-
Posts
1,034 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Francois424
-
If I get a free version of KSP I know of a friend that will like it very much. He tried 0.25 back then and loved it. Happy Holidays everyone !
-
Victory conditions for career?
Francois424 replied to Pawelk198604's topic in KSP1 Suggestions & Development Discussion
Quite true... -
Water related features
Francois424 replied to 322997am's topic in KSP1 Suggestions & Development Discussion
What I'd like to be able to do with water is produce LFO, or just O2 (Life support). A small electrolyzer part to replace the drills would do. That way I can produce fuel while exploring the oceans of at least Kerbin/Eve. How to determine if it can be processed ? I would say go with Density. -
Victory conditions for career?
Francois424 replied to Pawelk198604's topic in KSP1 Suggestions & Development Discussion
If I had to or rather if I could, the winning conditions on career would be as follow : - Collect 100% science on all biomes/areas in the game - Finish the tech tree (with any mod add-ons you might have). - Get two of each job (Pilot, Engineer, Scientist) to 5 star, a Male and a female Kerbal... if they die, you do not meet the condition and have to retrain new ones. - Land and take off with one ship from each planet/moons and at least one asteroid (different ship can be used on different planets), yes that includes EVE, but not Jool and other gas Giant if any are added. - Reach maximum reputation, and unlock every buildings. - Build a space station which can hold 16 kerbals, and at least 20k units of every fuel in the game, around a body outside the Kerbin sphere of influence (so Moho, Duna, Jool, Eeloo, Kerbol, etc). - Build a small refinery with 4 resource converter, 4 drills, and can hold 20k ore and about 5k of each refinable fuel type. - Perform at least one docking in space. - Plant a flag on every planet/moon. I think that about covers it. Personally, I have done almost everything on that list but I would still not have won yet. -
Beside the obvious parts you guys requested, and excluding any mods that do any suggested parts : - 2,5m Nerva (Same ISP, 250 thrust)... Why? It replaces 4 regular Nervas. - 1,25m Ion Engine (25 thrust), 2,5m Ion Engine (100 thrust), both with their usual 4200 ISP. (Replaces spamming ion engines) - 1,25m RTG (Replaces 4-8 small RTG's ?) - 2x2, 3x3, 4x4 "stick it on" Solar Panels. Only look to KerikBalm's plane to realize how much parts count he'd save... I think that thing has 78 small solar panels. With 4 4x4 solar panels, he'd save 60 parts count (nice plane btw). Not to mention the performance improvement he'd gain from reducing that part's count. - Electrical Propeller (At the very least a 1,25m one) them reaching 100-125m/s when not pulling/pushing an overloaded craft is PERFECT ! - Nuclear Generator working on "Kerbanium" to generate electricity for a very long time... Think 10 Kerban years running continuously at 100%. "Kerbanium" should only be able to obtained from designing ships in the VAB (so resupply missions should be required to far outposts and motherships). To prevent abuse of "free energy" the generator should be Extremely expensive and somewhat heavy. Think about a mission to Eeloo, Tekto or Urlum ? Perfect ! - A 1,25m (maybe a 2,5m 4-man equivalent as well), 2-man cockpit like this would be super nice too : - Having that Pump mod 5th Horseman has been using for the last year would help tremendously with managing ships and docking with refuelers. For those that have no idea what I am talking about, imagine you could set a number to your fuel tanks from 0 thru 9. By defalt they are all at 0. But if you set another craft's fuel tanks to 1 then when you dock the fuel transfer starts immediately between your refueler and you ship. No need to select different tanks, find the ones you clipped inside your ships to make beautiful and all of that. BOOM done. It works for anything like Xenon, Ore, LFO... Amazing little mod I will install in KSP1.1. It needs to be stock IMHO.
-
How borked is Eve's atmosphere in 1.05?
Francois424 replied to Gojira1000's topic in KSP1 Discussion
What we are getting is something extremely similar to what is shown in this (outdated) thread: http://forum.kerbalspaceprogram.com/index.php?/topic/27103-inflatable-heat-shield-test-pic-heavy/ But it's the same principle, a 2,5m part (which you can land with if you have long landing legs or if you build smart), that expend to a 10m one. -
It really depends on the shape of whatever you want to send in LKO. Sometimes I get out with 3.5k, other times it's 4.5k. A sleek rocket is usually the cheapest, but you gotta send the big station/mothership parts in space sometimes !
