Chestburster
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KSP2 Release Notes
Everything posted by Chestburster
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Modular Fuel System Continued v3.3 (OBSOLETE)
Chestburster replied to NathanKell's topic in KSP1 Mod Releases
Not a bug, its intended. Thrust scales with ISP now like it should ;-) -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Chestburster replied to rbray89's topic in KSP1 Mod Releases
They may be uncompressed but v2 clouds are taking about 90 megs more ram on my end than v1 did. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Chestburster replied to cybutek's topic in KSP1 Mod Releases
Hu? It wasn't working with FAR before? I've been using FAR and KER for months without noticing any incompatibility between them o.O -
Can't wait till Monday... xD awesome work. Btw how's the memory usage for RSS?
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Modular Fuel System Continued v3.3 (OBSOLETE)
Chestburster replied to NathanKell's topic in KSP1 Mod Releases
I'm just doing the config stuff. Nathan is handling the code. But yes, the thrust correction is implemented and working for our currently supported engines. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Chestburster replied to rbray89's topic in KSP1 Mod Releases
Hrm.. the second release cloud textures are taking up way more RAM than the first ones :-/ -
I think i will finally have to try out RSS with the next version. Looks really good N. But first i need to tweak my techtree to better match the real world progression (and create a bluish textur for my Delta replicas).
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[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
Chestburster replied to ferram4's topic in KSP1 Mod Releases
Just use the Stock preset and make sure the "Thrust Varies with ISP" is checked to only have the arcturus functionality enabled. -
Having updated the Legacy file to support your tanks. You can leave the current configs as they are if you want for ppl who don't use our MFS mod but still want to change the fuel in the tanks. Kethane does only need to be added to your TALFUEL tank since Majiir is already providing support for the DEFAULT tank. Until V4 gets released, heres the updated file https://www.dropbox.com/s/ce69ykph72pks1b/Spherical_modularFuelTanks.cfg
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[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Chestburster replied to AncientGammoner's topic in KSP1 Mod Releases
Just leaving that here.. -
Modular Fuel System Continued v3.3 (OBSOLETE)
Chestburster replied to NathanKell's topic in KSP1 Mod Releases
Side by side You can change both now. -
Modular Fuel System Continued v3.3 (OBSOLETE)
Chestburster replied to NathanKell's topic in KSP1 Mod Releases
Yes it can. You can add the ModuleEngineConfigs and ModuleFuelTanks to the same part now. -
Modular Fuel System Continued v3.3 (OBSOLETE)
Chestburster replied to NathanKell's topic in KSP1 Mod Releases
Did you add your new resources to a tank-type? -
Modular Fuel System Continued v3.3 (OBSOLETE)
Chestburster replied to NathanKell's topic in KSP1 Mod Releases
The type of engine. Take a look at the spreadsheet https://docs.google.com/spreadsheet/ccc?key=0AvHneDAy4k99dHlhdktvZW1NS1lndlhNNnRwd3FEblE&usp=sharing L means lower stage U means upper stage O means orbital maneuvering engines S means solid booster + means more vac isp but less surface isp -
Modular Fuel System Continued v3.3 (OBSOLETE)
Chestburster replied to NathanKell's topic in KSP1 Mod Releases
I've added those beauty's earlier today. Can't believe I missed them. It is hard to find much info about the throttle response time. Maybe it should depend on the engine type and tech level. OMS should be faster than a first stage workhorse. I'll do some more research tomorrow. Btw. Did you get my mails? Gmail is acting weird for me in the last few days. -
Modular Fuel System Continued v3.3 (OBSOLETE)
Chestburster replied to NathanKell's topic in KSP1 Mod Releases
Kosmos has engines now? I didn't know that. They will be added shortly and should be up with v4. But isn't the NFP all about futuristic engines that aren't possible yet in RL? I also had the idea about limiting the throttle on some engines (70-100% for L, 50-100% for L+, 30-100% for U, 20-100% for U+). In combination with the engine ignitor mod we could up the difficulty a bit and make it more realistic. Tested that idea a long time ago but it wasn't working how i wanted (engine fx didn't shut down after disabling the engine..). I was also thinking about enabling the thrust response time.. -
I've wrote my own tech tree with MM xD. Was the first thing i did after finishing the stock tree.
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