jofwu
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Everything posted by jofwu
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I've had KIS installed since I started my 1.0 career, but I'm just beginning to really use it and figure it out. And I've got to say... bravo KospY! Your work is brilliant. I had a Minmus ship with some spare fuel when a contract to save a Kerbal in Minmus orbit showed up. I didn't have room for him, but I rendezvoused anyway. I figured maybe I could push him around into a Kerbin orbit for easier rescue. And then I realized... I've got an engineer with me. Gememma Kerman hopped out, removed the parachute, screwed the new guy's pod on top, and then reattached the parachute on top of that. Had to take reentry a bit slower, but it worked like a charm! This mod is so full of possibilities and it encourages creativity on a whole new level. Well done, and thank you.
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V3 Beta is old, from before Edge of Oblivion. Edit for clarity: He first produced "Astronomer's Pack" followed by a v2 and v3 version. THEN Edge of Oblivion. THEN Interstellar. Interstellar v2 was a minor update to the first. His pictures remind you of the old stuff because it was even older.
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My game crashed two or three times this weekend when I had a probe set to execute a maneuver node (on different occasions). The game would crash just as the ship began to burn. I've got a number of mods, but it seems like RT might have something to do with it so I'm starting here. If I upload the crash report is there some way to tell what might be going on? Which file do I need to upload, and what's an easy site to load it to? Thanks.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
jofwu replied to stupid_chris's topic in KSP1 Mod Releases
Got a question... I'm a mod over at /r/KerbalAcademy where someone recently asked about an updated parachute calculator. The original parachute calculator is pretty ancient, but I know a lot of people found it useful. My first thought was that an update would be impossible, given the new aerodynamics. But I'm pretty sure that RealChute is able to make similar calculations for both stock and FAR aerodynamics. Can anybody shed some light on how RealChute does this calculation? I guess maybe the drag from the ship is negligible compared to the parachutes? Would it be possible to do something similar with stock parachutes? I don't think I have the time or skills to make an update myself, but I'll refer people here if they do. Thanks! -
The good news is that I think your logic is right. The bad news is that I think it's already been done. See this thread: http://forum.kerbalspaceprogram.com/threads/94396-0-24-2-EvaFuel-0-0-1 I think it's working without problems in 1.0.4, but it IS technically out of date. So maybe a new take would be a good thing. If you make something, post it in that thread. They'll probably be interested.
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Maybe you're just being sarcastic... But Squad doesn't manage the subreddit. It's a community driven thing. They certainly won't be saying anything about the situation. Spread the word that /r/KerbalAcademy is available if people have game related questions.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
jofwu replied to Starwaster's topic in KSP1 Mod Releases
So... what does 1.0.3 mean for DRE? Sounds like they snagged a lot of the ideas that set Deadly Reentry apart. Assuming DRE development continues, how will it differ from vanilla KSP?- 5,917 replies
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What do all of the tools do exactly? Could this information be added to the pdf guide in the future? Seems like a pretty big omission.
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I don't seem to be getting any KSS contracts. I started a new career in 1.0.2 with KSS 1.something installed. Version 2.0 came out a few days later and I hadn't done any KSS contracts yet, so I removed the old contract pack (deleted from Gamedata) and installed the new version. I have since updated to the current version. I've got contract configurator version 1.2.6. Is there anything I need to do to kickstart things? Before I upgraded to version 2.0 I had an offered contract, so I'm assuming there's not a certain part or node that has to be unlocked first. I'm knocking out the 160 point science nodes now and still haven't seen the initial contract come up. Is there anything in a config file or my save that I can do to fix this? Any ideas? Thanks!
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Yeah, this is what I was after. It would be nice if you could just use a few clicks to say "balance all tanks *on the same stage*".
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Sorry if this is a pesky question... I have the old version (1.something) installed in my career game. It should be safe to update as long as I have no active/offered contracts from this pack, right? So if I open my game, decline any contracts from this pack, terminate any contracts from this pack which I might have accepted (but not completed), and then save... It should then be safe for me to delete the old Kerbin Space Station folder and copy over the new one. Is that correct?
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Strongly agree with Deimos_F. Well, I dunno if I feel like it's a missing aspect of RemoteTech itself. I can understand why some might not want this functionality. But I personally don't have a lot of time to play KSP and there's a LOT of fun things in the game I want to do besides repeatedly check and adjust my satellite constellation. That's not fun and it's not a challenge; it's just tedious. I imagine a VERY simple mod which let's you enter a Period for the active vessel. Hit enter and it immediately quickloads with your ship in the new orbit. It preserves your current inclination, RAAN, argument of periapsis, eccentricity, and mean anomaly. No drastic changes. It literally just scales your SMA to get the desired period. And you could even put a range requirement in, so that your period has to be within a certain margin of error from the desired period for it to work. It's not a matter of cheating. It's a matter of I-have-better-things-to-do-with-my-time.
