-
Posts
610 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Eleven
-
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Eleven replied to FreeThinker's topic in KSP1 Mod Releases
+1 for this. That's the cfg I use, I just took out the LH2 stuff since I don't use that mod- 1,187 replies
-
- fuel switching
- mesh switching
-
(and 2 more)
Tagged with:
-
[1.0.2] LiquidTanks: LF-only tanks for nuclear engines
Eleven replied to FishInferno's topic in KSP1 Mod Releases
Where do you rate stuff? You deserve rep just for doing this. I personally use FSfuelswitch, but stuff like this *should* have been in the stock game since they made the choice to switch the nuke to LF only -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Eleven replied to Claw's topic in KSP1 Mod Releases
I like the idea of one download. Keeping it simple is never a bad thing. -
If anyone is interested in my take on it, HERE is my Game Save. It is all stock except for Kerbal Inventory System, it was needed to be able to retrieve the RTG and attach the solar panels to the rovers. It has all the ships and subassemblies I used, and the scenario is set right where the book starts. I have Bill on the surface of Duna as my "Mark", don't know if that matters, but Bill is an engineer and you do need one to use the KIS tools @Jonboy I had thought of ISRU for the MAV and it's do-able for sure. The only difference is in the book, the MAV converted hydrogen and oxygen I think? And all we'd be able to do in stock is drill and convert Ore. And yea I think for this to end up being a real challenge for the forums, the steps would have to be laid out. I just eye balled the distances in my current Game Save, going the real distances Mark did in the book would be crazy. So right now there is an RTG about 4km from the Hab, Pathfinder and Sojourner are about 50k from the hab and....I forget how far the Ares 4 MAV is off the top of my head! There are solar panels in the KIS containers in each rover, the rovers dock to each other so you can take them both. They will run out of power so you will have to take the solar panels out and place them on the rovers to recharge. There isn't a real use for the RTG, but it's out there to go retrieve! The only thing I'm unsure about in my scenario is if the MAV has enough dV to rendezvous with Hermes when it comes back. Hermes also needs to be micro-managed, you'll run out of electric charge on long burns, but you can prolong it by keeping the solar panels oriented correctly. The Hermes resupply ship has Xenon, I'm pretty sure they'll need it. I can't wait to see what other people have done, please post your saves or at least screenshots
-
Looking at it now, it makes sense that they are the same density. It's just a shock after playing for a while with an older FSfuelswitch where I was simply doubling the individual amounts when calculating the new totals. So in my world the Size3LargeTank that holds 6480/7920 LF/OX, would hold 12960LF and 15840OX when switched. I never took into consideration that they were the same density and the total volume of the tank is what matters. I was so proud of myself for coming up with a goofy spreadsheet calculation to give me the +/- for the cfg files' tankCost, then I find this thread and saw the Cryo cfg that does it all...I should have known that was a possibility as well!
-
There are several fuel-switcher mods out there now that will allow you to utilize the entire tank capacity for LF only when using nukes. I love stock-like play but the tank selection for nukes is not very good on it's own so I broke down and added a fuelswitcher. Heat management is a must, you cannot skimp there, but you know that already as well
-
Nice, love me some extra struts
-
Here's a few shots of what I'm doing. Everything is ready to go, except the Hermes is still in Duna orbit. I think it will be 'officially on' when Hermes leaves orbit Here's the Ares 3 landing site, Hermes with and without it's solars extended and the orbits of my versions of the 5 active satellites currently orbiting Mars. I can't remember in the book which ones were used, or even if they were the real-life current ones and not just some newly created ones for the book.
-
My whole life has been a lie? I've been using FSfuelswitch, and recently InterstellarFuelSwitch and when I took a stock tank and switched to just LF or just OX, I was simply doubling the original amount of each, not taking into account the total tank volume. The patches here assume that LF and OX are the same density? Is that in fact true? So a tank that held 14400 total combined LF/OX would hold 14400 LF only, or 14400 OX only?
-
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Eleven replied to FreeThinker's topic in KSP1 Mod Releases
lol does this mean that tankCost is no longer needed? Also, what exactly does addedCost do?- 1,187 replies
-
- fuel switching
- mesh switching
-
(and 2 more)
Tagged with:
-
does anyone got a dV map for 1.0.2?
