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theonegalen

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Everything posted by theonegalen

  1. Worked on it last night and today while I should've been studying for my archaeology and prehistory test, and some things changed in the execution. I ended up putting the 1.875m tanks in a new "Early Fuel Systems" node instead. @RoboRay I think you're right; the part hiding configs will be optional. As soon as I finish integrating @Snark's Missing History parts as an optional alternative to SETI Part Overhauls, I will be ready for the next release. EDIT: Ready to go. I'll upload tomorrow when I have a internet-capable computer, as typing the descriptions on my phone is terrible.
  2. This happens when you don't install the firespitter resources. Make sure they're installed. They are in the SXT download.
  3. Then I apologize. I haven't tried it on 1.4.1 as yet, too busy working on things myself.
  4. @AlexWolf748 @Lindy Unfortunately, it looks like @chimpbone hasn't been on the forums since October. I'll be getting around to working on an ASET version of the Mk2 cockpit after my next release of Warbird Cockpits, though. May not happen until after I graduate in May, or I might get obsessed again.
  5. I am now working on adding 1.4.1 and Making History parts to my UBM Extended mod. I have a basic overview of how I'm thinking about the MH parts in that thread, and input is welcome!
  6. ah, then allow me to change that vote to EVA Parachutes and Ejection Seats, please.
  7. Beautiful! I'm glad to hear it. That means I don't have to hack together something myself, or spend another two months placing props for the Mk3 in Warbird Cockpits.
  8. Take Command Continued Engine Ignitor Re-Ignited Fusebox Continued KerbalHotSeat Continued. Thank you.
  9. Anyone who uses this, make sure to add another closing bracket } at the end of the config, or it won't work properly.
  10. I was looking at the difficulty settings menu yesterday, and the planets that are visible change with the EASY, MEDIUM, HARD etc settings on the stock difficulty settings, which default to EASY, IIRC.
  11. Probably not very prettily, but try it with KKtoSD to be sure.
  12. Make sure that Texture Quality is set to Full Res in the settings menu. It now defaults to Half Res and for some reason is applied to all the icons.
  13. Regarding the Mk2 command pod RPM IVA: (and Mk1-3) Oh, I can throw one together in about a week or two. School and work will keep me busy until then. If anyone wants to do it before then, go ahead. Actually, please do. I don't want to get pulled into the rabbit hole of ASET-ifying these just yet.
  14. It's not updated for 1.4.1. You should not expect it to work.
  15. MOD TALK: Here's what I'm thinking about regarding Making History. First, the R-7 "Bear" and the new Vernier Engine It's based on the RD-107, the engine that launched Sputnik, and the basis for the RD-107A which currently powers the first one and a half stages of the Soyuz which services the ISS. It's stock attributes are identical, identical, to the LV-T30 "Reliant." However, it appears two nodes further down the tech tree, making it completely useless for a career or science mode save. Fix: move it up to Basic Rocketry, increase it's mass and decrease it's ISP and thrust to make it slightly better than Yemo's LV-T15 included in SETI Part Overhauls or UBM with Ven's Stock Revamp. Making a Sputnik replica at those stats gives enough dV to get into solar orbit. Whee. I might tweak this some more. I'm trying to decide if I should put the classic 1.875m side boosters in Basic Rocketry as well, or place them in General Rocketry with the radial decouplers. Once you get the Reliant and Swivel, there's not much point in using the Bear. I'm using the stock upgrade system to allow it to continue to be used throughout a career save. Thrust and efficiency upgrades can be unlocked in the engine and fuel branches. If you want to play as Krussia and fly the same engine to LKO (with upgrades) for 60 years, you can! Vernier also nerfed, in Basic Rocketry, and Second, the Saturn V parts. The engines are all underpowered, and I think I know why. Tank mass ratios and engine balance in KSP are all already out of whack, but especially for the upper stage Saturn V parts, because they're all based on Kerolox instead of the cryogenic upper stages of the Saturn V - Kerosene is a lot denser, and therefore heavier in the same volume, than cryogenic H2. I haven't touched the ISPs of the engines as yet. Fix: I've modified the engines to make them competitive, hopefully without making them ridiculous. The J-2 analogue now has a mass of 1.5, with a vacuum thrust of 425, and is moved to Very Heavy Rocketry with the F-1 analogue. Balanced to the actual S-IVB stage TWR. The F-1 analogue now has a SLT equal to that of the Mainsail at a fraction of the weight, but keeps the same 280/290 ISP so it falls behind as the Mainsail becomes more efficient at higher altitudes. Balanced to the actual S-IC stage TWR. Once CryoEngines and CryoTanks is updated to support 1.4.1 and Making History, I will add a set of configs to turn the J-2 into a cryogenic rocket, which should help fix the TWR issues with Saturn V replicas. Third, the 1.875m tanks and engines. Placed them in Advanced Rocketry with Yemo's 1.875m parts that appear if you use SETI Part Overhauls. I haven't made a Gemini-Titan replica just yet, but it will probably have more dV than the real thing. Fourth, the new command pods. Mk1-3 is where the Mk1-2 used to be for now. I'm considering making a custom IVA using the ASET props that fits out the mk1-3 with Apollo-era props under my Warbird Cockpits mod. Later. Mk2 Command Pod (Gemini) is placed in Simple Command Modules. If you have MOLE installed, the Mk2 pod will be hidden and you'll have the Brumby instead. MEM Lander is currently pushed back from Command Modules to Heavy Command Modules. Because no one is going to use the Mk2 Lander Can if the MEM is also available. Thinking of just hiding the Mk2 lander can if MH is installed. Because the Mk2 Lander Can is awful. A question: should I set the SETI Part Overhaul 1.875 parts to hide when Making History is installed, or leave them be? They are slightly different in length and capacity from the MH parts, but generally look like the stock 1.25m parts I might do it as an optional config. And @Angel-125's size 1.5 parts in MOLE are being refurbished and are looking really nice, so I'm thinking I might hide the SETI parts if those are installed as well. Tagging users I know who might be interested or have opinions: @kcs123 @Jacke @Gordon Dry @Enceos @Spike88 @DStaal
  16. I haven't ever used HETTN or YongeTech, so if it isn't a problem with the persistent.sfs, I have no idea.
  17. This looks awesome. Could you please implement IVA reloading as well? Not necessarily all of the props, because that would be pretty difficult and slow down things for everybody else, but the internal model and config.
  18. Did you try it on a brand new save? Tech info for already unlocked nodes is saved in the persistent file.
  19. Yes, specifically Unmanned Before Manned by Yemo. Most configs will depend on it, aside from Airplane Plus. Shouldn't cause any problems, but let me know if anything does.
  20. You're just on a mission to replace all the mods with your mod suite, aren't you? ;-) You're doing a dashéd good job of it, sir.
  21. I have the SM_Statics on my computer, should I send it to you somehow, @SpannerMonkey(smce)?
  22. That's what I figured the answer would be, but I also figured that it never hurts to ask. Oh Scrap! is @severedsolo's part reliability mod that uses ScrapYard to track how often parts have been used and recovered, and adjusts their reliability accordingly.
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