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KSP2 Release Notes
Everything posted by N_Molson
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This is defintively very helpful to build submarines, given the extreme buoyancy of most stock parts !
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[1.1.3] TAC - Life Support v0.12.2 - Release 03 JULY 2016
N_Molson replied to danfarnsy's topic in KSP1 Mod Releases
Notice that in real life they don't have to use electricity to recharge EVA suits CO2 scrubbers. Those are chemical devices (LiOH cartridges), that are replaced once used, which means they need to have a little stockpile aboard the ISS. So in your case, its more like you have an infinite supply of LiOH cartridges in your ship. Now the batteries of an EVA suit have to be recharged after each sortie (from heating/cooling to frontlights, communications and display to the fans that are necessary to cycle the air throughout the suit). Without EC, an EVA suit is a death trap passed a few minutes.- 200 replies
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[1.10.0] NanoGauges - tiny ana1og gauges for kerbalnauts -1.10.0-3463
N_Molson replied to Nereid's topic in KSP1 Mod Releases
1:41AM here But good news, as it seems we have a winner ! Nice work !- 339 replies
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[1.10.0] NanoGauges - tiny ana1og gauges for kerbalnauts -1.10.0-3463
N_Molson replied to Nereid's topic in KSP1 Mod Releases
Thank you very much. Tell me if more info can help, I can set the Log on "TRACE" and post it again if you want.- 339 replies
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[1.1.3] TAC - Life Support v0.12.2 - Release 03 JULY 2016
N_Molson replied to danfarnsy's topic in KSP1 Mod Releases
That and the file folder structure inside the .zip file (currently creates a "Release" folder in /KSP )- 200 replies
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The Spark isn't that much a low-tech engine. Its a small one, which is a different thing. The fact is that the LTV-30 "Reliant" and LTV-45 "Swivel" are very good engines that are cost-efficient even when you have unlocked hi-tech stuff. I would compare them very much to the engine designed circa 1957 for the R-7 : quite powerful, efficient, and cheap. Also, there were more or less successful experiments in Germany and Soviet Union in the 1930's, strapping small SRMs to airplanes. The SRM technology is by far the oldest one, its an upscale of the fireworks used by the Chinese in the Middle-Ages, with improvements in the powder formula (better stability, better ISP). The first liquid rocket engines developed in the 20-30's by germans, soviet and american (non-exclusive list) engineers like Goddard were really experimental stuff. Goddard's record is only 2,700 meters of altitude. Propeller airplanes, which were quite advanced at that time (1937), did much better, and could carry significant scientific instrumentation. The V-2 is really the one that changed everything, getting out of the atmosphere. No wonder why americans and soviets hurried to get the german scientists, even before the capitulation of Germany was signed. That being said, its not a matter of nationality or anything, there were scientists like Wernher, Korolev and Goddard in various countries. But the desperate situation of Germany in the late war and its half-mad dictator allowed the enormous funding, slave labor and industrial facilities that made the V-2 (and all the invaluable know-how of involved people) possible. Next step was the Soviet R-7, that went orbital in 1957 and sent interplanetary payloads as soon as 1959. Then the USA took things seriously, funded NASA and put Wernher at the head of the R&D. That's where KSP begins, roughly. So I'd say the technology tree in KSP is quite accurate - excepted that it puts the first unmanned probe after the first crewed pod -.
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[1.10.0] NanoGauges - tiny ana1og gauges for kerbalnauts -1.10.0-3463
N_Molson replied to Nereid's topic in KSP1 Mod Releases
Well it seems that the addon thinks he is doing everything right : But obviously something goes wrong...- 339 replies
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[1.11] RemoteTech v1.9.9 [2020-12-19]
N_Molson replied to tomek.piotrowski's topic in KSP1 Mod Releases
Actually, the very long range antennas have an extremely thin (focused) beam, so in the extreme cases you might need a secondary "medium-long range" antenna to perform MCCs. In any case, it is critical to have your antennas all set BEFORE you perform the transplanetary injection. If you forget to do it, once you're too far for the "short range antennas" like the Omni-25, the probe is lost. -
[1.10.0] NanoGauges - tiny ana1og gauges for kerbalnauts -1.10.0-3463
N_Molson replied to Nereid's topic in KSP1 Mod Releases
Hello, excellent mod but I can't find a way to save the gauges positions, which is a bit annoying. Of course, I tried the "Save" button in the NanoGauges menu and then exited it by clicking "Close", but when I exit and restart KSP, all the modes are back to default settings. I'm using 1.2 x64. I also made sure that the files were not "read-only", just in case. I however do have a 8ko "Nanogauges.dat" file in KSP/Gamedata folder, so I'd say that the info is saved but not loaded. Thanks for any hints !- 339 replies
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[1.1.2] TAC - Life Support - Dev Thread
N_Molson replied to danfarnsy's topic in KSP1 Mod Development
Excellent mod, one of my favorites. Thanks ! -
Yes, if you ever find that one chip is faulty, get rid of it. Better run on 8 "good" GB than 16 "faulty" GBs.