- 10 replies
-
Well, if I design a rover to be a speedcar I have been able to drive at 50m/s for good periods of time, but the rover needed to be ultra-light so no science package, no ISRU, no heavy cockpits, and no rugged terrain. My un-manned 0.25 "Opportunity Spirit" rover (a look-alike of her namesake), was able to do that and survive an impressive amount of beating. However the more heavy the rover, the more careful you have to be. Ideally (IMHO and as of 1.0), a rover needs the following: - A place to store experiments, so a command pod or a mod like science containers, or a modded part to act as a storage device (easy to do). - Retractable Jet Wheels as they are more durable and have more ground clearance. - Rugged Wheels for traction and acceleration... unless you use ant engines for that, but you need an ISRU setup for re-fueling (or electric props / compressed air thrusters). - The obvious science package (Science Jr, Goo, Barometer, Seismometer, Graviolly, Thermometer, and the Air sample thing that looks like an air duct), and (optional) an antenna. - Some means of electrical generation, a few RTG will do or a bunch of flat solar panels (or retractable ones). - You also need a cockpit for crew reports (and realism but not required in stock). - Remote control pod is always good... your pilot may go outside or you might not have a pilot... SAS makes for much safer driving and saved my backside very often... And you can have them 'control from here'. useful. - I *strongly, strongly* suggest one of the largest reaction wheel per ton. I usually do with less myself, but it helps to keep your rover alive in difficult to drive terrains. Life saver here as well. - Extend your wheels forward and back, left and right... Hexagonal pattern 2 - 2 - 2. On larger rovers such as an ISRU rover like Jim's I usually go with 8 or 10 wheels for both redundancy and stability. You want your wheels to be 1 meter outside of your rover in all 4 direction if you can/want to be as stable as possible. - The rover needs to be as flat as possible. Tall rovers are a bad idea, generally. I might be forgetting important stuff, but these where for a land-based rover. When you want a faster rover, it gets harder very quickly !
-
I use rovers to collect Biomes on moons/planets. I usually drop a crew of 2-3 (4-5 in case of bringing a science lab, but not required anymore), and pick them up once all biomes have been acquired. Planning a route is essential, but I seldom study a Biome map before exploring a planet/moon as I feel guessing is half the fun as well ! (DUNA Craters had me go for 3 hours until I game up and looked it up... Let's say no amount of craters would do... lol) You don't have to do Rovers in KSP, but I feel it's half the fun ! So I build rovers to be tough and be able to handle 20-30 m/s (for sanity's sake). On Moho I was limited to about 15 m/s because of the rugged terrain tho, and I assume some worlds will be more challenging (Laythe, Tekto, Eve). Yes, it takes a long time, but I don't shy away from a good 30-60min drive every now and then. Most recent patch(well maybe since 1.0) has messed-up the reaction wheels AND docking mode, making rovers have too much torque when hitting the key to go forward or not doing anything (docking mode)... hopefully Squad implements driving throttle or driving mode; that would make driving on the ground so much easier, because on low-G worlds is a major pain. So far I've successfully got all Biomes with rovers on Mun, Minmus, and Duna(with an ISRU rover VERY close to JustJim's, both in performance and accessories). I did rove a lot on POL too, but that was before Biomes. I am developing both a boatplane Rover (finished as of yesterday but missing electric propeller or compressed air thrusters... concept works with "unlimited fuel" cheat on tho). You've seen my thread on "Identifying parts", that's my next project for Tekto and Laythe (and most likely Eve as well, and any future atmospheric bodies with rivers of water/other liquids). Really love "roving" around tho !
-
Okay, no problem. Merry Christmas and happy new year =)
-
If you don't mind me asking, what are those side tanks with gray-black stripes ?
-
* Bows to the Master * I guess you can ignore my other message on your video then. Thank you for your help, kindness, and for continuing the series !
-
Continued mining ore to refuel my mothership in orbit of Moho. Almost done and in one more landing it is done. Started work on getting every mods I will need for 1,1 (n/m the fact most will need to be updated) and has gotten many ppl to help me identify the ones I had no Idea of (see my thread in progress on the forum, but almost done). My next project will be reproducing Youtuber Baconfortress_Live!'s "Scott's Feather" from the video "Kerb-X Interplanetary Space Program Episode 14: Sojourn at Sarnus pt2". I want to add a set of rugged wheels and airplane wheel (more durable) instead of landing struts to be able to move around... if it works it will be my most advanced rover yet. But we'll see... Christmas time afterall and time will be short. I might just continue experimenting with boatplanes instead.
