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Everything posted by captainradish
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I'm running Beyond Home which has (as far as I can tell) a slower day. What I've discovered with that is I have my monthly endings at somewhere around 45 days or so rather than 30. This mod doesn't seem to count days but some other measurement. It does make my campaign quite a bit longer than I'm used to.
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I'd say yes, as the Merlin 1a has the same mount and a larger engine. On a side note, I actually started checking out what's included in this and I came to the conclusion that I can remove BOTH Tarantes AND Bluedog from my install. I'm not going to deny that those two packs are both wonderful and quite detailed, but really the only thing I can build from either that I regularly used that I can't from SSTU is an Atlas-style rocket (1.5 stage to orbit) and honestly, I'm not really sure I can't. I've been really experimenting in sandbox and have managed to build a passable N1, a quite reasonable Soyuz, and a pretty much dead-on Apollo. Really, the only glaring thing Bluedog has on you is the Gemini stuff (2-manned capsules and accessories) and small landers. This pack is uncanny in what you can do with it. There's even a fair chance it'll supplant Station Parts Expansion. What would be the icing on the cake would be if you could use the station parts alongside Roverdude's OKS mod. I haven't played much with that so far, but as far as I can tell these parts have stock functionality only ATM. EDIT: They DO increase the base habitability, so there's that. They need to be combined with OKS parts and, unfortunately, OKS parts generally work better. Still, since OKS/MKS are really intended for permanent stations, the SSTU parts do have a niche. I love the station parts and REALLY love the DOS-style station cores and parts. Being able to build seven space stations that actually look different is uncanny. I love the different solar panel designs. This pack is awesome and I really wish I had discovered it long ago.
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One issue I just found: the "starter" orbital rocket (LR81-8048) doesn't come in a single-nozzle 1.25m configuration. The 2-nozzle one does, though. Is this intentional? EDIT: I discovered it's just the mount that has no 1.25m configuration. At least one of the others does.
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I had a mod up until I went through a mod culling that had a very nice feature: when hovering over a part it told you what mod that part came from. Unfortunately, I have absolutely no idea what mod that was. I'm sure someone here can tell me, though!
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Now this shows quality. Most authors would have made it a hard 30-days and called it done. This mod actually has a formula for figuring it out.
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Just wanted to come here and say this has very quickly become my go-to rocket pack. It's pretty much replaced every other generic part kit I've been using. It's great and I love it!
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Out of curiosity, how does the mod calculate a month? When playing stock it's roughly 30 days, but I'm currently playing Beyond Home and it calculates a month as about 65 days. There's nothing at all wrong with that, I just find it interesting.
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You know, I've been wondering why the Soviets developed a totally new rocket for their moon landing when they potentially had a rocket already in the Proton. Is there any known reason why they didn't?
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- totm march 2020
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OK, makes sense. It's not *exactly* free science, though. You're still paying for it. In many ways, it's better than the vanilla way of gaining science as it is much more realistic and extends the game greatly. I mean, normally you can potentially get to the moon within the first week.
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So it's possible to stage the launch towers and such? I only have the option of staging the base itself. Everything else I have to assign to a group.
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It just strikes me as amusing as the game apparently doesn't bother doing the "stage" group unless whatever it is that's being staged stays attached to the ship. That limits its usefulness a bit. The best use of it (and what I originally thought it did) would be to allow a non-stageable part to be manually staged.
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OK, so I'm not off my rocker. Interestingly, I just discovered that everything not attached to your vehicle will NOT work when assigned to the "stage" action (at least in my game). I assigned all my drop pipes to "stage" and accidentally staged the pad too far up the list (I think it was stage 3 on a 5 stage vehicle). When I hit space to launch, the drop pipes worked like they were supposed to but the vehicle remained attached to the pad due to the aforementioned mistake. When I corrected the staging problem, the vehicle launched like it was supposed to but the drop pipes did not drop. I highly suspect this is simply a problem with the "stage" action. I've actually never really played all that much with action groups despite having several thousand hours in KSP. I think I'll simply stage all my drop pipes and such on an action. The Soyuz pad, though, seems to have an issue itself. I put the gantry elevator and the fuel pipe both under the action group 1, but when I hit it it only seems to activate the fuel pipe. The pad seems to think the gantry moved, but it doesn't actually do so. If I hit the button a second time both things snap to fully extended then the animations actually start to work. Odd.