Eleven replied to EdusacconBR's topic in KSP1 Gameplay Questions and Tutorials
In a twitch stream tonight, someone said this was an updated one: -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Eleven replied to Claw's topic in KSP1 Mod Releases
I think that is a great candidate for Claw's work, but in the meantime there is a mod that disables the temp gauges It's KerboKatz-SmallUtilities -
The Linux Thread!
Eleven replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
lol actually, if you look one fix lower than where you just credited me, diego_gz's fix for 'no hardware support button' is what I used. I believe those two issues are one and the same, even though at one point there were two different fixes. At least that's the case for me and my laptop. I've had 2 different CPUs in it, an i3 and i5, and just using diego_gz's fix enabled aerodynamic effects and shadows for me. So...I don't get the credit, I may have just stumbled into realizing that one fix solved two problems -
The Linux Thread!
Eleven replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
I used to do this fix, but it was unreliable after a short time, for several releases now I have just used a hex editor, found the very first instance of "Intel" and zeroed it out. After that, Bam!, aerodynamic effects and shadows on my laptop I used to zero out all three "Intel"s but on one release, I think it 0.25 it caused the game to slow down...after that, I started doing just the first one. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Eleven replied to TriggerAu's topic in KSP1 Mod Releases
I think this is the issue. I've messed around with it and clicking dead center on "Sarnus" will choose Pol. Clicking in the bottom to bottom left corner of the word "Sarnus" will choose it correctly for you. -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Eleven replied to FreeThinker's topic in KSP1 Mod Releases
From what I have seen messing around with the cfg, the tank base mass is set there, taken directly from Squads cfgs, the way I have it set up, the mass of the tank does indeed change when I switch fuels. The game itself makes those changes based on the amounts entered from the cfg file. @FreeThinker, Do you know how the "displayCurrentTankCost" works? I've figured out how to have the game change the cost of the tank when switching fuel types, but nothing affects the Current Tank Cost in the GUI. I've tried "addedCost" as well but that appears to do nothing as well. Here's the latest I've come up with, trying to keep it simple, I've given up on adding Ore to the cfg, no matter what I do, I can't get the cost to update correctly when configuring the tank to 0 Ore. @PART[Size3LargeTank] { MODULE { name = InterstellarFuelSwitch resourceGui = LFO;Liquid Fuel;Oxidizer resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 6480,7920;12960;15840 basePartMass = 9 volumeMultiplier = 1 massMultiplier = 1 displayCurrentTankCost = false tankCost = 0;3758.4;-3758.4 hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } }- 1,187 replies
-
- fuel switching
- mesh switching
-
(and 2 more)
Tagged with:
-
Any plans on going DDS with this?
-
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Eleven replied to FreeThinker's topic in KSP1 Mod Releases
OK it's still boring, but I did 'spice it up' a little, I like the idea of being able to have empty tanks, wonder if I can set them to accept ore as well? (Trying to keep it as Stock as possible) @PART[Size3LargeTank] { MODULE { name = InterstellarFuelSwitch resourceGui = LFO;Liquid Fuel;Oxidizer;Empty resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer;Structural resourceAmounts = 6480,7920;12960;15840;0 basePartMass = 9 volumeMultiplier = 1 massMultiplier = 1 displayCurrentTankCost = true hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } } One thing I did notice, the cost of the tank in Career mode does not change, no matter which resource is in it, even if it's empty. Can I add something here to account for that?- 1,187 replies
-
- fuel switching
- mesh switching
-
(and 2 more)
Tagged with:
-
I haven't given up trying this. I re-did most of the crafts I had worked on in .90 but the Hab is just not easy to do in stock. I've gotten all the pieces together and they're all on their way to Duna now. I haven't given tons of thought to the scale, but it does need to be significantly smaller than real life. In .90 I landed a rover only a couple km from the hab and it was a long ride
-
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Eleven replied to Porkjet's topic in KSP1 Mod Releases
@Badsector: There is another fuelswitcher, I've converted the cfg from FSfuelswitcher and it seems to work as well if you want to check it out: Interstellar Fuel Switch