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Immashift

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Everything posted by Immashift

  1. Looks grand Time after time NFT is my most anticipated mod set. The only thing I'm slightly worried about is it breaking my Nerva powered tugs because iirc NFT swaps LF for LH2... No matter though I guess since I'll be redoing all of my old super efficient lithium powered hauler designs You know something I wondered before... I remember way back someone created a B9 design exposition thread where people showed off what they did with the pack... Has anyone ever created anything similar for NFT?
  2. I amuse myself greatly with heating effects. It's interesting that although this thing does close to mach 7 at 13000m, it just -barely- manages orbit.
  3. I'm actually toying with the idea of having a second large automated ship with landers etc, to go ahead of the crewed ship. It would mine stuff during the crewed vessel's trip out to the next planet.... Swap large containers of stuff once it gets there. It might get a little complicated with transfer burns + time spent at planets but then again Deepfreeze.... The fact is most of the time the ship spends in space is going to be cruising towards the next destination. If I can turn that into usable time it might be kind of cool. Logistical nightmare maybe, but that's part of the fun to me.
  4. Interesting. 20% of my time planetside is acceptable. Granted, with Deepfreeze my kerbals should consume nothing for however long my transfer is, which means it cuts my required life support time down from decades to maybe a (total, all planet stops combined) year or two as the vessel orbits while the landers resupply. The idea of planetary stores would ease logistics quite a bit to be honest, and was something I hadn't thought of before. I'm still green enough with MKS that I don't know the entire resource chain and how small I can make it yet. In my last round of this, I designed a sort of dropship lander that landed horizontally and was capable of actually taking detachable fuel tanks from the mothership with it to the surface on light gravity bodies, then haul them back up again when complete: This was back in .25 though before I really cared enough to have life support or mine something that might *actually* be able to be refined into fuel in real life. That thing, with the lander, had 22km/s dV. If I can get around the same with life support and mks on it, I'll be happy. It can be a good deal bigger now because of Unity 5 and 64bit and whatnot. I wonder if automated miners can pull the same efficiency though. Like with stock mining, without a five star engineer, your mining vessel generates extremely little ore. I wonder if it's the same with the USI/MKS drills and resources. I should really go read the wiki and see if that info is listed there... *Googles USI-LS wiki* I appreciate the input by the way.
  5. Okay. Thanks a bunch for all the info. I think now my goal is to see whether I can make a lander(s) capable of mining the resources fast enough required to create: Fuel for the vessel the lander docks to, ColonySupplies to keep them happy, and Supplies to keep them fed. Oh and possibly kits/parts for epl while I'm at it in case stuff breaks -_-. Gonna be fun. I know I'm a bit mental. The question is if I can get a good enough net gain on it. My original plan was 10 kerbals cruise the solar system (with OPM installed :D). Those 10 are going to have to somehow mine enough of all the MKS stuff to resupply their mothership within a month, maybe two, otherwise the trip time and life support needs are gonna be like ice skating uphill (hell, I'm already looking at DeepFreeze to freeze em during transfers cuz something about a 200 year round trip grand tour doesn't seem right to me if they're supposed to be alive the whole time). Recently I haven't been too impressed with the mining rates in KSP. Even with a 5* engi it's painfully slow in my tests. Karbonite seemed faster, but Karbonite alone can't convert into anything other than fuel really. Maybe MKS ores mine faster... Suppose I'll have to test that. But then again I'm limited by lander mass if it has to be a universal lander. I realize that a big floating interplanetary colony ship rigged to do everything isn't exactly what certain mods (like MKS) were envisioned to do, but that's the fun of it. But I digress. It's good to know that with some messing about I can convince them to be happy on a single ship on their own for however long is needed. Now to test it all haha
  6. I'm having an extremely weird issue. If I start a new save, TAC is fine for a while, then the log goes mental and I get a lot of spam of: NullReferenceException: Object reference not set to an instance of an object at Tac.LifeSupportController.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Then TAC refuses to work on vessels (doesn't take resources, or add to them), and the toolbar icon (stock or mod toolbar) doesn't show and I can't bring the UI up, other than in the VAB I'll throw my log up on dropbox in the hope someone knows what's going on. It's probably some simple mod conflict https://www.dropbox.com/s/wtstfkh1je007pn/output_log.txt
  7. Alright, thanks guys. Clears that all up quite nicely. One of the things I like doing in KSP is building giant sort of motherships, or generational ships, and touring the system. Often, with a few planet packs, this means I'm so far out, that returning my kerbals to Kerbin is just not feasible. I wonder if you get that magic 50 year hab number, if you can get homesickness indefinite as well. But then I would wonder what happens when you enter a lander or something, whether suddenly you go from indefinite to a few days or not. I suppose something like DeepFreeze Continued might freeze the whole hab/home thing too (because I am constrained by vessel mass and part count so I can't be too nuts), but it still might be a limit.
