biohazard15
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It's Kerbal Attachment System - http://forum.kerbalspaceprogram.com/threads/92514-0-24-2-Kerbal-Attachment-System-%28KAS%29-0-4-8-Fixed-for-0-24-2-x86-x64-%29
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Koins! Gather funds from the environment
biohazard15 replied to ultrasquid's topic in KSP1 Mods Discussions
Sorry, wrong game. -
It DOES affect any plane parts or shuttle mod, if said mod doesn't have a config for FAR\NEAR. Basically, NEAR won't recognize it as something that should fly, which could lead to some funny (and potentially deadly) failures. Also, say goodbye to ridiculously large rockets with over the top TWR, and say hello to low-TWR, long-burn first stages.
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I've got a small request. Could you probably add small KAS containers to manned capsules? 10-15 by volume, depends on capsule - Soyuz has 10, while TKS has, let's say, 20 - because it's big. This idea came to me after I've downloaded Orbital Material Science mod - it has KAS-storable experiments that you have to return and recover (not science, but the experiment box itself). Since I use DRE, I have to design something that would allow me to return them safely; having a small trunk in descent module would eliminate this need. It would also allow to fly in or recover some small parts (like science instruments, which aren't cheap - like "double goo pod" from DMagic with its 21K cost. Or just store a spare solar panel or battery or something).
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Man, I cry when I see fairings made from stock structural panels...
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Hey, since when Soyuz engines has a core\booster setting?
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Love that Energia! Hell if I know, man I've tried it, it flies rather nicely (in this context, "nicely" means "better than rock"), which means I've finally managed to build a nice little spaceplane I suck at them, you know... The problem is that FAR and DRE does not recognize offset, and there is no hope that they ever will. Currently, DRE is super-easy with FAR. On Medium (aka old "default") settings, Tantares descent module can survive re-entering from the Mun, losing about 30 (of 250) ablative shielding in the process.
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
biohazard15 replied to nightingale's topic in KSP1 Mod Releases
Hmm, alright then. I've got "Initial relay" contract only once, cancelled it, and it never resurfaced again, so I guess it works. Also, not sure if it's intended or just an oversight: "Inner planets" contract is Trivial, while Mun contract is Significant, and the former offer a smaller reward than the latter.- 557 replies
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Here's some thoughts on Proton price balancing. - ALV-A: 60000 - ALV-B tank: 11200 - ALV-B engine: 4500 - ALV-C tank: 4000 - ALV-C engine: 2000 - ALV decoupler: 600 Fuel tanks are balanced according to "LF price + OX price = 23% total price", this formula is true for stock tanks. Engines are balanced against stock, KW and NP engines. ALV-A: not sure about that, but it has too much performance to be priced less, or it's just breaks balance. The entire rocket, ready-to-mount-payload, would cost 82900 - which is good. Considering its place in tech tree, I would say that it would serve nicely as a Mun\Minmus rocket, or heavy satellite\station launcher. Very useful if you've got a nice 300K contract for these stations or outposts. It won't either be almost free or burn a hole in your pocket with this pricing. Mind that real stuff costs more than $100M per one launch.
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
biohazard15 replied to nightingale's topic in KSP1 Mod Releases
A small suggestion, although it probably will have to be implemented on configurator's side. Can you include some checks, like disable "basic" contracts in case if user installed this pack on the save that already has some comm systems in place? Like me - I have three "comm rings" around Kerbin (150km, 1000km, KSO) and I don't see any point in establishing another ring...- 557 replies
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Made an UR-200 from Proton 2nd stage and Soyuz 2nd stage. Payload - Spiral-alike spaceplane. Not sure if this thing can be flown without MJ (its "Limit acceleration" feature is absolutely needed for 1st stage). Wings are for stability - it flips without them. The plane itself flies (or, to be precise, glides back to surface) surprisingly well, even with FAR and DRE (although currently DRE is kinda not "deadly" with FAR), which is surprising, if you consider amount of offset magic that was used to make it (there is several monoprop tanks inside the cockpit).