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
jofwu replied to nightingale's topic in KSP1 Mod Releases
Is there an easy way to disable the KSC Science contracts? I've always felt that the KSC science points are too cheap. I always limit myself to the runway and launchpad. I can just decline those contracts, but I'd rather if they didn't show up. Thanks!- 469 replies
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[1.0.2] LiquidTanks: LF-only tanks for nuclear engines
jofwu replied to FishInferno's topic in KSP1 Mod Releases
Woops, sorry I tried to ninja-delete my post. Turns out Porkjet has already done it. Not fast enough! It's not so much the RAM usage as it is parts list clutter that I was afraid of. For some people though I think yours is definitely a better solution! -
Is there a way to make this ALWAYS balance LiquidFuel and Oxidizer?
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
jofwu replied to Starwaster's topic in KSP1 Mod Releases
There is one major distinction: in KSP 1.0 the amount of heat a part can handle is dependent upon the entire mass of the part. But in reality, the outside surface of a part heats up much faster than the inside. Parts don't fail because the entire part hits a max temperature. They fail when the outside edge of the part gets too hot. Deadly Re-entry introduces the concept of "skin temperature"- the temperature of the skin/hull/outside edge of your parts. By default, only 10% of a part's mass contributes to it's ability to absorb re-entry heat (rather than the full mass). So skin temperature will heat up a lot faster than the overall part temperature, and reach explosion levels more easily. On top of this, Deadly Re-entry is just generally tuned to make re-entry more... deadly. Oh, and Kerbals can die from excessive G forces.- 5,917 replies
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Sounds like this mod would simply need to be changed to look for "skinTemperature" and "skinMaxTemperature" under ModuleAeroReentry rather than the normal stock equivalents. Or... I suppose you might want to compare both to be sure. On reentry, skin temperature would definitely be the issue, but perhaps it's possible for total part temperature to max out by other means (solar radiation, engine overheating, and so on) before skin temperature. Maybe. Not sure how they compare.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
jofwu replied to Starwaster's topic in KSP1 Mod Releases
Do Ablator and AblativeShielding work the same way? Or does DRE wear them both in the same manner? If so... for those who just want Ablator, wouldn't a simple Module Manager config to swap parts with AblativeShielding to Ablator work? Or vice versa? Just have to remember to disable that first before reporting any apparent bugs. Also, I'm just curious... I dug around in the files and wasn't patient enough to find an answer. How does DRE determine "skinThermalMass"? Is it always 10% of thermalMass as in Starwaster's example above? I saw some MM configs which seemed to specify some DRE values for individual parts... But I would assume there's a general case for other parts we happen to have. And do the values I saw for individual parts match this general case? How does all of that work? Oh, and same question for skinMaxTemp. And now that I think about it... What about specificHeat for non-stock parts? Does the game assign a number or is it up to mods to include that in part configs? And if they don't, what happens?- 5,917 replies
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Gah, I must have missed that second line. Thanks. Also, I haven't had a chance to look into the details yet, but... any chance this is compatible with Deadly Reentry? Considering it uses different temperatures for failure, I'm guessing no. But I just wanted to point out that I, for one, would really love if this mod were DRE compatibility.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
jofwu replied to Starwaster's topic in KSP1 Mod Releases
There have been a few reentry heat warning mods show up over the last two weeks or so. Does DRE come with any such functionality, or can anybody recommend a mod which works well with DRE? I'd prefer to have a sense of when my ship is about to blow up before it actually does. It's not fun when ship's just explode out of nowhere.- 5,917 replies
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So... maybe I'm just missing something, but I had a problem. I got the guage set up the way I wanted and then chose the option to remove the button from the stock toolbar. Later I realized that it's right in the way of waypoint distance/ETA information. I had the thing locked, so I need the settings to remove it. But the button's gone now... Is there a way to get them back up that I don't know about? My solution was to uninstall and reinstall, which worked fine of course. I just wondered if there was a better solution.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
jofwu replied to ferram4's topic in KSP1 Mod Releases
What's the lowdown on the "RealChuteLite" implementation? Sounds to me like stock parachutes don't know how to work with FAR, so they needed some adjustments in the part configs? RealChute parachutes will of course come with this functionality built in (that being stupid_chris's responsibility), but for those who don't use it... they need something for the stock parachutes to work. Is that the story? Also, how will FAR v.15 play with stock heating? (until DRE is updated)- 14,073 replies
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In the latest version, if you are playing in SCANsat mode (rather than Default), can you use the stock resource overlay in map mode? Or does SCANsat disable that feature, only letting you see resources on the SCANsat maps? Love how far this mod has come, but I think it might turn me off it makes a stock feature feel like it was broken off.
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
jofwu replied to nightingale's topic in KSP1 Mod Releases
So, let's say I start a career and already performed the first Anomaly Surveyor mission... I don't think the 2nd has shown up in Mission Control yet... And let's say I have decided NOW that I want to incorporate SCANsat into my game. Would adding the Anomaly Surveyor SCANsat requirements break something? I'll probably risk it anyways, but I figure if the answer is "DEFINITELY YES" then maybe I can be stopped in time. And if it's "probably not" then I won't have to hold my breath when I try it out. Thanks!- 502 replies
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