  8. Useful info, but I meant what is the difference between hab and home? Unless they have different contributing factors, and different effects, then what is the point of two separate stats that do the same thing?
  9. I thought so. It took me a while to catch that, and is why I initially got frustrated and swapped back to TAC, but apparently TAC for me isn't working at all, and now the hab/home mechanic seems really interesting at a certain level. What affects homesickness?
  10. Just a few questions... Regarding hab/home, does this mechanic attempt to encourage crew rotation? Like does it track hab/home per kerbal in the sense that once Jeb's 300 odd days are up in the station, I bring him back to Kerbin, and send him back up after a bit, is he gonna be able to do another 300 days in the station? Or does the system simply give each part a finite number of days it can support life? If the former, then great, incentives to rotate crew. If it's the latter then I'm not sure what the system is trying to achieve, other than making perpetual bases annoying to launch.
  11. Edited: Ahh, I see. Updated ASET Props/Avionics and most stuff has returned to normal. Still some things showing tags but I'll hunt down what mod those props belong to eventually. This is what I get for coming back to KSP and updating mods without reading enough. Thankies
  12. Hey... so I've been using this mod for years now, and for the life of me I can't figure out what's doing this funkiness. I've tried reinstalling RPM from scratch and it still does this. I'm sure on a vanilla game with just RPM it probably wouldn't, but if anyone knows it would save me a lot of troubleshooting:
  13. Soooooooo I stuck an orange tank under it.... yeah... see for yourself. An SAS might quiet that down some but it gets funky around :52.
  14. Watching it at .25x, it appears that the envelope attempts to point the craft down when velocity becomes negative, and because the pod+battery is light, it flips a bunch of times, then breaks due to being spun around so fast, flinging the pod into the air. It's amusing to watch I'm not worried about it affecting my large vessels.
  15. That sounds good already. I'd also enjoy knowing exactly HOW buoyant a craft is. Sort of a TWR if you will for airships. I'm not sure if there's a standard unit of measure for that. Also, lol parachute physics?
  16. I would love such a feature. Especially if it were to also work for other bodies, especially those added by other mods (Kopernicus). Letting me see buoyancy and lift factors for a select-able body would be great. Maybe even max altitude before zero lift too?
  17. Hmm. Wonder if it'll get released eventually. I love my little ones that putter around my bases but I've kinda been wishing for a really big blimp type one I can use for heavy loads and large distances. Procedural envelopes? Maybe I'm too hopeful I've actually wanted to do this too. If not a persistent base then some sort of vessel that can harvest gas as it flies through the atmosphere. Like if aerobraking at Jool could fill my Hydrogen tanks... I think one of the guys that necro'd this mod mentioned something about implementing a way for airships to hold position without being piloted and without despawning. If this happens, then I'm gonna have an extraplanetary launchpads upper atmosphere blimp Please do! Anything that big would be great for my purposes. Although I suppose getting it places would be difficult if it were fixed.
  18. I love you guys . This was one of my absolute favorite mods. This combined with some sort of electric propeller was such a fun way to manage colonies on duna / eve / laythe. And now I've got it again, with things like MKS which I never had with airships before . So thanks a pile for bringing it back. Now I wonder where the airship from the screenshot earlier was from. New part?