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Yeah, that's one of the reason why I suggesting removing 1 of the RAM chip. Already had a faulty RAM chip once, took me several months to track down the issue, it wasn't fun at all, computer was crashing in some specific situations (when a few specific physical memory blocks were used). So, as long as you handle the components with care (always touch something metallic in your place which is grounded, to get rid of any static you might accumulate by say, wearing a synthetic sweat-shirt *), there is little to lose, and that will rule out a potentially serious issue. * Believe me, for some reason I'm a living accumulator. I can get quite impressive shocks that produce nice tiny but flashy blue-white arcs if the air is dry enough (cool, plasma !). It hurts. Sometimes, I fear to touch my car, an elevator, or anything obviously metallic and grounded ! Oh, and one day I sent nano-lighting bolt to my little sister by touching her hand. She was in her Harry Potter period and couldn't believe it. Real wizardry ! Seriously, it makes me a potential Nemesis for any unprotected electronic circuitry, unless I think to "discharge" before.
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A few suggestions : - Make another step forward and discover the addon-development world. Learning to code a bit (in C# for KSP) can open you near-endless possibilities. Or you can simply tweak .cfg files. Or make new models and textures. - Try Orbiter, attempt to 1) dock the ISS 2) land on the Moon and return 3) land on Mars and return with realistic spacecraft addons. That can keep you busy a while. - Attempt an EVA out of your place. Regardless where you live, there's tons of stuff to do outside.
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Add MOAR cores !!! Erm, Jeb, get out of my head ! Seriously, 60°C seems a bit hot to me. You might want to add a fan or two, or optimize the airflow inside the case. If you're confident with computer assembly, I'd try to remove 1 of the 2 8GB RAM chips and run on 8GB. KSP (Unity in fact) can have a weird behaviour when there is a lot of free memory.
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How do you deal with all the shortcomings of the game ?
N_Molson replied to NikkyD's topic in KSP1 Discussion
I totally agree that some parts, especially batteries, have out-of-common-sense mass values. Also, a lot of parts have quite surprising heat-resistance values (a battery pack full of acid, as an example, should blow very early when heating too much - and that would make radiators useful -)... -
Tried an unmodded install carreer game (x64). I must say I had no crashes so far. However, a few mods turn the game into a crash fest.
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I'd say that a 1.1.3 patch would probably be a sound idea, given the healthy population of bugs remaining after 1.1.2
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VERY frequent VAB crashes
N_Molson replied to ToukieToucan's topic in KSP1 Technical Support (PC, modded installs)
I also experience those VAB-crashes. Almost always when trying to pick a part in "transparency mode" (parts that are in the VAB without being rooted to the ship). Specs : - Windows 10 Home, KSP 32 bits but also tried Windows 10 Home, KSP x64 - DirectX 11 - AMD Athlon(tm) II X2 245 @ 2913 MhZ - 6GB RAM - NVIDIA GeForce GT240 Mods : - Module Manager 2.6.24 - Chatterer - Kerbal Konstructs - Kerbin Side - Contract Configurator - Kerbin Side jobs - Remote Tech - TAC life-support - Texture Replacer Log : https://drive.google.com/open?id=0B5brcxNWL4akSkt1YmJNR0o1d1U -
Aeroplanes to lift rockets
N_Molson replied to Lopez de la Osa's topic in KSP1 Gameplay Questions and Tutorials
Well, it works quite well, but as said above, the issue is that the carrier-plane goes on a suicide mission. Which ruins a bit the idea of cutting the costs. In real life, that solution is viable only for light payloads, as carrying something like a Proton or Atlas-V rocket under an airplane defies any sanity. -
Yeah ! Charters full of Kerbals (with external seats on the wings, as Mortimer Kerman just suggested me) all around Kerbin !
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
N_Molson replied to AlphaAsh's topic in KSP1 Mod Releases
Yeah that makes a lot of sense. The current RemoteTech code seems to be using functions from an obsolete version of the API, and is causing framerate loss, as far as I can tell. Having that integrated and optimized to the KSP API would be of course by far the best option. Better idea to build a foundation with plain concrete rather than gravel, if you want to build a nice and durable house. Had my first attempts to play with KK code, I failed miserably but errors teach you a lot of things too. I'll try to have some fun with Water & Food, and ideally Waste stuff.- 872 replies
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I really don't have stability problems with 1.1.2, regardless I use the 32 or 64 bits version.
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Rethinking KSP's career mode
N_Molson replied to Rombrecht's topic in KSP1 Suggestions & Development Discussion
Background. We need more facts about Kerbin and Kerbals to develop the Career Mode and make it more credible. Its nice to have modders fill the blanks, but up to a point. Its equally nice to have those "contractors" like Kerbodyne, Rockomax... but such interesting stuff should be put forward. -
Trained pilots with an anti-G suits can take up to 9G and stay conscious, however -3G can cause death or brain/eyes damage. So avoid designing spacecraft were the Kerbals are "eyeballs out", they'll appreciate