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Everything posted by smunisto
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
smunisto replied to TriggerAu's topic in KSP1 Mod Releases
Much appreciated, Trigger Au! -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
smunisto replied to TriggerAu's topic in KSP1 Mod Releases
Do you use Active texture management? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
smunisto replied to sirkut's topic in KSP1 Mod Releases
I do use MM for most of the replacements I do. Actually I don't remember what exactly I changed. It may turn out all the things I do are only on MM now, too many mods to keep track of everything -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
smunisto replied to sirkut's topic in KSP1 Mod Releases
Upf, now the launcher updater will overwrite all stock CFGs that I have edited -
I have a question - is it true that you can get all types of fuels in KSPI by simply using the tweakables on their respective fuel tanks? I know about antimatter, but I have seen people discuss various types of fuel and their creation. What is the point in creating/mining for fuel production processes when you can just fill the tank with the fuel in the VAB? It defeats my motivation to build gathering stations and refineries.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
smunisto replied to sirkut's topic in KSP1 Mod Releases
Sorry, I know the procedure, just assumed it's a known issue. Unfortunately i cannot reproduce the bug with when I surface attach the hinges with the same degree settings on a stock craft. Here are a few screens though: https://www.dropbox.com/sh/fyj2s8g9jibvmh8/ANCVwV-GJt I will try to make a similar attachment position from stock parts and if it is bugged again - I will post the craft file. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
smunisto replied to sirkut's topic in KSP1 Mod Releases
Powered hinges don't work for me too, they seem to move on a different axis - the surface attached part stays put, but the second part of the hinge moves "around" the surface part, instead of opening and closing motion. -
Thanks to both of you for the answers. Since I only have the 2-3k science point nodes left to unlock, I think it is time to head out in the Kerbol system. I plan to learn everything by the try&error method, strapping the max possible amount of Interstellar parts to one craft and testing multiple variations until I understand how it all works. Ever since I installed Interstellar the most of its parts I installed on a craft is just a reactor and a science lab. No power stations, no relays, not even rockets with Interstellar engines, which seem to be super efficient and I might try them when I get my power relays in orbit.
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Someone should post a relay tutorial. My current save it kind of limited to science gathering for the 2-3k science nodes. But my general concept of power generation would be 3,75m fission Akula reactors in LKO, with enough fuel to last them about 4-5 years and Transmitters. Then 4-6 relay satellites in geostationary orbit - 4 evenly spaced on equatorial orbit and 2 above the poles. Just to be clear - I need 2 transmission antennas on each craft and 1 receiver, right?
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
smunisto replied to sirkut's topic in KSP1 Mod Releases
The parts are all there for me in Career, just had to do the usual re-research thing. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
smunisto replied to TaranisElsu's topic in KSP1 Mod Releases
There are quite a lot of mods out there that implement food processing and gaining. Biomass is one, Modular Kolonization is another. However I am not sure whether they go well together. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
smunisto replied to rbray89's topic in KSP1 Mod Releases
RuBisCO and Rbray - can we still use the Duna sandstorm in it's version from the first post, or did 7-2 bring some changes to how configs work? -
Per vessel settings are disabled. Haven't tried deleting plugin.cfg from the folder, because I updated the mod just last week, before it did not save the settings, now is the same, and the plugin.cfg is the new one that came with the last version. I always delete old mod folders before installing new ones. All settings regarding volume levels are not saved - the sliders sit at the levels where I put them(20%), but the voice level is much much higher until I touch the respective sliders. For example during a radio comm soundclip - If i touch the slider and move it 1% to the left or right - the volume immediately drops to the desired level. And stays there until I go back to the space center (or any scene change). Normalizer is on in the settings of KSP. Don't know what it does, never touched it before, it is on by default.
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Unfortunately, Chatterer still doesn't save volume settings.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
smunisto replied to sirkut's topic in KSP1 Mod Releases
Amazing! Just amazing! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
smunisto replied to ferram4's topic in KSP1 Mod Releases
As far as my limited knowledge goes, FAR cannot adjust itself fully to any and all custom parts. These parts need specific strings in their configs, made by the modder himself, to accomodate for usage of FAR. 90% of the mods out there provide FAR compatibility already. For example, I was a bit disappointed by Porkjet's refusal to implement FAR compatibility until he completely finishes his Spaceplane+ pack(as this can take from a month to infinity to do), but it is his decision and I respect it. In the meantime I have modified his parts to be "Parts", not "Winglets" and have removed the "winglet lift" from all of his parts. I was even thinking I should make my own FAR configs, but it would be an impossible task, so I just use them for vertically launched rocket planes for now.- 14,073 replies
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
smunisto replied to TaranisElsu's topic in KSP1 Mod Releases
I even sent a p.m. to Solestis a week ago with a request for his tanks, for personal use of course. No response whatsoever -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
smunisto replied to TaranisElsu's topic in KSP1 Mod Releases
GlobalSettings { MaxDeltaTime = 86400 ElectricityMaxDeltaTime = 1 FoodResource = Food WaterResource = Water OxygenResource = Oxygen CarbonDioxideResource = CarbonDioxide WasteResource = Waste WasteWaterResource = WasteWater FoodConsumptionRate = 0.32 WaterConsumptionRate = 1.798 OxygenConsumptionRate = 304.27 ElectricityConsumptionRate = 1200 BaseElectricityConsumptionRate = 2400 EvaElectricityConsumptionRate = 200 CO2ProductionRate = 261.78 WasteProductionRate = 0.56 WasteWaterProductionRate = 1.98 DefaultResourceAmount = 86400 EvaDefaultResourceAmount = 43200 MaxTimeWithoutFood = 2592000 MaxTimeWithoutWater = 259200 MaxTimeWithoutOxygen = 7200 MaxTimeWithoutElectricity = 7200 Well, yes, that's how it looks. Wonder if something else went wrong, I overwrote all three files as provided by CoolBeer. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
smunisto replied to TaranisElsu's topic in KSP1 Mod Releases
Hm, I wonder if I did something wrong with CoolBeer's cfg's for the conversion. These values seem off to me, or maybe just the stock TAC LS tanks need more balancing. Just 1 Combo Life support tank gives enough food for a round trip to Eeloo and back(and this is without recyclers for water and carbon dioxide), effectively making any other tank useless. https://www.dropbox.com/s/udq65kdbp5oyicr/Screenshot%202014-04-09%2023.13.30.png And the single resource type tanks it's even funnier... https://www.dropbox.com/s/9tolidw8s4w89ql/Screenshot%202014-04-09%2023.12.10.png I am pretty sure the large tanks have been balanced against some realistic calculation of mass and size, right? If so...I will accept it somehow. On first glance I am happy that it means you don't need to spam-stack tanks. On the other hand though... -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
smunisto replied to Paul Kingtiger's topic in KSP1 Mod Releases
Thanks, Coolbeer, for the shared files. I will test them tonight in my install. By balanced I meant comparing whether an Octo, full of food(for example) wedges and a normal 2.5m tank of food will have supply of food for the same amount of days. And Daishi - I was wondering - those wedges have relatively high polygon counts, right? Is the performance impact negligible enough for you to justify the additional modelling at the back of the wedge? After all - once attached in the VAB, you never see that back side again, right? -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
smunisto replied to Paul Kingtiger's topic in KSP1 Mod Releases
Yeah, the only bad thing with US is that part count. 9 parts for just 1 octo. I am waiting for CoolBeer to share his food/water tanks to test out how much food/water/oxygen can a US octo hold for its total of 9 parts compared to 3 of the 2.5m default resource tanks.