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Everything posted by smunisto
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Mother ships and wobbly docks
smunisto replied to RizzoTheRat's topic in KSP1 Gameplay Questions and Tutorials
Never had to use this. Ports have nodes, if being stack attached, so use those. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
smunisto replied to Starwaster's topic in KSP1 Mod Releases
So if we want even more realism on the heat side of the game, we would do best to switch to this new RealHeat of yours, am I correct? Does it have it's own thread yet? I can't seem to find it.- 5,917 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
smunisto replied to bac9's topic in KSP1 Mod Releases
Still can't figure out the engine auto-throttling. I will soon remove MJ, just in case, to test if it is causing them to have some sort of auto-control, but as you can see from the video none of the MJ options are on. http://youtu.be/qbpS4syBjp8- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
smunisto replied to bac9's topic in KSP1 Mod Releases
You need more engines- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
smunisto replied to bac9's topic in KSP1 Mod Releases
No no, sorry to waste your time. I just meant it has so many options It's like I'm rediscovering B9 all over again. So many new things! The ATLAS works just fine.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
smunisto replied to bac9's topic in KSP1 Mod Releases
What happened to the ATLAS engine? So.Many.Options!- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
smunisto replied to bac9's topic in KSP1 Mod Releases
I noticed it while trying to take off. The same happened with the stock jet engine(the "low-tech" one). I was wondering if it is some function you have implemented in TVPP or B9, since the engines are perfectly fine, they don't suffer from some catastrophic mid-flight overheats. It only happens when I push them to 100% on the runway before I am even moving. Like...not enough air is passing through them to cool them down or something. Otherwise, if I let them spool up they don't seem to explode and once I am in the air, there is no problem running any jet/turbofan engine at 100% whatsoever. About the mods - yes, I run stock settings DRE and I know it generally causes trouble with overheating engines sometimes, but I thought it talks well with your part cfg-s and have never personally experienced any problems with it. I also run a ton of other mods, but the ones that touch on aerodynamics are FAR, DRE, your amazing TVPP and B9, that's it. Once again - no problems in flight, so maybe I am just trying to fly wrong. And another question - I noticed the TFE731's throttle up and down automatically which conforms greatly with maneuvers - the moment I pitch up, they throttle, the moment I level - the turbofans reduce thrust. Sometimes when I pitch down, for a landing, they even cut all thrust. This is intended I guess? Is it specific to the turbofan engines, or all aircraft engines in B9 and by extension the stock ones(due to TVPP) have such a function?- 4,460 replies
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Hello, I've got a problem with some of the parts. They seem to be transparent, even after launch https://www.dropbox.com/s/3g10dirgdab7sx5/Screenshot%202014-09-29%2010.56.08.png?dl=0 https://www.dropbox.com/s/pxeu0ndrwbncem6/Screenshot%202014-09-29%2010.56.18.png?dl=0 Or at least become transparent only for other part shadows/specific other parts.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
smunisto replied to bac9's topic in KSP1 Mod Releases
Tav, sorry, I haven't been following both B9's thread and your own Pizza and Aerospace one in the past months. But I recently came back to the game and I noticed the aircraft engines overheat super-fast, I can't even takeoff. I guess it is intended, but how to fix it on my side? Do I need more intakes to cool them down? Sound like an unrealistic solution, so I guess I am doing something wrong. For example the TFE731 turbofan starts overheating before even reaching 40% throttle. Another thing, which maybe you have heard users complaining of(even though it probably has nothing to do with B9 itself), is that some parts, like the aforementioned turbofans seem to be transparent to some degree. I guess this might be due to Kronal's vessel viewer, but decided to ask here too. Thanks for your time.- 4,460 replies
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Some of my personal favorites: 1. Psycho-pass 2. Monogatari series - in order of releasing: 1 Bakemonogatari (2009–2010) 2 Nisemonogatari (2012) 3 Nekomonogatari (Kuro) (2012) 4 Monogatari Series Second Season (2013) 5 Hanamonogatari (2014) (one of the wittiest anime in existence, but requires a lot of attention and pausing, if you want to understand all the nitty-gritty details) 3. Code Geass 4. Macross series (if you can get over the singing part, which isn't to say it's bad, just not for everyone), it's an amazing longstanding mecha series. I have to admit I have seen only the newer ones, not the ones from the 80s. Also, you gotta love it for the Aimo song alone 5. Ghost in the shell - again, requires quite a lot of attention if you want to get the philosophical and ethical problems, to the point of not being relaxing to watch. 6. Appleseed - it's more of 3 movies, not so much as short episodes. 7. Vexille 8. Attack on Titan (guess everyone knows that one, but still worth mentioning) 9. Full Metal Panic 10. Darker than black 11. Eureka 7 (if you can get over the kiddo protagonists) 12. Broken Blade - 5 long movie style episodes, one of the best drawn animes in existence, winner of multiple animation awards 13. Infinite Stratos - more of a shounen anime, but hey, still fun to watch 14. AKIRA... AKIRA AKIRA AKIRA, nothing else to say here. A must watch for every anime fan, just like any BMW fan has to own an E30 at some point in his life 15. Gundam, but if you want to learn more about it, it will be much longer than 100 episodes. 16. Bounen no Xamdou - bio-mecha anime, not bad 17. Jin-roh: The Wolf Brigade - a dark and very cool movie about a special forces operative who meets a terrorist girl 18. Fate/Stay Night - nice series, I think it had 3 seasons and a few movie spinoffs. They all take place in the same setting, however the time is different. You can skip the latest Illiya one, it's more of a comedy spinoff and not in the general anime tone. 19. Maoyuu Maou Yuusha - some ligther stuff 20. Elfen Lied - the classics in the "ecchi" genre 21. Mirai Nikki 22. Mardock Scramble - the first two movies are subbed on Nyaa.eu, but the third one is still in the works I think 23. Shingetsutan Tsukihime - also a classic 24. Oda Nobuna no Yabou - Nobunaga as a girl. The stereotypical shonen anime. 25. Robotics;Notes - same setting as Steins;Gate 26. Nazo no Kanojo X - another one of those strange japanese ideas 27. Zetsuen no Tempest: Civilization Blaster - one of the cooler psychological animes of the past years. 28. Chuunibyou demo Koi ga ....ai! - all the seasons are fun and easy to watch. Well, that's off the top of my head. [h=1][/h]
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SpaceX CRS-4 has LAUNCHED! Docking with ISS on Tuesday (23rd)
smunisto replied to Sun's topic in Science & Spaceflight
There is the full video of the launch, already on youtube: The point where the Merlin ignites is epic. -
How is the final release coming up? Are we talking a month, weeks or days to it?
