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Everything posted by Wolfox
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
Wolfox replied to Nertea's topic in KSP1 Mod Releases
Then you might want to quantify radiator effectivity as (very crude, I know) capability to remove amount of heat per unit of time. That way you could recalculate both stock and mod radiators for easy comparison, and also to determine heat produced by NF EC generators (to preserve easy calculation). -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Wolfox replied to Nertea's topic in KSP1 Mod Releases
I doubt you didn´t read (or didn´t know) this yet, but just in case, THIS might help :-) I am not fully aware how exactly heat transfer between parts works, but if it does how I think it does, the ammount of heat should be calculable from skin size and radiation effectiveness of each radiator. If this presumption is right, then only distinctive factor should be effective radiation surface (assuming that yours and stock have the same heat dissipation per square meter properties). I believe there is no connection between other properties than part temperature and ammount of heat radiated by radiator connected to it. Correct me if I am wrong please. PS: Shouldn´t the radiator be painted black? (for highest radiation factor) EDIT: However this does not solve comparison between heat generated by your generators and needed radiator power, like your NF EC mod does (and it does it very well). -
Forgive me if I´m just blind, but I didn´t find anywhere when and how much Glykerol is consumed in process of freezing/thawing?
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Wolfox replied to Athlonic's topic in KSP1 Mod Releases
Also, would it be possible to hook up science transfer with trigger of SSTV noises? Or I can imagine like (without the button sounds, of course), that would be wonderful :-)- 751 replies
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[1.1.3] AntennaRange 1.11.4 - Enforce and Encourage Antenna Diversity
Wolfox replied to toadicus's topic in KSP1 Mod Releases
You get one new in Asteroid Day official mod, and you can get alot of dishes from RemoteTech 2 (If you want just dishes for aesthetics, just copy only part files). Also there are nice antennas in BoxSat mod. -
[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Wolfox replied to Athlonic's topic in KSP1 Mod Releases
Hey there, any chance for getting Antenna Range support (for beeps if connected) like Remotetech2? Thanks for answer!- 751 replies
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[1.1.3] AntennaRange 1.11.4 - Enforce and Encourage Antenna Diversity
Wolfox replied to toadicus's topic in KSP1 Mod Releases
Hello, are there future plans for integrating Chatterer sync like in case of remotetech? (Beeps when connected). Would be really appreciated :-) (But maybe I should ask chatterer developer first) EDIT: On the other note, I believe I got strange range bug, making first antenna (Communotron 16) unable to establish connection further than 120km (+-) above surface. Will post details as soon as I get home. EDIT2: Do you plan to add Asteroid Day dish support? (Maybe like Communtron 88-88 up to Jool subsystem, and HG-55 dish covering whole system?)...Well maybe vice-versa, since 88-88 is stock and HG-55 not) -
Is it 1.0.4 compatible? Great mods BTW, together with any greenhouse mod creates great work-around of MKS/OKS. As much as I love Roverdude´s USI mods, they tend to be tremendously RAM hungry (running win 32-bit)...
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Great in combination with TACLS mining mod (modifies stock ISRU to gather TACLS resources). In fact, thanks to this mod, I can run really self-sustaining bases on other planets without ISU (which I really like, but I try to avoid using it since its VERY memory hungry mod). Thanks for this mod (and other SETI mods), keep up the good work!
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Unity 5 [Is now available]
Wolfox replied to NoMrBond's topic in KSP1 Suggestions & Development Discussion
"NavMesh data for non-carved regions takes ~2x less memory now. HeightMeshes bake faster, work faster at runtime, and use ~35% less memory." I believe that features mentioned above means that we will get significant RAM usage boost even if 64-bit won´t be a thing. However, if combined with 64-bit, it looks like virtually unlimited modability avaits us! (Okay, except mods conflicting between themselves) Right? -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Wolfox replied to pizzaoverhead's topic in KSP1 Mod Releases
Cant wait to dig into this one! Imagine song like this playing when entering atmosphere or landing on distant celestial body...- 779 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Wolfox replied to Starwaster's topic in KSP1 Mod Releases
High placement help with stability, and top of rocked is usually one of the safest spots for equipment te be in "shade" of heatshield (if the vessel is not extremely long). Wait for sonic boom (white lines around your rocket) acknowleding you have slowed down to subsonic speed, where drogue chute or main chute predeployment should be safe enough, but I personally wait to about 2000m altitude, so I can avoid uncesessary warp time, which can destroy the craft (chute deployment force in warp time can rip ship apart).- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Wolfox replied to Starwaster's topic in KSP1 Mod Releases
