YX33A
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Everything posted by YX33A
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
YX33A replied to Fractal_UK's topic in KSP1 Mod Releases
...Awesome. Bit ugly, but AWESOME. I'm off to try and locate some Antimatter. I have a hunch on where the best spot to harvest Antimatter would be, but I doubt I could effectively gather it from there if I was correct. Also you say that Antimatter goes down quickly. Do you mean when you are using the reactors or just in general(hopefully only when using the reactors)? I was thinking of adding some antimatter storage to my planned Space Station. -
I'm having issues opening the latest version downloaded off of Spaceport. It won't open with 7zip or Universal Extractor. Universal Extractor error log seems to imply it's only a .zip because the file type was changed to .zip after compressing as another type. EDIT: Third times the charm, apparently. Third attempt to download the mod was successful.
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God I hope so. It'd be so handy for my bigger ships. I know that you can edit the part configs to make it more powerful and/or fire slower, or various other edits, but adding the ability to make a MBT Cannon would make this for me. Especially if I could add the Romfarer Explosion damage module to it. Actually, I'm going to try making a MBT Cannon out of it. No fancy part edits, just edits to the gun stats. Also it would be nice to be able to make the guns fire from action groups instead of a hotkey because then I could add different guns of the same type to different parts of a ship and use them as needed.
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I have to admit, this looks really awesome. It seems that for the average end user, this isn't super handy ATM, but for a DIYer who wants to make crazy things, this suits them perfectly. I happen to fall into that second group.
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
YX33A replied to nobody44's topic in KSP1 Mod Releases
I am interested. -
The next version of this mod seems to be the one thing I'm missing. I heard you're even adding nose guns. Can't wait to try them out on my crappy planes and attempts at VTOL's!
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[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
YX33A replied to yongedevil's topic in KSP1 Mod Releases
So, I'm working on a stupid part which I deemed useful for Space Stations. It's basically a device which takes lots of energy and makes some CO2. I'm not totally sure how to go about making this thing, though. I have a feeling I'd need to make it a ION_SUPPORT_POD_GENERATOR type part, but I'm still very new at this game. And this mod, really, but still, I'm figuring it out as I go. -
Uh, Hi. I'm kind of new around here. Still learning small pieces of the game which don't seem to be covered by the simple in game tutorials, figuring out keybinds that are useful really. I played around with the demo on steam and ended up getting a real copy recently and I'm building even stupider ways to get things into space. My first successful attempt to get something outside of Kerbin's orbit was just a *tiny* bit too successful. Though I was somewhat surprised at the fact that I had managed to keep a kerbal in a tube basically with no chance of getting home because of some bad thinking with the decoupler which ended up just being the final nail on that coffin, and not enough parts(or mods for that matter) to be able to have a hope of getting him out of there and close enough to Kerbin to have a encounter of any kind. This was just done with a really big amount of SFB and some struts to keep it somewhat stable. Made it in pancake staging without even knowing what that was at the time too. It ended up being a five stack IIRC. No RCS or SAS, just a can, a kerbal, a paracute which had no use in the end, and a big set of SFB staging stuff. Not easy to control that ship. Kind of why I really had ruined his chance of getting home by firing the decoupler too soon. It was just enough to send me out of Kerbin's SOI and into the Sun's. I know that isn't what it's actually called, but I forgot what it's actually called at to me it'll always just be the sun. Now with a full copy and mods at my fingertips, I have a crazy plan. A Kethane converter vessel which uses the airflow of a reentry contrail in a attempt to freeze the heat sinks, basically. Or I guess make them basically cool down the converter enough to either increase the efficiency so that I'm either using less Kethane or generating more fuel then expected. The plan is to make a MechJeb Autom8 file which when used will increase your angle as you're coming in that you'll have a very long amount of reentry and the contrails. Considering the use of Autom8 because even if it doesn't cause some kind of stack overflow error it's still a cool way to generate enough cooling. I have but one last mod to add to my setup before I try to record some videos of my bad ideas and why they really shouldn't let hackjobs like me have a space program to run. Let alone run a business using the funds from my rare successes get me further into a really cushy chair which basically has a computer nearby which lets me send unmanned attack drones of various types to mess up anything I like the idea of messing up. Oh, and a big red button to launch several nukes from planetoids to nuke various things for no real reason other then liking the idea of blowing things up.
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Getting game crashing errors typically means I can't do much testing, sadly. Cause is being tracked down. In the mean time, what fuel source do I need to use a Impulse engine? Getting the game to play nice with this old computer and my insane modded setup is not always easy. Long story short, I haven't even launched a single thing in my new build and have mostly been planning and trying to find specific parts in my giant list of mods. Finding the crash isn't hard thankfully because I know how to quickly strip down my list now. Also had made a mistake on the install and have to fix some file pathing, and I'm trying to figure out a specific mod and how to install it correctly, and the list goes on. Basically using this mod and it's parts is currently on my list of "do this" but I have to first get at least three mods all working correctly now, including this one. Thinking up a interesting GPS probe which does my needed "essentials" but is cost effective is rather hard.
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As much as I would agree that having good backups can save you from regretting updating, I would add this bit of advice: After a while, if you are OK with the new version, get rid of a old backup. Considering that the game is in... alpha, I think(dunno, new here and still learning the game and whatnot), you might have a issue with keeping all your old backups and not doing housekeeping to get rid of ones you no longer use. I once had to get rid of several gigs of old minecraft installs and mods because I was just a *bit* too careful and kept literally everything I had downloaded for minecraft. And I kept working installs with mods saved in a even safer place for some stupid reason. My point is you should not hoard your old editions and old mods/installs. Eventually, you need to let them die to get space for new installs and mods/editions. Honestly, I'd want to find a way to make a rotation of installs where it automatically keeps, say, 5 versions of the game, and 3 installs for each one(plus vanilla). If a update is released and I install it, then it purges the oldest version of the game I had, mods, installs, everything from that version, unless I make a manual backup. I'd want to do this, but I honestly doubt I'd be bothered nearly as much as I was back when I played minecraft alpha. I'm not going to keep saves, installs, or even editions of the game, but I'll update at my own pace. That being said, unless Squad has some fireworks as part of the next update, I wouldn't update tomorrow.
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I was going to install this, but what is the fuel used for Impulse Engines? I assume one of the resources added to the game by this mod because of the big nuclear thingy which I have forgotten the exact name for on the side of it. But the images on the OP kind of make me think it might just be powered solely by electricity(one of the batteries text implies in my interpretation). In a way, that's actually a cool and possibly useful new engine. But again, that's not a very easy to explain and not rely too much on green rocks. I mean, even one of the basically just electricity powered engines I have installed has a good explanation using science which I can relate to reality, and it's doing weird things with hydrogen gathered either from atmosphere or space and using it more or less instead of xenon. Heck, even the solar sails I have installed isn't totally green rocks. The photon tanks and solar engines which use the stored photons instead of xenon are pretty much pure green rocks, but I can forgive it because of both the need for them and the fact that it brought up the staff janitor being the smartest guy at K.S.L. which is always a win in my books. But then again, I actually can't think of a ion drive or similar system which doesn't require either part replacement after a kind of short time or some sort of extra punch for the ion plasma thrust to work. Except for ones in some space based games which more or less ignore the fact that we don't have technology needed to build the stuff they're using for these engines. Usually just a bussard ram jets or systems which work similarly in those games, though. Anyway, /rant, and will be trying this out. Hope to have some good results afterwards to share(or at least feedback which isn't mostly reasons why I don't like some things).