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Saying the 64-bit version of KSP is "Broken" based on your own personal experience is wrong. Do not mislead people into thinking something is "broken" or "not working" if it doesn't work for you. It has it's own bugs and crashes, but they are rarely reproducable, and rarely repeat themselves. All in all, it is not the most stable thing, but it is very far from broken. Next time you decide to share your opinion about something, do so by showing potential readers it is your personal opinion and do not mislead them into thinking they can't use something, because you thought it's broken.
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[WIP] Freight Transportation Technologies (Mine/Haul/Fly)
smunisto replied to RoverDude's topic in KSP1 Mod Development
Rover, you just keep amazing me with these projects. I would love to see your roadmap. I imagine it as taking a full wall somewhere in your house, with pins and thread running between them. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
smunisto replied to Starwaster's topic in KSP1 Mod Releases
So I don't follow the latest discussion regarding the exponent and cfg modification, but I have been meaning to increase the difficulty a bit. And since Nathan mentions more that the ShockwaveExponent is just one component of the way DREC works, I want to ask someone to share his own No-RSS-Harder-KSP. Also does this cfg apply this exponent to some other string in the heatshield cfgs or should I modify them all? Or maybe for higher than default exponent I should just use RSS cfgs for the shields without touching anything? TL;DR: Can anyone share his cfgs for fake 8km/s reentries for which he thinks he has found the "sweet" spot?- 5,917 replies
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[24.2] Karbonite Ongoing Dev and Discussion
smunisto replied to RoverDude's topic in KSP1 Mod Development
Yes, it does. -
Only issue is you basically have to config RC per chute/symmetry manually to get separate stages to survive. If you just plop down RC chutes on the side of a stage, the automatic behaviour is that they try to calculate mass for the whole craft and this messes stuff up.
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[24.2] Karbonite Ongoing Dev and Discussion
smunisto replied to RoverDude's topic in KSP1 Mod Development
Regarding the model...um...all of the other parts seem to be keeping more on the "realism" side of things. This start button, while extremely-kerbalish, doesn't seem to fit much with the mod line. -
[0.25] Aligned/Formatted Currency Indicator
smunisto replied to xEvilReeperx's topic in KSP1 Mod Releases
Only on craft load, and the moment I add any part to the vessel after I have loaded it, the funds revert back to normal. -
[0.25] Aligned/Formatted Currency Indicator
smunisto replied to xEvilReeperx's topic in KSP1 Mod Releases
Very strange issue - upon loading a craft in VAB the funds indicator tells me I have the same amount of funds as the cost of the craft. This can be reproduced with any loaded craft. The moment I press "New" to start building a new vessel my funds go back to their actual value. https://www.dropbox.com/s/djehpdc4h3gvcgl/Screenshot%202014-07-31%2020.40.23.png Output_log: https://www.dropbox.com/s/y0m4agwyphw8p5y/output_log%20%287%29.txt -
You still have a log. It is located in the KSP data folder.
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Thank you for the swift response and the understanding. I do enjoy the idea of EL, but I find that I have too much stuff to do in KSP(noone would think this is possible, but KSPI+MKS+Karbonite..), so I have not used it yet. I know it's a great mod. After thinking a bit about it, I realised that the large heavy hangars are useless without EL for anything other than rover storage like you said. So if you manage to make a large inflatable rover storage hangar which retains the functionality and animations(doors opening for immersion, but I think those are part of your core design anyways), it would be totally amazing and sufficient for someone who does not use EL. And of course, given the fact that you just launched your mod, the development of this part of your mod should not take priority over the important stuff - battling bugs and balancing. EDIT: Another thing I came up with, since your mod responds to an old issue of the KSP community - part count, is the compatibility of your mod with other cargo transportation systems. I have not installed it and tried it yet, but maybe it will be possible coding-wise to implement the functionality of your mod in any cargo bay part - such as CTS, B9 or Lack's part packs. I have no idea how easy would that be, but it would make your mod even greater, since it will allow great versatility regarding craft uniformity. However I do think implementing it should keep the volume requirements, and calculating those for third party mods may be hard or impossible.
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The idea is amazing! But is it possible to make it less dependable on ExL? I know it sounds sensible to be unable to launch a ground base hangar due to weight and form factor, but installing ExL just for this purpose in your mod makes it a strange dependancy for a user like me, who does not use ExL.
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