

Ghost13
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Everything posted by Ghost13
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The youtube video in the main page of the website covers all the buttons below forums such as http://wiki.kerbalspaceprogram.com and any other if there is some more. https://www.dropbox.com/s/pud7rhnykza4nhz/%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%202014-04-04%2018.08.04.png
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Ghost13 replied to Starwaster's topic in KSP1 Mod Releases
I think I need to tweak the g forces limit but I'm not sure what values mean. I guess crewGlimit equals 6 g but what about gToleranceMult what is 2.5 mean? gToleranceMult = 2.5 crewGLimit = 600000- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Ghost13 replied to Starwaster's topic in KSP1 Mod Releases
I belive DeadlyReentry have some issue with FAR. Since FAR represent realistic aerodynamics aerobraking became less efficient when craft shape is aerodynac. So in order to get the same amount of aerobraking as stock game you need to go deeper into the atmosphere and there you get you ship destroyed with g forces by DR. Playtesting showed that it is almost impossible to airbrake to stable orbit from speed over 6 km\sec.- 5,919 replies
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Ghost13 replied to DMagic's topic in KSP1 Mod Releases
Radio and Plasma Wave Science Antenna dosn't work in space near the sun with Can't use the device in the atmoshere message. I have not yet checked if it is works in latest mod version. -
Many of us using the game with multiple mods. More parts, life support, Remote Tech, KAS, you name it. I think that it would speed up the game development process if there would be way for a developers to take the code from the community and incorporate it into the stock game (with authors permission of course). Just like there was logo contest for the game the same way polls and contests maybe performed for a new game features to be included into the stock game. I believe there was few precedents some of the mod pats became part of the stock game, why not to widen these practice. The barebone stock game is fairly limited in so many ways. What do you think?
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I see what you mean biomass will require the CO2 and waste to produce and this is ether byproducts of Kerbals or in case of CO2 is just another resourse. So you can't create fuel indefinitly. Just for the sake of simplicity and it shuld not be indefinite but say double or triple the the existent life support resourses. As for the indefinite life support it would be nice for the space station as with TAC life support you usually return the crew back to kerbin when doing some other long term mission with a lot of time acceleration. And with greenhouse you can keep the crews in space. But you have your point it may ruin the whole TAC life support idea. I'll try this out, it was said that it is need Kethane and I'm not currently using it. Also it's great models and textures in your mod, the only thing the glass of the greenhouse is too transparent. I sometimes feel that poor plants are in open space.
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I still feel that renewable fuel is somewhat bends laws of physic, could you please make version that will only allow Oxygen and Food production to play with TAC life support maybe just one garden part. That will support one or tree kerbonauts as long as there power. These two mods are sort of working together even now, but looks like Kerbonauts waste and waste water as well as CO2 production is not sufficent enought to fully support the garden requirements, I do get unlimited oxygen but food dropping even with one kerbounaut aboard unless I supplement it with more CO2.
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I thought there would be Aristotska somewhere
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Now-defunct-thread-that-should-not-appear-in-google-search.
Ghost13 replied to Cilph's topic in KSP1 Mod Releases
I will be happy to do the playtesting the mod on a fresh 0.24 install if you would like to assemble a testing group. -
I complete my Eve challenge back in 0.21 and going to repeat it some time later with FAR and DeadlyReentry installed thus I will have to think about re-entry heat and aerodynamics of my craft for Eve decent and accend. So I will probably go for a smallest lander possible since I will need to be in size with heatshields. As for accend I will probably just put the noze cone on top of the seat. So yea, designing a spacecraft is not only about MOAR BOOSTERS you need to take the weight and TTWR into account, I suggest you to use the Kerbal Engennering plug-in or MechJeb that will do just the same for the ship info. Then you can carefully design your spacecraft with maximum dV and keep yourself within 30 tonns.
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I mostly use orbital, vessel and surface information also manuver planner is a must have. I often use mech jeb's auto node execution to perform burns and corrections. I don't use autolanding and auto liftoff as well as autodocking simply because MJ is not doing this things good enought for me. Also after a while you will notie that mech jeb have a lot limitations when you don't have circular orbit. Still MJ is a must have mod doing everything manually just tedious and kill the fun in long run.
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Kerbol's asteroid belt, Version 0.2 Released! Perseus Fixed!
Ghost13 replied to Deadpangod3's topic in KSP1 Mod Development
Yes it works. Thank you. -
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Ghost13 replied to Cilph's topic in KSP1 Mod Releases
I have, but when there is a dosen of comsats and other craft around it is become tedeous we shuld at least have a com network view mode so I can uplink the satelites without switching to them but rather just point and click. Some warning that craft is closing to it's maximum antenna range would be also nice. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Ghost13 replied to Cilph's topic in KSP1 Mod Releases
I’m pretty much happy with current RT implementation. Along with FAR, Deadly Reentry and TAC life support, it is must have mod for the KSP. However I found actual time delay and more importantly antenna alignment sometimes is very tedious. Especially when you decouple the probe or lander you have to re-adjust your satellite network to support it. Some of this shuld be automated such as probes will search for any available connection in range themselves. That will improve gameplay and spare us from the probes lost to wrong antenna alingment. I think it is challenging enought to keep up with signall lost due to connection occlusion and loss of power. If the author consider that it will simplify the game too much than it shuld be available as an option in cfg. Same with local control station I would like to be able control the lander or probe from the mothership with crew less than 6 it put too much on TAC life support for long term missions. -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Ghost13 replied to pizzaoverhead's topic in KSP1 Mod Releases
Is there any way to make this mod as separate application that will run along with KSP and play music along the enviroment change. I found that mod just takes too much memory for my already modded KSP to run properly.- 779 replies
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Well at least it is something to try out.
