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Everything posted by Temeter
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Thanks for the update! Launching rockets and flying in space feels much better with this mod.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Temeter replied to Nertea's topic in KSP1 Mod Releases
Maybe just try the mod? Landing legs and wheels are broken by the update, but I found the 105 version of Vens Stock Revamp otherwise works just fine in 1.1. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Temeter replied to Ven's topic in KSP1 Mod Development
Checked, the mod seems to work just fine in 1.1! Only issue are the landing legs, which are using the old module and therfor are broken. Got rid of them by removing 'landing leg' lines in: [...]\Kerbal Space Program\GameData\VenStockRevamp\Squad\Parts\Utility.cfg and [...]\Kerbal Space Program\GameData\VenStockRevamp\PathPatches\Utility-PathPatches.cfg -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Temeter replied to Nertea's topic in KSP1 Mod Releases
In the worst case you might just use them as high orbit transport vessels. Think that's how i'm gonna do it, while using conventional ships ferrying around stuff from low orbit or surface to the NSWR transports. Will balance out the op'ness a bit and add some cool synergies to design around. Gonna set up some USI kolonies now that performance permits it, so that's gonna be fun all around. That's not to say I'll refrain from building an 80s style rocket ship for jebediah and his crew as my spacefleet's flagship! Just to fly around, save kerbals in danger (or hunger strike), and generally doing fun stuff. ~ -
Hey Roverdude, you had some really neat pictures explained mods like USI life support for dumb people like me. Did you think about putting them into KSPedia, seems like it would fit perfectly? EDIT: Maybe also generic info: E.g. a 500 unit canister of fertilizer results in enough food to feed a kerbal for 262 days (+~2 hours (yeah, i checked :3 )). And a Nomomatic 5000 supports roughly ~1.9 kerbals. Also, makes me wonder why the nom 25000 isn't called 20000, since it's 4xnom500.
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Temeter replied to nightingale's topic in KSP1 Mod Releases
I see. Used to that stuff, as a fan of the realism mods. ~ Ah, now I also see the donwload sturcture. All fine. There is even a warning to update KK in case of issues. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Temeter replied to nightingale's topic in KSP1 Mod Releases
Thanks a lot! I can't even find the thread where I originally downloaded it. Thought it was some long list with a 'complete' version download at the top. Maybe I downloaded an old version in the first place? Anyway thanks for clearing it up. Also thanks for the mod, btw! -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Temeter replied to nightingale's topic in KSP1 Mod Releases
Yep. I've just found out! Thanks for explaining where the funds come from! <3 -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Temeter replied to nightingale's topic in KSP1 Mod Releases
@nightingale I've taken a bit of a closer look. I'm not really sure what to screenshot: Just loaded the install, canceled 2 contracts. Then I went to spaceport view. Got the notifications for cancelled contracts, lost money. Shortly after I suddenly got lotsa money coming in, millions again (money counter can't even keep up). I don't think I could convey more with a screen. Interestingly, I found my debug window is an endless stream of nullreferenceexceptions, which looks a bit dire. Anyway, here is the output log: https://www.dropbox.com/s/k5f6pgpx7bxwmwt/output_log.txt?dl=0 EDIT: Nullrefs seem to come from Kerbal Konstructs. Gotta remove that. Mods are: USI Life Support, BetterBurnTime, Contract Configurator, Strategia, SVE, Scatterer, Kerbal Engineer, Kerbal Constructs, KWRocketry + Community fixes, MechJeb, Planetshine, Realplume Stock, SpaceY, and recently Ven Stock Revamp. As you see, it's heavily modded. Might well be a conflict between mods, and KSP is prerelease, that's why I didnt want to bug you too much about this. If you need anything else or I can test something , please tell! Take my First Born. -
Ariane 6 is set to match (CURRENT) SpaceX F9 Prices Per Kg
Temeter replied to fredinno's topic in Science & Spaceflight
Right, that was fully reusable! Those numbers make me wonder a bit if FH will be too common flying with full reusability. 6.5 tons sounds like a very small jump from the maxed 5.3 of F9*. Main advantage of the FH seemed always the capability of high launch weights at a - in comparision kinda ridiculous low price. Then again it might change with later upgrades. E.g. the Raptor upper stage might be a bit of a game changer. *Although it's quite cheap IF your satellite weights 6T. Could be an edge in competition. -
Ariane 6 is set to match (CURRENT) SpaceX F9 Prices Per Kg
Temeter replied to fredinno's topic in Science & Spaceflight
