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KSP2 Release Notes
Everything posted by Temeter
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I have no clue what to think about this. Weird to see a game being sold to a publisher this late in the life-cycle, while retaining the publisher team as an external dev. It does indicate a future committment to the title, which I very much like. Otherwise the buy wouldn't make sense, as long as T2 isn't outright planning to make KSP2. Mate, we're talking about Tripple A publishing. Almost everyone there can be described in words that our mods would give me a bunch of warning points for. As for Take 2, the first thing I can think off is Evolve.
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And I only have 10gb ram currently. Still using DDR3, and that's become rather expensive so upgrading isn't really worth it. But upgrading mainboard is neither.^^'
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Thanks, i didn't even know we had modern nuclear configs. Seems like SXT has lots of nuclear engines. Honestly makes me less interested in creating Timberwind configs, if we already have that. Thought we had no modern nuclear engines set up yet. Well, I'll make it depend on how my first attempt works.
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So, since I'm going quite nuclear right now, I wanna try adding some engines. More clear, add the Timberwind's and apply them to Kerbal Atomics! (no guarantee I'm gonna suceed tho) Question: Are those Timberwind numbers realistic enough? https://en.wikipedia.org/wiki/Project_Timberwind A lot of nuclear equipment seems to turn out much worse than specified by the original design, but I'm not sure how advanced or realistic the Timberwind numbers are. A big step-up from the Nerva doesn't seem too unrealistic in itself. There are also some unclear things: IE, there is no exact diameter, we only know the upper stage diamater it was supposed to belong to. Is it ok just to make assumptions? (we do know stage diameter of T75 is ~2m, so T45 has to be smaller, etc)
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And here I was wondering how crazy fast you are.^^ Tried a small and a bigger 77t hydrogen vessel now. Both seem to work perfectly fine, too. Very nice; seems much better than the terror of the early days of KSP hydrogen, where you sometimes just ended up with empty tanks. I think back then we didn't have the differentiation into skin and internal temp, or it worked differently. Analytic doesn't seem to affect internal that much.
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Alright, about the findings of my first, short test: Everything works as you'd wish, at least on my small craft. Stock radiators are OP at cooling; and Starwasters heat pumps seem not to have an RO config, but work fine too. What surprised me the most was that I didn't lose any hydrogen on max timewarp. That's usually were the old system broke a bit (and really, lots of things act very weird in analytic mode).
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Oh, does it work now? I think a few years ago those radiators weren't able to actually cool down the tanks; and completely failed in analytic mode. Guess It's been a very long time I used nuclear engines in RO. Gotta go test stuff!
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Thanks, that is exactly the mod i was thinking of. Wasn't every it's still active. Not working in analytical moder sounds like a big issue, though. x1000 should be like 8 hours from earth to mars.
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Since we're speaking about nuclear engines, is there any RO mod that offers lossless hydrogen storage? There was one a long time ago, probably super outdated at this point. Without something like that, interplanetary is ridiculously heavy. And heavily limited by a lack of appropriate engines; because nobody tought on that scale (yay for 3xM1 powered ejection stage, 8xRD-0120 mars injection stage, followed by 20 engine fine correction stage xD). And what are good mods for nuclear engines? Porkjet's Atomic Age hasn't been updated in a long while (even if pure partmods tend to be quite stable).
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Temeter replied to Theysen's topic in KSP1 Mod Releases
Damnit, I looked through that entry, how did i miss that obvious part It's 1.1.3 version, with a community fix. Worked in my older RO 1.2 install, which I've just now upgraded to newer RO&etc. Looking at it, Starwaster had an updated version in april gonna get it and report back ~ -------------------- edit: Yep, that's been the issues, goess it was too obvious. Thanks a lot mate! <3- 2,213 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Temeter replied to Theysen's topic in KSP1 Mod Releases
Can someone please help, I'm super frustrated right now after trying to get RO to run again for an hour: I managed to start the game, get into my save, everything fine. But when I go to the VAB/Hangar, I cannot switch to another part category. No button on the left side does anything, it always stays the same, showing capsules only. log says this: Any clue what that might be caused by? If it helps, this is my mod list:- 2,213 replies
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Kerbal Space Program update 1.3 Grand Discussion thread.
Temeter replied to UomoCapra's topic in KSP1 Discussion
I've also seen "druckgefördert". Sounds weird, though.- 465 replies
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Kerbal Space Program update 1.3 Grand Discussion thread.
Temeter replied to UomoCapra's topic in KSP1 Discussion
Which are about three people who don't understand the game I mean really, people launching a rocket with 50% thrust are doing it wrong, and the game shouldn't teach people false lessons. Having it at 50 implies there is a reason to launch that way, and there isn't outside of grossly overengineered rockets. Same with the autohide. You naturally go into map-view to check your orbit, and you need that hud element to check throttle and attitude. There is no launch where you want it to stay hidden, outside of mechjeb/engineer launches. Or upgrades not getting applied in sandbox mode with the default settings. Pointless when you got all other high end tech. All of those settings default make no sense at all, they were always dumb quirks.- 465 replies
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Basic part mods seem to work, but everything else needs changes; bunch of APIs changed etc~
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Kerbal Space Program update 1.3 Grand Discussion thread.
Temeter replied to UomoCapra's topic in KSP1 Discussion
Hey, as long as we don't threaten a Grundstücksverkehrsgenehmigungszuständigkeitsübertragungsverordnung...- 465 replies
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Kerbal Space Program update 1.3 Grand Discussion thread.
Temeter replied to UomoCapra's topic in KSP1 Discussion
Yup, seems like there are whole bunch of API-changes and improvements. Gut Ding braucht Weil :^)- 465 replies
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Kerbal Space Program update 1.3 Grand Discussion thread.
Temeter replied to UomoCapra's topic in KSP1 Discussion
You can just rebind it to x in options.- 465 replies
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Kerbal Space Program update 1.3 Grand Discussion thread.
Temeter replied to UomoCapra's topic in KSP1 Discussion
I think MP has been moved towards the backburner a long time ago. Oh, saw it just now. That's a weird selection of languages. Aside from spanish, it's like the most tricky languages to implement you could ask for. Weird there is no german, which is one of the biggest pc markets in the world, or french.- 465 replies
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Kerbal Space Program update 1.3 Grand Discussion thread.
Temeter replied to UomoCapra's topic in KSP1 Discussion
Nope. Next new part set is probably only coming with the historic/mission editor DLC. (which is free if you got the game pre-steam)- 465 replies
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Kerbal Space Program update 1.3 Grand Discussion thread.
Temeter replied to UomoCapra's topic in KSP1 Discussion
Bug fixes are always nice, and good to hear about those seams; did just ruin a bunch of eve screenshots for me^^ Seen a bunch of nice comfort things too, IIRC. ---- Questoin, what happens if a mod is missing translation? IE, if I should change my game to german, what happens to the mods that aren't translated to german? Optimally, I'd expect them to fall back to english.- 465 replies
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I've noted the stuttering performance when I picked them up in the editor, that's explains that one. Was able to resize and change textures in my campaign save though. But well, lets not dwell on why outdated stuff isn't breaking as much as it should.^^ Btw, since I've noted the neat upgrade to the Soyuz rocket parts, I tried to make an R7. Worked quite well wit the paint tools. Painted Metal parts probably need a darker color, though. I know the Soyuz parts are unfinished wip thingies, but I noted the engine section seems to lack the option to drop side panels.