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Everything posted by Ratata
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[0.22.X] BobCat ind. Historical spacecraft thread
Ratata replied to BobCat's topic in KSP1 Mod Releases
And i really thank you for that! i love the functionality of your mods, and i am really looking forward to make a "non-american-style"-program. not that i have anything against nasa, it's just, after 439 hours of ksp i want to see something different. thank you again for all the time you invest! -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Ratata replied to Fractal_UK's topic in KSP1 Mod Releases
Why not both? Example: three "Tiers" of Research - Tier 1 "Space is Cold" - best Result at the first Report. Tier 2 "Does it get colder if we go higher?" - Best Result after a medium amount of time. Tier 3 "Why is space cold?" - Better results the longer you research it. -
Basic Aircraft Design - Explained Simply, With Pictures
Ratata replied to keptin's topic in KSP1 Tutorials
Even after many succesfull spaceplanes i find this really informative! Thank you! Could you add something about engines? You know, Propellers,Turbofan, Ramjets....... -
[0.22.X] BobCat ind. Historical spacecraft thread
Ratata replied to BobCat's topic in KSP1 Mod Releases
Thanks Bobcat for this fascinating vehicle, i always wondered what it would look like in action! (and i for one like your tutorials, they include every information that is needed!) -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
Ratata replied to PolecatEZ's topic in KSP1 Mod Releases
Thank you Majiir!!!! -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
Ratata replied to PolecatEZ's topic in KSP1 Mod Releases
there should be a medal for what you do! thank you again kw and b9 is what i use most, i really hope you get to do kethane, that thing is big for the number of parts it actually has.... -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Ratata replied to Fractal_UK's topic in KSP1 Mod Releases
Scott Manley has made a vid about this mod: i dare to say, fractal_uk you just gained a lot of extra fans! -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
Ratata replied to PolecatEZ's topic in KSP1 Mod Releases
works like a charm - my modding heart thanks you! -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Ratata replied to Fractal_UK's topic in KSP1 Mod Releases
lold so hard it hurts my insides.....XD thank you! -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Ratata replied to Fractal_UK's topic in KSP1 Mod Releases
@agentexeider i tried the same thing, but i could not get it to convert kethane to antimatter. as i am not super familiar with writing .cfgs i thought it was my fault. anyway, would you share your .cfg for the converter if you get it to work? -
i just wanted to compliment you on your skill and style! i look forward to your next creation!
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i love the salvage pod! why do i have the image of rotating drills attached to the front of it in my head? XD
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Thank you so much! i use your engines on so many of my ships!
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Ratata replied to Fractal_UK's topic in KSP1 Mod Releases
quick question: are MW and electric charge interchangeable now? and second: would it be possible to have a "warp-core" (stores the energy) and the "warp drive" as two different parts? (you know, like the star trek warp-gondolas ;-) so one could customize the design.) -
Hurray! one of the most promising mods goes on!
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After 300hrs+ hrs, some stuff I've built ;)
Ratata replied to HaRdRiVe81's topic in KSP1 The Spacecraft Exchange
Nice Work! i really like the Mun base. bobcats stuff is great as a foundation, you can always count on it working perfectly. i am sooooo looking forward to that, my ksp is crashing on a regular basis, cause the game runs out of useable memory...... -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Ratata replied to Fractal_UK's topic in KSP1 Mod Releases
just wanted to add that a lot of combinations work. for example this ssto, it uses the smallest reactor/turbine/warpdrive combination possible and also had only 1000 units of antimatter on board. it takes a few minutes to charge the warpdrive to 0.1C but its a question of scale! even at "only" 0.1C a jump to eve takes about 5 minutes, depending on your starting location. and thats without timewarp! i needed 3 jumps to reach eves orbit as i used its gravity to alter my real momentum. for the return to kerbin it took only 2 jumps (i needed the first just to escape eve, i was dramatically low on fuel), as i had blind luck and needed very little momentum change. after the landing i checked the antimatter storage and i still had 886 units of antimatter left! -
The Evil Space Corporation (Goatees mandatory!) thanks you for your appreciation! 64Bit is coming? o god yes!!!!! is there an eta? can't wait to really start the exploit.....i mean exploration of the kerbal system! (cause technically all my stuff are just prototypes for the real supply chain i am planning since i got kethane working in 0.1.8.)
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Thank you all again for your kind words! The Part Count for the Station is around ~1650 to 2200, depending on what is docked to it. What really helped performance for me was reducing the pixel light count to a max of 4, the shadow cascades to 4 and the max physics delta time frame to 0.03. it still reduced my fps to around 20, but was playable.
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No problem and please do so! There are really fantastic mods out there and you can find something for nearly everything you want to build! If i should recommend something except the usual great bobcat/b9/firespitter it would be the JAFR, the LLL and the Fustek mods. They will give your ships and stations a very "spacy" look and are super adaptable for nearly every task while not being too big. and you really really want the KAS, it makes EVA usefull, allows rescource transfer and just looks "real"! as an example, i wanted to create an antimatter collector station, so i used the JAFR parts as they match the look of the antimatter collector from the superb warp mod.
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steam says 386 now, bit of a wonder that i am not failing any studies this semester ;-). I have to say, i heavily use Mechjeb for the flightpath otherwise payloads like that would use up all the fuel for no effect and most certainly kill themselves. also maybe my "i play ksp like a 4X game" approach heavy on industry and mining might not be perfect for the game at the moment.