  19. Well hopefully that's via the Linux version, because, as this point has been beaten to death... If you're running the windows/mac builds of KSP, it's 32bit regardless, which means it only sees 4gb of your RAM regardless of how much you actually have. People tend to use texture packs and atm because of the fact that KSP can't physically access more than 4gb, not because they're running out of physical RAM. It's a major failing of the game imo. Any time I see a game somewhere that is 32bit only I tend to laugh a bit at it because of how old that particular bottleneck is. When you have more than enough RAM available (free), page file shouldn't chug and should be nigh invisible. You shouldn't be able to feel it shifting stuff in and out of page file as you tab between programs. Yes, you can run without a page file. I did way back when. The problem is Windows generally looks to stick things on a page file if RAM fills up. So if yours is inactive and suddenly you demand more RAM than you have (actually fairly easy to run into), you then gets piles of errors and possibly a BSoD because Windows can't find anywhere to shove all the data you're demanding it keep track of. A second computer isn't really that feasible. I tried a second one, even going so far as to control it with my main keyboard/mouse via Synergy, but then you fullscreen a game and it gets sort of funky. The solution is to simply buy a ton of overhead for what you need. Decent 8core proc, 16-64gb of ram, and a recent-gen video card and you can do pretty much whatever you want without having to care about what you're running. God I can't wait for KSP to be brought back into 64bit. I was soooo sad when they stopped supporting it. I was one of those few people who had absolutely no issues with the 64bit client and thought it was an enormous step backwards when it was downgraded back to 32bit only.
  20. As I sit here I have two firefox windows open each with around 10 tabs, some of which are videos which are cached. Have a music program open, KSP, a capture program, and Adobe Premiere, and steam. With all that open at once with only 8GB of RAM occasionally I get a page file chug for a few seconds. Next upgrade is 16GB for me at least. I've even been known to run two different games at once, one on one monitor, and the other on the second, sometimes just idling in one talking to friends while I actually play the second. It helps to have the performance overhead in situations like that. Especially video editing when working with barely compressed H.264 game footage tends to chomp through RAM quite quickly. Then there are 64bit games like modded Minecraft which will eat literally all of your RAM if you give them a high enough limit, regardless of how much they actually need.
  21. I'm running with 8GB of ram on an AMD 8core that's a couple years old now and an NVidia 960GT. Framerates are always super smooth and I have piles of mods installed, including more than one planet pack using Kopernicus. I was able to save a significant amount of RAM by using the DX11 flag in my KSP shortcut - Hit properties on your shortcut and in the Target field at the end paste " -force-d3d11" no quotes. It may save you a small amount, or it may drop your RAM usage by multiple gigabytes, as it did me, and I'm not even using active texture management. You can try the openGL flag as well if you like but that hit my framerates pretty drastically.
  22. I like! You said the side tanks for the bays can switch to nothing... Does that mean they disappear and the mesh on the sides is flat? Or do they just drop mass and become part of a sort of dummy fuselage? The reason I ask is that it might be... Interesting attaching things like wings to a fuselage with that sort of curve to it. The bays look really good though. I like how wide you've made them. I wonder how you'd feel about double jointed doors. Ones that fold again in the middle to become -relatively- flat with the fuselage I might have a use for. The extra clearance above the bay can come in handy.
  23. Okay, it's bugged me enough I must ask. I'm sure you've answered it before, but.................. What camera mods are you using for your cinematics? The one that does the moving flyby is what I'm particularly interested in.
  24. Wow. I'm glad someone else pulled this thread back from the dead. I think there are a distinct lack of big heat shields for the 1.0 heat models now. I love building huge ships, and aerobraking can be somewhat perilous without a shield, so I'd love for these to be updated. I've been considering taking a stab at creating my own too, but I'd have to teach myself quite a bit as I've never created a mod before. Done 3d design via blender/3ds before, but never a full textured, working item. Anyway, OP if you're still around, I'm sure there are quite a few people who would love to see this mod updated.
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