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Everything posted by Nori
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Yes I realize RO is made specifically for RSS and they are designed to more or less play together. Essentially I don't think I want a lot of the RO changes. Real Fuels is pretty awesome, but adds a lot of complexity I'm not sure I'm ready for. Don't particularly like the limited throttling (I know it is realistic, but I do play to have fun and that doesn't sound fun to me). Those two things pretty much are core to RO so I can't exactly change them. Don't have a issue with FAR. I use FAR, DRE and RT2 already. I'm really just wondering if someone else out there wanted to play in a upscaled system, but didn't want to use RO and thus made a more stockalike overhaul.
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Well stock is soup compared to NEAR. Assuming @bio isn't using KIDS then he should easily be able to get 40t to orbit compared to 25t in stock.
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- totm march 2020
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As you get further into the game and launch more complex ships it is easy to use more memory. So it really isn't surprising. If you are running windows try starting task manager, go to processes and after you start KSP check how much memory it is using. If it gets up to 3,000,000K then you are hitting the max. ATM is nice, but it isn't a magic switch to allow you to install everything you want. It also doesn't include configs for all mods. So you might want to look in BoulderCo and compare it to your GameData folder and see if you can add any configs to reduce memory usage. Also, try reducing textures to half res in settings. Otherwise you have to make the hard choice of removing some mods or parts.
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Ok, guess I should have kept my question here. If I wanted to use RSS but don't want to use the Realism Overhaul, is there some engine/fuel tank config/project somewhere to scale/balance for RSS?
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Thanks! I worked really hard to get them just right. I really like that the Pollux has a 7MM because the omni antennas are usually hard to place without looking odd (or needing two for balance).
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- totm march 2020
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Nice! I know what I'm doing tonight. ~Edit: So I really love all your capsules. The Pol specifically is my go to unmanned. Check out the following link for my RT2 satellites made possible by the Pol. http://forum.kerbalspaceprogram.com/threads/94391-Your-RT2-networks?p=1434960&viewfull=1#post1434960
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So here is my current network. Got 4 Sats around Kerbin with 3h orbit times. 3 are around the Mun and I'm currently adding 3 to Minmus. See captions on images for more info.
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Wouldn't this work better? @PART[proceduralTank*] { MODULE { name = GoodspeedPump } }
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Been using FAR and I haven't seen any issues. I believe his configs (related to aerodynamic changes) are ignored if FAR is installed.
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This? http://forum.kerbalspaceprogram.com/threads/29388-LazTek-SpaceX-Launch-3-1a-Exploration-2-1a-and-Historic-1-1a-packs-24-2-%289-10-14%29 ~edit Or: http://forum.kerbalspaceprogram.com/threads/83039-WIP-Tundra-Exploration-Stockalike-Dragon-V2
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[WIP] ActiveStruts Dev Thread [updated 10.10.2014]
Nori replied to marce's topic in KSP1 Mod Development
I did not realize you were getting new parts. I've always thought the current ones are pretty nice. -
[WIP] ActiveStruts Dev Thread [updated 10.10.2014]
Nori replied to marce's topic in KSP1 Mod Development
I would certainly appreciate it. Curious if you've given any thought to moving this to release? I feel like it is pretty stable and it would almost certainly get more visibility that way. -
[WIP] ActiveStruts Dev Thread [updated 10.10.2014]
Nori replied to marce's topic in KSP1 Mod Development
Wait, you released this? So easy to miss stuff, too much to keep track of. May I humbly suggest using some way of notifying users there are updates? Like KSP-AVC or uploading to KerbalStuff? -
Diazo, thanks for your tireless work. This mod is one of those essential utilities for me.
