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Peppe

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Everything posted by Peppe

  1. I like this mod to remove tech tree from career mode, but have the experience, contracts, money: Tree Toppler
  2. Direct3d is under the umbrella that is DirectX. DirectX has a whole bunch of non graphic API as well to support 2d/sounds/input/etc. Everything under directX is a microsoft product so designed and built only for windows. Wine tries to map directX graphic api calls to opengl. The Unity engine the game runs in has support to run openGl directly, so I would not bother with Wine. If your graphics drivers are up to date the main bottle neck in the game is CPU. What are you running?
  3. Congrats on the release. Look forward to the new innovations and your support through all these versions is admirable.
  4. Haven't had a chance to play 1.0/1.0.2 yet, but noticed this thread and the payload challenge thread and wonder one thing... How come there is doom and gloom on the SSTO/Spaceplane front while rapiers and jet engines are punching in close to or above a 50% payload fraction in the challenge thread. I know the speeds and top altitudes have changed, but surely there is room to take the lessons learned in that thread and make a 30-40% payload space-plane. Payload challenge thread: http://forum.kerbalspaceprogram.com/threads/116729-Stock-Payload-Fraction-Challenge-1-0-2-Edition
  5. No problem. There are some liquid fuel only tanks for jet engines and the nuclear engine. They don't require oxidizer.
  6. That tank in the later stage looks like the liquid fuel only. You want a tank with oxidizer as well.
  7. I found this mod from the combo package in the MKS/OKS thread. Was not 100% sure from the config file, but it looks like 10MW karbonite generator converts to 25 electric charge second? Tested in game and that seems right using consumers I know use 15 Energy a second. The mini drill seems to be consuming the wrong amount. Says it will use .25 MW and consumes .25 electric charge, shouldn't it use .625 electric charge a second? Assume it is in a different unit than electric charge for a reason maybe I am missing a mod that helps track consumers + producers spread across a ship. Reading up on the units more seems like it is common in KSPI reactors.
  8. Congratulations on the full/public release! The pre-releases were all working well for me, so i'm sure the full release will be fine for most users.
  9. Wanted to say this mod manager is pretty amazing. I have been using it since the .24 release and it has made it easy to stay on the current/latest version. It all works smoothly with some minor issues usually on the mod hosting side, but overall the tool is simple and easy to use. The planned features look great as well. Would it be possible to have an option on github sources to download pre-releases? Example: scansat project: https://github.com/S-C-A-N/SCANsat/releases remote tech: https://github.com/RemoteTechnologiesGroup/RemoteTech/releases Obviously need to be an informed user to use a pre-release, but if you want to test/use the bleeding edge it would be nice to have that option. You have a great first release!
  10. This sounds more like the part failure mod, http://forum.kerbalspaceprogram.com/threads/85798-0-24-1-Kerbal-Mechanics-Part-Failures-and-Repairs-v0-4-Help-Me-Balance! . I have not tried it yet, but would interesting if it's 'rocket parts' used for repair could use RoverDudes's repair/maintenance system. To balance resource systems you would probably need to make the fuel cost on kerbin super high and not have any of the resource available on kerbin. Then the player's incentive to seek out and produce their own fuel is to reduce their mission cost.
  11. The numbers for the kerbin universe are on each wiki page for the planet/moon: http://wiki.kerbalspaceprogram.com/wiki/Kerbin How accurate is the real solar system mod? Not sure if you could use real world numbers or if they would have some of these numbers calculated already and posted somewhere on another wiki. You might try these numbers, but again the real solar system mod may be scaled in someway to work in the KSP engine: http://en.wikipedia.org/wiki/Standard_gravitational_parameter
  12. Just started using this for .24 and it is excellent. Easy to use and just works. Thank you Llorx and all your contributors. One question, some mods say to delete their previous folder before installing. Does this mod delete the folder as part of it's extraction or should I have been manually removing the folders when the readme indicated it? I'm guessing it does not delete, so is there any easy way for me to do a re-download all?
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