Suggestion: HeatShield Categories (Inspired by Wiki) - Basic (Standart): Heavy weight, low cost, ablative layer non-reversible. Includes early game heastshields and inflatable shields for biggest payloads. - SLA (Lightweight): Ultralight variants of basic shields, but only up to diamater of 3.75m. More costly than basic ones, no inflatables. - Cooled (Extra Endurance): Heatshields capable of redirecting heat during reentry back into atmosphere, thus increasing their lifespan and can survive more violent reentries or protect heavier payloads. Heaviest, middle-expensive, non-reusable, might be mechanically expandable for bigger sizes. - SIRCA (Reusable): Heavy as (or more) than basic, expensive as SLA, but usable for multiple descents (either "ablative" layer will replenish itself after a period of time, or will have none at all). No inflatables. Besides price and weight, balance would be achieved by unlocking the types in a tech tree, basic being unchanged, advanced (SLA and SIRCA) around the middle tier and Cooled ones as latest. Models and textures for each type would not be neccesary, maybe coclor-line or marks destinction would be sufficient.- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Wolfox replied to Starwaster's topic in KSP1 Mod Releases
I agree, although stronger gravity well can be tricky, with atmosphere that thick its very hard to crash into surface if you have any form of parachute installed. The heat is not a really big problem if you decelerate enough before descending, which can requie more fuel (especially on heavier vessels, like landers capable of return back to orbit). EDIT: I personally find hardest to land planets with very thin atmosphere (Duna) where it might not slow you down enough before touchdown, especially in high altitude areas. (Looking forward to Moho/Dres dust-based very very thin atmosphere, where hybrid solution between chute and skycrane would need to be used!)- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Wolfox replied to Starwaster's topic in KSP1 Mod Releases
I like that!- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Wolfox replied to Starwaster's topic in KSP1 Mod Releases
I consider "Easy/Normal/Hard" better than "Unrealistic/Semi-Realistic/Realistic"- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Wolfox replied to Starwaster's topic in KSP1 Mod Releases
My opinion (sorry for no numbers, i never messed with that to really know the dependences of value changes) Easy: - Unshielded vessel can survive descent as long as its not very steep, shielded basically survive anything, crew and parts doesn´t suffer from G-forces at all. (Lite version, fun without large constrains) Normal: - Shielding necessary for atmospheric descent, very steep trajectories will burn even through shields, parts and crew can withstand about 20Gs. (You have consider reentry, but mod will not punish for overlooking small things and/or not ideal descent angles) Hard: - Shallow angles with decent shielding, heavy and costly shields, crew will die at 10Gs (+- real values). Hope this helps.- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Wolfox replied to Starwaster's topic in KSP1 Mod Releases
I am afraid I dont have the knowledge and instruments to alter the source code, so I guess I will ask the author, if he will be so kind :-) Thanks for answers!- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Wolfox replied to Starwaster's topic in KSP1 Mod Releases
Oh, I understand. It´s unfortunate that some people are not reading big yellow text underneath the loading bar saying, that Win64 version is unstable on its own and cause crashes unrelated to mods. But, if its disabled by developer of a mod, does exist some way for me to enable it for x64? Of course, if its simple enough to do (like changing config files) and author would not mind? Looks like I am one of these rare cases, when x64 is stable (unlike heavily modded x32). I promise I wont bother anybody with pertinent bugs (If its dissablement isn´t bug on its own, but its disabled by author). :-) EDIT: If it is a bug, please, forgive me for bothering you guys.- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Wolfox replied to Starwaster's topic in KSP1 Mod Releases
Can i ask, will there ever be Win64 support? So far its the only mod (well besides RealChutes) which does not work on ksp 0.25 Win64-bit, 32-bit can´t even think about being stable with my load of mods, OpenGL is kinda broken on my PC, but 64, everything runs smoothly, never experienced any crash (played 10+ hours), just some mods have difficulties with compatibility...- 5,917 replies
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Still no luck with enabling AA, anyone please help? Nvidia panel doesn´t seem to change anything while the game is forced to use OpenGL... And yes, I am using those settings at KSP executable, not 64 or launcher. Anyone else encountered something similar? Its the same on 2 different PCs, so i guess I am doing something wrong, but i dont know what it is.
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I´m doing that, but KSP OpenGL doesn´t seem to react. No matter what setting i choose, no matter the ingame settings, still no AA at all. What Options in nVidia CP should be on and which off for it to work properly? Option "Supress any application settings" doent seem to work either. Or maybe i should update OpenGL? If so, i have no idea where to get the update, never did that...
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Same here, if anybody would like to post short list what exactly to turn off/on in nVidia control panel, it would be very appreciated :-)
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Wolfox replied to TaranisElsu's topic in KSP1 Mod Releases
You´re the best! It works! I guess i would get some problems with TST as soon as I would use that tech in my career... Really, thank you very much. Where can I report this to tobyb121? Here on forums? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Wolfox replied to TaranisElsu's topic in KSP1 Mod Releases
Only these lines: SCENARIO { name = TSTProgressTracker scene = 5, 7, 6, 8 } SCENARIO { name = StnSciScenario scene = 5, 7, 6, 9 xp = 0 Edit: Following lines have nothing to do with TST (I believe, they are mentioning other mods). Is there something i could fill there to make it run? If is the problem caused when creating new save, it might help...