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How do your Mun sats have enough power to last through the night? Unless I'm wrong you only have a few hundred EC and if you have all three antennas going and a 19 hour (1/2 Sidereal rotational period) that is only enough for 200seconds out of the 2200 for the dark period.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Nori replied to cybutek's topic in KSP1 Mod Releases
He didn't mean install as in a new file to install. What you are looking for is editing the window from within the game and adding the sim delay portion to your vessel readout. You can simply do this by clicking edit at the top of the vessel readout. Then click the dropdown and select vessel and add the sim delay portion. -
[0.90WIP] Procedural Parts - Parts the way you want 'em 0.9.21, Dec 19
Nori replied to swamp_ig's topic in KSP1 Mod Releases
You can, most likely, But you would need to add it yourself. Currently it has a kethane tank, EPL, and TAC life support (maybe more). So I don't see why it couldn't with a little config work. -
Yes, I seem to recall some modders lamenting how Squad calculates cost (mass too I believe) with regards to resources. You'd think it would be as simple as adding a resource and bam! cost goes up. Hopefully they fix that.
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I am indeed using the most recent versions. That screenshot is from a clean KSP install with the latest versions of EPL and Hanger.
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Hmm, good idea. Just checked them all and they all claim to be the same version. the Extraplanetary one has a different checksum though (despite being the same version)... Might try replacing that and see what happens.
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Getting a odd bug. When I create a ship that has procedural parts (like a battery) and try to load it into a hanger I get this: (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at ProceduralParts.ProceduralPart.AddPartAttachment (Vector3 position, ProceduralParts.Transformable target, Boolean normalized) [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralPart.PartChildAttached (.Part child) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at KSPAPIExtensions.PartMessage.ServiceImpl.Send (KSPAPIExtensions.PartMessage.CurrentEventInfoImpl message) [0x00000] in <filename unknown>:0 at KSPAPIExtensions.PartMessage.ServiceImpl.Update () [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) KSPAPIExtensions.PartMessage.ServiceImpl:Update() It doesn't crash the game or seem to effect anything from what i can tell and it might not even be your bug. Just wondering if you can make any sense of it.
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Magic... You know, they say the lunar lander had some parts as thing as tin foil... As far as the hub goes. If you could find some way to about halve it's mass at 2.5m I fee like it would be at a good spot. ~Edit: Just wanted to add that I feel like the other parts scale pretty well. The Adapter is very similar to procedural part's cones and seems reasonable. Both radials seem fine too. A hair over 1t for a 2.5m attachment point sounds believable to me. As for the Recycler cost part. I made a new copy of the game. Just installed Hanger, EPL and Kerbal Engineer. Here is a shot of when I add the Recycler: https://drive.google.com/file/d/0B9BM0_a9_sitc0k3TG5lbm84RXM/edit?usp=sharing Doesn't seem to be any helpful info in the log either.
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1. So KSP calculates cost assuming a part is full. so when you start a part empty it subtracts what the resources would have cost. I saw this issue with the Karbonite/EPL http://forum.kerbalspaceprogram.com/threads/89774-24-2-%28V-16-7%29-ExtraPlanetary-Launchpads%28EPL%29-Karbonite-Adaptation-%289-10-14%29?p=1383527&viewfull=1#post1383527 2. Yeah I get that. I tend to think of them as hollow empty pieces (made of lightweight materials such as a aluminum lithium alloy) and thus end up being rather light. The stock re-balance mod actually changes the 6 point station hub to be 0.75. I've setup my tweakscale to tweak on square instead of cube (for a few structural parts) because I see the part as being hollow. Ultimately it is up to you of course. 3. Cool, just wanted to make sure. Thanks for the update.
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Sweet! New release. Trying it out now. Didn't have any hangers launch yet, but had one built. Edit~ The heavy recycler has a negative cost if it is devoid of metals... Edit2~ The hub and radial attachment points seem really heavy. Especially if scaled. The hub scaled up to 2.5 is I believe 8 tons. That's a lot of extra weight for a part like that. Edit3~ Is the habitable hanger still supposed to be rounded at the top/bottom?
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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
64bit is rather unstable and you are unlikely to find much support among modders for it as there isn't anything they can do to fix it. I recommend trying to use 32bit and install Active Texture Managment (ATM). With only 4GB of ram my guess is you are running out, especially considering you are using B9 (which is huge).