work. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Nori replied to sarbian's topic in KSP1 Mod Releases
The name in this case is calling the actual MODULE being used by the mod. For instance, you could have a EngineFX Module and you are defining a engine. Were you getting errors on start about not finding a module called AirScrubber? I suspect you were. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Nori replied to sarbian's topic in KSP1 Mod Releases
Yeah the cache file is super helpful in tweaking CFGs and figuring out what works (or doesn't). Does the mk1 crew cabin or mk2 crew cabin have the air scrubber? Hmm, I think I found your issue, maybe... I believe the MODULE should be "name = SnacksConverter" you have it as "name = AirScrubber" -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Nori replied to sarbian's topic in KSP1 Mod Releases
It appears to have applied from what I can tell.. This is: sspx-greenhouse-25-1 Just checked sspx-greenhouse-375-1. It is applied, though the output looks weird, but it does appear to have multiplied right. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Nori replied to sarbian's topic in KSP1 Mod Releases
Can you post your module manager cache file? -
Fooling around with classic stock resources and ran into a issue. Additionally, I'm not sure if there is a issue with FFT, RR and Classic stock resources, but I get tons of errors when I have all those. From what I can tell, Explodium isn't created if FFT is installed. Explodium.cfg Hexagen I'm not sure. When I remove FFT it works just fine and I just have the error in my first image. Logs for with no FFT below. https://www.dropbox.com/s/r7eedmia3rlfpjl/Log.zip?dl=0
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I believe this issue has to do with some weird model issues some parts have. If you open the hanger space for the payload vehicle you can remove things here and there to figure out which part is the issue. I don't know how to fix it per se, but I've been able to get around it by simply not using that part. Some have been really bad, making a ship go from 2x2x4 to 30x30x4..
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- part count
- storage
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Agreed. I love his mods, but I usually have to search around to find them. Finally figured out that they are all on and updated on Curse. Other spots including CKAN are spotty.
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There isn't really a point in deleting EL's ExtraSpaceCenters.cfg (a terrible file name..) if you are using RR. It's resources are replaced and if you update EL at some point, it's one less thing to think about. I do really wish EL's creator had gotten on board with CRP. Would have made everyone's life simpler...
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KCT and StageRecovery uses on science mode?
Nori replied to SM_2023's topic in KSP1 Mods Discussions
SR doesn't recover to the SPH/VAB. It is primarily useful in combo with scrapyard or to save funds. If you are just doing a science run I wouldn't both with SR personally. KCT is in my mod list no matter what however.- 1 reply
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- kct
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[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Nori replied to linuxgurugamer's topic in KSP1 Mod Releases
I don't think I've ever not used RealChute in 10 years of playing this game.. Well probably in the first few versions I played... At least since version 0.24 though. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Nori replied to sarbian's topic in KSP1 Mod Releases
Is there a way to search for a specific module when a part has multiple of that part? For instance if there are two modules called configure. I can easily grab the first one or the second one, but I would like to make sire I grab the correct one. Can I use something like HAS[title[start xyz]] ? -
[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Nori replied to linuxgurugamer's topic in KSP1 Mod Releases
You should cross post to the Realchute thread. Chris was active there just a month ago, so maybe he can look at it. -
[WIP][1.9.x?–1.12.x] OSE Workshop continuation (name TBD)
Nori replied to Alphathon's topic in KSP1 Mod Development
This looks like a very nice overhaul!- 82 replies
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- b9 partswitch
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Riftbreaker is awesome. I know of Expeditions: Rome. Played one of their other games. I know of 9 others not counting KSP2.. But yeah, hoping they work some good changes on KSP2 to get it to a better state.
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[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Nori replied to linuxgurugamer's topic in KSP1 Mod Releases
I've experienced this as well, but I thought it was a different mod causing it. What you posted is exactly what I experience with chutes and nose cones. I also have a similar problem with configurable containers which is why I thought maybe it was that. I should test removing SR or RealChutes and see what happens..