freedomispopular
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Everything posted by freedomispopular
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Mobius RocketWorks - Engine Mounts and Parts
freedomispopular replied to Teirusu's topic in KSP1 Mod Releases
Google "mobius rocketworks" and you might find what you're looking for... -
[24.2] Karbonite Ongoing Dev and Discussion
freedomispopular replied to RoverDude's topic in KSP1 Mod Development
Having only read the first few pages and not tried the mod out yet, here are my immediate thoughts. 1. This is an awesome idea, and looks like it could potentially turn into the robust resource system that I always hoped Kethane would turn into. 2. I love the idea of basing it all on openness and interoperability. That's a major thing I haven't liked about Kethane, that it's its own separate thing and doesn't really integrate well with other mods. 3. I like the idea of requiring some kind of detection mechanic to find where the ore is before being able to mine it. 4. I don't like the idea of Karbonite existing as a solid, liquid, AND gas. I totally get it for reasons of simplicity, but I'd really love to see added realism/gameplay by splitting each form into different resources -- perhaps even having unique/multiple resources on each planet -- each having different efficiency, efficacy, and value. Granted, that's not particularly useful right now since there's basically only two fuel types in the game, but maybe that could change in the future...Or maybe at some point this could integrate with Real Fuels? -
Ah, yeah I remember that now. I'm not having any luck finding one either.
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Are you looking for something like this?
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As a community, we should be streaming more.
freedomispopular replied to Worst at Video Games NA's topic in KSP1 Discussion
Out of curiosity, I checked the "currently in-game" numbers of some popular games on Steam. As of this very moment (5 PM EST): Dota 2 - 728439 CS:GO - 144881 Civ 5 - 44531 KSP - 6732 That right there is gonna be the best answer as to why there are so few streamers. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
freedomispopular replied to TaranisElsu's topic in KSP1 Mod Releases
Ah, sweet, I should have gone back a page further! So this should have better compatibility with Universal Storage now, correct? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
freedomispopular replied to TaranisElsu's topic in KSP1 Mod Releases
I'd like to configure this to use the 6 hour Kerbal day instead of the 24 hour day. What numbers do I need to use in order to do this? Or has someone made an MM config for it? -
Crap. Hope you get feelin better. Thanks, after going back and doing more testing, I am seeing the biomass reproduce itself, it's just REALLY slow. Which is cool. I didn't want it to be too OP. One more clarification: do the water and CO2 actually have to be manually transferred INTO the greenhouse to facilitate photosynthesis, or will it automatically use whatever's attached to the ship? I should clarify. I have a fully manned Mk1-2 command pod attached to my craft, so water is being consumed, but at what appears to be the same rate as the food. Does that sound right? I assumed the water would be draining faster than that, even just slightly, due to the photosynthesis. Or is the consumption rate due to photosynthesis so miniscule that it's not really noticeable? Specifically, what do I need to activate on the compressor to decompress the CO2?Sorry for all the questions, I just REALLY want to make use of this.
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All right, I think I'm finally starting to understand the + version. Just have a few questions: 1. The biomass won't start converting into seeds until the greenhouse is full, correct? So, since 50 seeds(or I guess that's 5 kg of seeds?) results in roughly 25 biomass, in order to fill the greenhouse completely full, you'd need a TON of seeds? 2. What is the process for turning compressed CO2 into CO2? And what is the purpose of having both? 3. Should the greenhouse be consuming water/wastewater? Because it wasn't in my testing.
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Do you have that spreadsheet handy? I still need to do more research, but I was planning on using different (as in different from the default) TAC-LS values for when I start my career mode, so if I could see how your changes correlate with mine that would be great.
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[0.23.5] Goodspeed Automatic Fuel Pump v2.14.1
freedomispopular replied to Gaius's topic in KSP1 Mod Releases
Did some testing today. Looks like it's still having the same issue. -
[0.23.5] Goodspeed Automatic Fuel Pump v2.14.1
freedomispopular replied to Gaius's topic in KSP1 Mod Releases
Oh, and there was another issue I ran into. Even though auto-pump was off on the left tank, it still automatically pumped from right to left when I docked the two together. Is that proper behavior? -
[0.23.5] Goodspeed Automatic Fuel Pump v2.14.1
freedomispopular replied to Gaius's topic in KSP1 Mod Releases
I'm experiencing the same issue when I stack two tanks with an engine on the bottom, and it does indeed seem to be related to Modular Fuel Tanks, as it works fine after I disabled MFT. But it does appear to function properly between two docked vehicles. Also, I've noticed that when balancing tanks that are already unbalanced, the fuel transfer takes place instantaneously, rather than incrementally pumping fuel from one tank to the other(s). -
A couple requests: 1. I would like to add another vote for Toolbar integration. A.) It would provide a more consistent UX for those of us using Toolbar. B.) It would be more user-friendly, in contrast to having another hotkey to remember. C.) It could include an option to create a maneuver node straight from the window, rather than having to click on the orbit (similar to the maneuver node creator in MechJeb). That being said, if that's outside the scope of what you'd like to do with this project, that's totally cool. 2. An option to use the KSP skin would be very appreciated. And then I had a question as well: I haven't played much in a while, so I don't really remember...how do I go about adding the part functionality to pods/probe cores? Do I just copy/paste the module? This is the kind of functionality that should definitely be built in to stock, so this will now be added to my list of must-haves.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
freedomispopular replied to TaranisElsu's topic in KSP1 Mod Releases
Do any of the other planets have oxygen? Is this something that could be accounted for/implemented? i.e. you build a base on a planet with oxygen and therefore you obviously don't have to worry about oxygen requirements. -
[0.22] ISA MapSat 4.0 Dev Build
freedomispopular replied to Innsewerants's topic in KSP1 Mod Releases
I'm having the same problem as the other guy. What exactly is the installation procedure? I put the stuff in a folder in GameData, but the parts didn't even show up. Then I installed it the legacy way and now the parts show up (in the aerodynamics category, not science), but nothing works.Edit: Never mind. I found what I was doing wrong. I kinda feel like an idiot, but then again the OP is terribly unclear. Why on earth would the actual update be in a blog post in the sig instead of in the actual OP? -
[0.22] ISA MapSat 4.0 Dev Build
freedomispopular replied to Innsewerants's topic in KSP1 Mod Releases
First time using this. How do I actually go about getting it to function? I'm not seeing any GUI toggle or anything. -
Shapeways 3D Printed Jebediah Model [IMAGES]
freedomispopular replied to RocketTurtle's topic in KSP1 Discussion
Hey does anyone know if Squad gets money from these, and, if so, how much? -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
freedomispopular replied to yongedevil's topic in KSP1 Mod Releases
Yeah, I just saw that a few pages back after I checked again. Crap, I hate being one of those idiots that doesn't read the thread -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
freedomispopular replied to yongedevil's topic in KSP1 Mod Releases
I have it installed but I'm not currently using any of the parts. -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
freedomispopular replied to yongedevil's topic in KSP1 Mod Releases
Ok, so I just plopped the install folder into GameData, but it's not working. The new parts show up, but it seems like the module functionality hasn't been implemented into the command pods. This is the only mod I use that uses ModuleManager, so I can't imagine what would be causing a conflict.