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Can you make a tutorial on how to stage these? The only parts that I can get to stage with the launch are the "integrated" parts such as the small launch base's clamps. Any towers require manually staging them. I can assign them to "stage" in the actions group, but they fail to do anything. I've been assigning things like the gantry's elevators and drop pipes to 1 so I can get them to release before launch. I'm at a bit of a loss as to how to stage "non-integrated" clamps. I figured out a little while back you cannot have the base as the root, so it's always the last thing that gets added to my launch vehicles.
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I'm just trying to figure out the logic of this. I mean, research and development isn't exactly something that investors would be horrified you're spending your money on.
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I love this mod, but I never noticed until just now really that when you send budget to R&D it decreases prestige. There literally doesn't seem to be anywhere that says this. My program went pretty much bankrupt because I didn't know this.
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I'm not sure if it has been noted here, but this should almost be a requirement for this mod: https://forum.kerbalspaceprogram.com/index.php?/topic/163882-151-161-172-nasa-countdown-clock-updated/ Also, I'm a little confused as to how to make the non-integrated launch clamps work. I can place them and can manually release them, but they don't seem to want to release on launch. Am I simply doing something wrong or are they not automatic?
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[1.7.3] GPOSpeedFuelPump continued v1.8.19
captainradish replied to hab136's topic in KSP1 Mod Releases
But is it this version? The author is listed as GeordiePigeonOwner. I'm a little confused. -
[1.7.3] GPOSpeedFuelPump continued v1.8.19
captainradish replied to hab136's topic in KSP1 Mod Releases
Out of curiosity, is this supposed to be in CKAN or not? It doesn't appear for me despite AutoAsparagus, SafeChute, and UNDOCKINATOR being there. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
captainradish replied to Paul Kingtiger's topic in KSP1 Mod Releases
I'm having a very odd problem with the four wedge section. I have a single with two monoprop wedges, one life support wedge, and a battery wedge. Basically, when the stage the core is attached to is fired, the wedges start vibrating uncontrollably and tear the ship to shreds. The ship operates 100% normally up until this point. I've used USII for quite a long time and have never seen this before. I downloaded it from CKAN if that matters. EDIT: OK, after further troubleshooting it appears to be some kind of problem with the life support wedge. If I replace it with anything else the problem doesn't appear. However, the addition of a one-height (didn't try it with larger) life support wedge will cause the death vibrations. Curious. EDIT 2: Ok, the vibrations are still there even when I eliminate the life support wedge, they are just very fine. Also, when I stick four life support wedges next to each other I don't have to wait at all for the problem, the ship is ripped apart in seconds. It looks like perhaps the parts are clipping? Is there any good way of fixing this? It wouldn't surprise me if it's some kind of issue on my end. My game is heavily modded and not all my mods have been updated for 1.6.- 1,553 replies
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Err, I'm having an odd issue with this and (I think) USI Sounding rockets. Basically, my entire maintenance budget is going to launches to where a good 95% of my budget is gone. I have absolutely no clue why. I have to turn off maintenance costs for launches otherwise I will go completely bankrupt. Any ideas? EDIT: OK, on further experimentation it's something do with BUILDING maintenance costs.
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[1.12.2] BARIS - Building A Rocket Isn't Simple
captainradish replied to Angelo Kerman's topic in KSP1 Mod Releases
Just FYI, I discovered that if you use quotation marks in your names (like I do constantly) the integration doesn't work at all. It throws an error about invalid file names. If you use apostrophes instead, it seems to work properly. Also, is it normal that I have a critical launch failure every launch? I have completed integration, but I have usually at least a tank failure if not a complete rocket shutdown every single launch. I know I'm really early in my career, but RL couldn't be THAT bad. OK, this is getting ridiculous. I've set the difficulty to easy, I've fully integrated my ships to a max of 25 reliability, SOMETHING fails EVERY launch. This is not at all fun. I was hoping this would be something like a more involved version of DangIt, but it's just being frustrating. I don't want to eliminate launch failures because that's pretty much the whole point of this mod, but what on earth can I do to make my rockets generally more reliable?- 571 replies
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