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Can we create custom biomes for the anomalies with increased amout of science? Which makes more sence in searching for it. Maybe with custom Crew report and eva report and surface samples.
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Van Allen Belts and Planetary Magnetospheres
Ghost13 replied to Fractal_UK's topic in KSP1 Mod Development
I think that radiation should be introduced as a new game mechanic rather some nuisance basically it’s just another resource that should be managed. Kerbals Kerbal have radiation levels that slowly rise during the flight when outside of Kerbin close orbit orbit. During the flight radiation levels slowly rise but generally without flares or venturing in radiation hazardos environments Kerbals can spend several years in space without any serous radiation effects. If the radiation level rise to high Kerbal may die during the flight or EVA. Planets with magnetic fields Kerbin – It’s fairly safe by means of radiation inside Kerbin SOI. Jool – Around half of the Jool system is within strong radiation environment. Lathe – by it’s look it should have strong magnetic field in Jool system and low radiation levels. When other planets that might be farther then Lathe have hight levels of radiation. This will make Lathe safe heaven for bases of manned missions. Planets with high surface radiation Moho – on the bright side (from the sun) Eve – from blutonium deposits. Jool – close to the planet from it’s magnetic field. Unmanned probes Probes are immune to any amount of radiation however during the solar flares probes become uncontrollable due to the signal interference. Science parts Geiger counter – unlocks the radiation display. Can produce science reports. Radiation scanner – allow you to find safe zones for landing on radiation rich planets. Solar flares scanner – if you have satellite with such scanner on Kerbol orbit you can predict the solar flares and receive the warning, to seek shelter. (Maybe several versions of this scanner may be introduced with increased warning time). Parts effects RTG and NERVA engines produce some additional radiation that might affect the crew on the long flights. Shilded version of the RTG and NERVA becomes available for the flights with the crew. Solar flares Random event that increase radiation levels in all Kerbal system for several hours. Kerbals without protection may receive a lot of radiation or if they already high on radiation they may die. Solar flares initiate auroras on all planets with magnetic field and disrupts communication that no science or probe commands can be transmitted. You can protect Kerbals from solar flares in Handed capsules, on the night side of the planet. New parts in the tech tree. Radiation hardened capsules for 1 and 3 Kerbals for long and hazardous flights. Radiation shelter – can hold up to 3 kerbals but unlike capsule, no ship control can be made from it. Radiation shielded NERVA – makes NERVA safe for Kerbals for the increased weight. Radiation shielded RTG – makes RTG harmless to Kerbals for the increased weight. Radiation shield – Similar to ablative shild protects the ship from radiation much be oriented to the sun to work. (Might require sun orientation system for the ship). Radiation shielded plating – allow you to protect your ship from radiation and expense of increased weight. Radiation deflecting field – unlocked later in the game provide shielding from radiation via magnetic fields very light but with high energy consumption. Hazard environment EVA suit – allow some protection from radiation environment (Moho dayside landing, EVE landing, Jool proximity operation e.t.c.) Radiation treatment – Allow slow Kerbal recovery from obtained radiation when resting in KSC. Thats what I came up. -
Is there any way to change the texture from orange balls to something else? I could not find texture in the mod.
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Ghost13 replied to Cilph's topic in KSP1 Mod Releases
If it is not so much pressure on your free time could you please provide another version for 0.23 with Nuclear Engine fix and maybe EVA comms and configurable control station limit. I know that you are going to make another version for 0.24 but its take time till the 0.24 will be released and even more time till mods will be updated for it. I'm sorry if I'm asking too much. -
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Ghost13 replied to Cilph's topic in KSP1 Mod Releases
@Cilph Hey, I was able to send you 50 euros! Please check the money arrival. @All If someone have problems with donate button you can just send money via paypal directly to Cilph via his paypal email a.t.p.hoksbergen(atmark)gmail.com even if donate button says that you can't send money. -
Protractor - Rendezvous Plugin - Under New Management!
Ghost13 replied to mrenigma03's topic in KSP1 Mod Releases
I'm ok with current Protractor impementation. But I would rather have a launch window timer (similar to Kerbal Alarm Clock) that will say 10 days till Duna launch window or 5 days till Eve launch window. This will simplify things a lot since I rather to do maneuver nodes that simply burn prograde and look for the encounter. -
Kerbol's asteroid belt, Version 0.2 Released! Perseus Fixed!
Ghost13 replied to Deadpangod3's topic in KSP1 Mod Development
Maybe someone will write the mod that allow selectevely choose the objects to display on map view. With all that lesser bodies it looks much more like real solar system. -
Kerbol's asteroid belt, Version 0.2 Released! Perseus Fixed!
Ghost13 replied to Deadpangod3's topic in KSP1 Mod Development
Can you put it somewhere else other than DropBox? I still get 0 kb files from this link. Ok good. The Sentar takes a lot of memory and I don't like it for non realistic planetes. I know it is possible with other expansions mods. I would like to help with the textures, I have several awesome Nasa images of real asteroids and was planning to mix them together. How do you create the normal maps from the texture? -
Now-defunct-thread-that-should-not-appear-in-google-search.
Ghost13 replied to Cilph's topic in KSP1 Mod Releases
The only issue I have noticed with multiple probe core is connection loss when undock\decouple. Since the decoupled probe have the same name as main ship tracking stations follow it instead of the main ship and you have to manually reconfigure the network to trak it. Nothing exempt that. I also found that although it is said that probe-cores have preinstalled omni antennas I had no connection on the launchpad unless some omni antenna is installed.