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
biohazard15 replied to nightingale's topic in KSP1 Mod Releases
Awesome work! But please, keep a manual install option. Many users do not use CKAN (including me), and many never will (again, including me - I prefer to manage my mods manually).- 557 replies
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Okay, on new Proton. Note that this is with FAR and KIDS in "Atmospheric only" preset. 1) 3-stage variant (Proton-K) - roughly analogous to my Sentinel, the same 20-ton dummy got to the orbit with about 700 m\s dV left. 2) UR-500 (without 3rd stage) - same 20-ton dummy, about 600 dV left. (Sentinel can also do that, but with around 350 m\s left). In this configuration it can be used as interplanetary probe launcher - change 3rd stage engine to something 2.5m nuclear (LV-Nb from KSPX is good for that), and add a 4-5-ton probe. With luck, you won't even need to use NERVA for circularization. 3) Second stage could have somewhat less fuel, and third stage could have somewhat more, but that's nitpicking. And price... You really should double it. 31K for a 15-20 ton launcher is too cheap.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
biohazard15 replied to ferram4's topic in KSP1 Mod Releases
Thanks! Well, that's a bummer. Funny thing is that this contraption re-enters (with DRE on Medium settings) and glides rather nice (with SAS always on, of course). It can even do a small course corrections. Since it's all what I need from it (it doesn't even has landing gears), I'd say that it's a nice little plane- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
biohazard15 replied to ferram4's topic in KSP1 Mod Releases
I've got a question. Parts that are hidden by using Offset utility - are they affected by FAR? This little Dyna-Soar\Spiral\younameit mini-spaceplane relies on it to achieve a good CoM. It's fuel tanks (eight capsulated and one cylidrified Stratus-Vs) are hidden inside the cockpit. It flies well - or at least it glides well, until you start maneuvering, which it doesn't really like. Also, I would like to get some general advice on it, as I'm a complete n00b at spaceplanes.- 14,073 replies
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Forcing DirectX11: 40% memory reduction!
biohazard15 replied to Captain Sierra's topic in KSP1 Discussion
Yeah, there is no AA (although, I didn't try to force it via NV control panel - that might work). -
Forcing DirectX11: 40% memory reduction!
biohazard15 replied to Captain Sierra's topic in KSP1 Discussion
Tried it some time ago. On my system (i7-980X, 12 Gb RAM, GTX Titan) OpenGL actually saves more RAM on my current mod setup (2.4 in DX11, and 2.1 in OpenGL - note that these numbers are measured right after launching the game and loading my career save). Also, OpenGL seems to work smoother than DX11 (also, no black stripes or other visual bugs). -
The Windows 64 bit Thread
biohazard15 replied to biohazard15's topic in KSP1 Technical Support (PC, unmodded installs)
I've had that bug in early versions (0.22 or 0.23, I believe), heavily modded 32-bit. Never managed to determine its source, though. Also, I've never encountered it in later (0.24 and later) versions. -
Just FYI, the Odin from NovaPunch is pretty much stock-alike PPTS. The only drawback is that it doesn't support DRE (yet).
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Nah, there's enough stock-alike American rockets already - you've got nearly everything except maybe Atlas (its 1 1\2 stage design is hard to reproduce, so use FASA).
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Soyuz T-10-1's LES fired for five seconds with 14g acceleration, and the descent module separated from it at 650m. In KSP, such LES would easily send your capsule into upper atmosphere, especially with FAR. Since 500m is "default" chute opening altitude in KSP, I say that 650-700m should be the target, maybe up to 1km.
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Oh, I almost forgot - please add some fuel into TLV LES. Currently it burns for half a second, which is barely enough to clear the rocket. I suggest quadrupling it at least (from 15 to 60), which allow a nice 2-second burn for safe escape.
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[PARTS] P.E.S.T. - Probe Expansion and Science Things
biohazard15 replied to -ctn-'s topic in KSP1 Mod Development
Nice Venera! RainDreamer, that thing is not a dish, but an aerobrake. Not sure if it can work as an aerobrake in stock, but I suppose it could work as such with FAR. Just look at what folding heatshield from DRE can do... -
I think is your main problem with Proton balancing is thrust. You simply do not need so much power in its 1st stage. 2700 in ALV-1 was already overkill, but now it's 3000, combined with bad Isp. In stock, it's not much of a problem. It gets worse if you use DRE or FAR. It gets absolutely BAD if you use both, especially with KIDS. Here's Sentinel, my Proton-esque rocket. The design dates back to 0.22(sic!!!) and hadn't changed since - simply because it's not needed. It flies perfectly with stock, NEAR, FAR, KIDS, DRE, etc. without any modifications (although I probably should remove these winglets). Payload is in range of 15-30 tons to LKO, depending on mods (15 tons in full stock, more if you add FAR\NEAR). Note the following: - With a 20-ton NRAP dummy, its TWR never exceeds 3. It will exceed 3 if you launch something smaller, but I have something cheaper for that. - When flown to 100x100km orbit, it ends with approximately 750 m\s of Dv in its 3rd stage (again, with 20ton dummy), with FAR and KIDS in "FAR to stock, Atmospheric only" preset. - The engines are following (from bottom to top): 2400 kN, 1400 kN, 475 kN. 1st stage may appear underpowered, but it's just an illusion - it does its job very good. That being said: Proton needs a really good nerf to its 1st stage thrust.
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