Kass
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Everything posted by Kass
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This is the SECOND thread in two days I've seen where you have been either insulting, rude or downright abusive to the authors of a mod. For someone that joined less than a week and a half ago that seems quite idiotic to me.
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It's ok, I found the problem. Tweakable everything required updating.
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Does anyone else have problems with the decouplers in this pack? I seem to get constant effects in the VAB and they are not recognised as decouplers. If there is a solution for this I would be very grateful
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[1.0][Release-5-0][April 28, 2015] Active Texture Management - Save RAM!
Kass replied to rbray89's topic in KSP1 Mod Releases
Awesome thank you. 515MB saved for me -
[1.0][Release-5-0][April 28, 2015] Active Texture Management - Save RAM!
Kass replied to rbray89's topic in KSP1 Mod Releases
How do you find out that info, where do you look please? -
[1.0][Release-5-0][April 28, 2015] Active Texture Management - Save RAM!
Kass replied to rbray89's topic in KSP1 Mod Releases
Loving the extreme reduction pack. I've literally not installed any of the custom reduction packs and KSP with all the usual culprits ( AIES, KW, B9, NP, Kethane, EPLP, City & Clouds, Alternis etc) run with no probs at about 2.5GB. Thanks for your work on this rbray, have some rep -
In real life, they cool the incoming air-stream at 1000°C to 2000°C to -150 °C in less than 20 milliseconds (faster than the blink of an eye) In KSP stock, nothing I think. In conjunction with KSPI they work with the thermal mechanics incorporated by that mod and stop engines overheating at high speeds in atmosphere. You literally cannot build hypersonic aircraft/ SSTO without them when using that mod.
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Bah, well that is a PITA.
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I must have messed up my install somehow, I seem to be able to build anything I want even when I have zero rocket parts. Anyone know what I've done wrong? Please and thank you
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That's not true anymore. This mod is what you want. Not sure if it works with the B9 docking port but it definately works with the stock shielded docking port and allows you to connect shielded docking ports together or to normal docking ports in the VAB. I imagine it wouldn't be too difficult to get working with the B9 one if it doesn't.
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I don't think you need the speech marks around Kerbin. In kOS the speech marks generally represent what you want to display using the print command and is not used for anything else (although I could be wrong about that).
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Kass replied to NathanKell's topic in KSP1 Mod Releases
Ha yeah, just discovered the same. We need to make additions to the MM resizing cfg to bring the rest of the parts in line. -
Hmm true, but it is easy enough to make your own. Go into the B9 folder into the parts section and into the Cockpit_S2_Body folder ( I think). In it is the .cfg file for the Structural_6m part. All you need to do is a right click copy, right click paste on that in that folder. then open the .cfg in notepad or something like that. You need to add fuel to the name so it is something like B9_Cockpit_S2_Body_6m_Fuel to avoid conflicts and just paste in a fuel module with the amount you think based upon it's size: RESOURCE { name = LiquidFuel amount = 4800 maxAmount = 4800 } If you are using modular fuels by NathanKell, then you will need to go into the .cfg of that and just add this new named piece plus the amount of fuel the that parts holds to make sure you can change the fuel type to whatever you wish modular fuel style. Piece of cake really.
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I watched that last night. Amazing film
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Modular Fuel System Continued v3.3 (OBSOLETE)
Kass replied to NathanKell's topic in KSP1 Mod Releases
@ Mmmmyum: How does Krag's planet factory incorporate with RSS? -
You genuinely made me crack-up when I read this Yeah, it's a great mod and tbh, pretty much essential. I have basically every mod under the sun installed and this is the only way I can make any sense of my parts list in the VAB SPH.
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That is how it already works dude. Click on the icon assigned to kethane and it will only show the kethane parts. Same for all other mods. All the others parts vanish until you re-enable them. Have you even installed and tried this mod?
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Thanks bothersome. I'd adjusted a couple manually but hadn't done all the others. This saves me the bother.
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Kass replied to Fractal_UK's topic in KSP1 Mod Releases
Hmm well sounded like he was whining that Fractal was doing too much work for free for us. @ Doonydoom. Travelling at hypersonic speeds generates enormous heat. At speeds exceeding mach 5 the intake air temperature exceeds 1000 degree Celsius. The precoolers mechanism that has been introduced allows integration with the B9 pack and specifically the SABRE engine and pre-cooler. The SABRE pre-cooler cools air from 1000 degree C to -150 degree in less than 20 milliseconds and is essential to the functioning of the engines at that speed. It would be inconsistent, as well as stupid, to have to fit radiators (thus ruining ones aerodynamic profile) to an engine that would obviously overheat when the actual technology exists and the parts for it exist in game. It would then also be inconsistent if you could overheat a rocket engine travelling at that same speed but heat itself didn't affect the jet engines. I personally think it is a great way to homogenize the way all parts work in the game and gives an excuse to fit the really cool looking SABRE pre-coolers to the SABRE engines more than just thinking "these look great even though I know they don't do anything except add mass to my SSTO". -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Kass replied to Tiberion's topic in KSP1 Mod Releases
Ask and you shall receive: Forum link - NovaPunch-2-03a-Texture-Reduction-Pack-(Extreme) -
Haha yeah, it would. Good point Great minds think alike
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Kass replied to Fractal_UK's topic in KSP1 Mod Releases
What do you mean exactly? -
I think integration with Flexrack would be amazing. Have stackable cryopods, that can be transported around like frozen cattle almost. They are already going to be integrated with the other life support mods with resources and stuff like that being incorporated into them. This surely would be a natural progression?
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Kass replied to Tiberion's topic in KSP1 Mod Releases
To be helpful, here are links to some of the texture reduction packs. Novapunch reduction pack spaceport link Squad stock parts reduction pack spaceport link rbrays excellent active memory reduction mod forum link B9 aerospace reduction pack spaceport link KW rocketry reduction kit spaceport link These packs installed together will literally save GB's of your RAM footprint. Wish I'd checked how much they all saved in total while installing them. Installing all these packs will leave loads of room for a shed-load more mods without experiencing the CTD on load or in-game happening. I run at 2.5GB with all these chugging away in my install. Edit: Switching to half-res textures saves a large amount of RAM too. Not sure how all these packs will add up on 0.23 but according to rbray, Squads new loading methods aren't the greatest they could have been in this update.