Idk, thing with falcon heavy is, I heard apparently the price expectations were already rised to 130m (no source tho)? I'm not sure it is going to really be a contender for the conventional GTO market satellites (rather for bigger models), I'd assume that's going to be more of a job for the Falcon 9, whose reusability is probably going to be more efficien that the FH will be. I mean, it's definitly gonna be awesome to see what the FH does to the market. Currently the D4H is the heaviest rocket, and that's only 2/3rd of the capability to 2 to 4 times the price. -
NP!^^
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Ariane 6 is set to match (CURRENT) SpaceX F9 Prices Per Kg
Temeter replied to fredinno's topic in Science & Spaceflight
The Falcon core has a diameter of 3.66m, while the Ariane 6 is 5.4m. Even if your fairing is expanding, you can't really beat that cargo volume. Directly out of your article: "Ariane 6 will have twice the mass and twice the volume of the Falcon 9, at less than twice the price,” Bonguet said. Ariane also uses the Sylda, which has been developed since much ealier variants of the vehicle. I don't think SpaceX ever indicated of having a similar technology, or the Falcon even being able to handle such a system. Furthermore, most commercial, large GTO satellites are currently around 5 tons. So to actually use the Falcon Heavy efficiently with those satellites, a dual launch wouldn't suffice. You need a quad launch. The Heavy is designed to have more than 20 ton to GTO capability! -
Just take a closer look to the mirror. It's www./, the adress isn't complete. So just add the missing part back: And you'll get a working media fire link.
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Ariane 6 is set to match (CURRENT) SpaceX F9 Prices Per Kg
Temeter replied to fredinno's topic in Science & Spaceflight
All rockets get massive upgrades over their lifespan. The performance of the Ariane 5 was also severely enhanced, while it's launch costs were lowered. Nope. Ariane 62 is a model for government and scientific launches, 64 is for intended for commercial launches. Hence the latter is trimmed for cost efficiency. Comparably, e.g. the Falcon Heavy most likely won't do dual launches. Or quad launches, to actually use the rockets payload capability. Which won't really work, cause it has less volume than the A64, which is specifically built to support dual launches similar to Ariane 5. -
Letting the ISS burn up......Why?
Temeter replied to Vaporized Steel's topic in Science & Spaceflight
It's questioned in the comments if the video is actually from the accident, tho. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Temeter replied to cybutek's topic in KSP1 Mod Releases
Good to hear, that would be awesome! <3 -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Temeter replied to cybutek's topic in KSP1 Mod Releases
Kerbal Engineer seems to work perfect for me in 1.1! Thanks for the port, it's always awesome to have the Delta-V board and those little UI windows in KSP. Btw, did you consider adding a calculation for RCS thrust? There is now an option (in RCS actuaction toggles) to allow RCS thrusters to be controlled by throttle, effectively making them engines. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Temeter replied to nightingale's topic in KSP1 Mod Releases
Alright, I'll get you both the next time I'll see it! Not sure if I manage today, it's already quite late over here. Worst case, it might not even be an issue with the mod but some incompatability. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Temeter replied to nightingale's topic in KSP1 Mod Releases
I've got some weird issue, where I do seem to get absurd amount of money from time to time. Suddenly rewards popping up, e.g. telling me I got someone to the moon for the first time (in spaceport view, completely out of nowhere, a bit after completing moon program). Recovering stability enhancers from the launch platform earns me illions at times. Is anything of that possibly part of a known issue? Only activated strategies are massive launches and duna program (manned). Had the same thing happening at some point with only a moon program contract active. Set contract earnings to 90% when creating my career. Sorry that I can't give more info, not sure what else to look at. Mods are up to date, KSP 1.1. -
Mk1 Crew Cabin needs a side door
Temeter replied to Foxster's topic in KSP1 Suggestions & Development Discussion
I like having hatches in MKII/MKIII sections, makes them more comfortable to use. -
Tried it 5 secs ago. Works.
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read my post >_>
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Even if there were, it's really hard to beat a good original with a knock off. People won't just stop playing Call of Duty and drinking Cola either. I don't really see KSP going away. Didn't even get to the point where Squad would release Addons. Although maybe the gonna start a new project if they get tired of working at KSP? Well, it's gonna get smaller at some point, but that's how it goes with every game. And even then you still got a hardcore community core that will stay a while.