-
Worst case scenario, I'll just mod the part to add the code for electrical generation... I'll ask the YouTuber if he remembers where he got them from. EDIT: Done! Now waiting for his reply. Got an answer: « I am glad to hear there is some discussion regarding my craft somewhere! I have not been on the ksp forums forever. It is very likely a radial battery that you see on the exterior, I generally utilize the Universal storage options for power generation, in the case of "Scott's Feather" you will notice the 4 bay storage compartment directly in front of the cockpit. » I would've swore that was a fuel tank. Begs the question as to what a "4 bay storage compartment" is and where does it comes from ?
-
Haha np... Looks like our buddy used a lot of Necrobones' I found the landing gears he used in the video on another craft, and the nosecone on this craft from "Modular Rocket Systems - Parts Pack" indeed. Not finding the generators in the screenshots Mr. Bones provided... I'll take your word for it, and I've downloaded the mod. A hug thank you for anyone helped, as opposed of getting told to "Go on the mod forum and read" (read thru that many mods, one by one, to fine one or 2 parts is NOT my idea of fun). Thank you !
-
Thanks Danny, I indeed thought of using stock fuel cells if needed, although it is unclear in the original video if that is what is being used. I just fired-up the game to check, and the underside of the large generator is not the same... I gues these are generators from another pack afterall. Looks like I'll be able to build myself a version of that "Scott's Feather" for 1.1 regardless ( Mine will have aircraft wheels and rugged small wheel to be able to explore a bit more ). If anyone knows what those generators are, let me know ! Thanks !
-
It does, thanks. That was the most important part. And the mod was updated for 1.02 on the last page so that's really great; only minor adjustments here and there as needed and good to go ! I'm surprised it's only 1,25 meter, but looking back at the picture it makes sense. One down, 2-3 to go !
-
** Finished, thanks everyone. Now we wait for 1.1 ** Look at the picture below... There are a couple things I am interested in knowing (as far as what mod the parts are from) : ( For the "Big Picture", you can look at them from the source YouTube video : https://www.youtube.com/watch?v=SEvziceJXMM #1- The propellers with build-in blue nosecone; was told maybe from KAX... yes/no/where ? #2- The cockpit... At first I thought B9, but could it be from Firespitter or KAX ? on the right side of the picture is the bunk bed inside that cockpit I think... if not, I want to know where that comes from too. #3- we don't see them very well, but there are generators stuck on the side and I think on the top. (Possibly from "Modular Rocket Systems - Parts Pack"? Remains to be confirmed). #4- Those larger Red bordered tanks looking like radial RCS tanks... I'd like to know where to get them from as well. #5- (just noticed) the gray-white striped side tanks with the two 0,625 batteries slapped at both ends... I thought it was stock but the stock ones are 1.25m ! Thank you for any assistance ! (Almost 100% into planning mode for my upcoming 1.1 game and some stuff I cannot easily identify )
-
Hey all, just a nice Idea I had. Just make a line in the .cfg that allows users (any of us, or even the devs at later date) to set a file to play upon entering a planet's atmosphere. Something amongst the line of copying songs into a "/ksp/music" folder, and support say ogg and mp3 formats. in the CGF file, you will have "MusicPlayed=[true/false]" and then the name, say for Duna: "GustavHolstMars.mp3" and a third one for "Repeat=[True/False], X" where X is the delay in seconds before restarting the song. You could improve on the idea with 'InOrbit' or even 'InSphereInfluence' to make this game a real jukebox. If nothing is stated, the game goes default as it is now A simple line for each moon/planet would be perfect. Sample of my Idea:
-
will do.
- 13 replies
-
- 1
-
-
I sent a PM to Kommit Him/herself. With any luck he still roams the forums and would be in a good mood to throw me a bone here. If I could have the original mod (well the one with the rounded parts) in DDS that would go a long way/ If not it's going to have to stay as a TGA file (should not be much of an issue with KSP 1.1 64-bits coming (SoonTM) but I wanted to standardize to prevent any future issues. Thanks for your help tho.
- 13 replies
-
Opening the ZIP file I have 2 folders: DDS4KSP & Source Going into DDS4KSP I see the DDS4KSP.EXE, and I run it : "Unhandled exception" (in French as my system is in FR), but the program opens if I hit 'continue' "Folder -> Open" does not allow to open a zip file, but selecting the un-zipped Kommit_Nucleonic folder, It finds 5 files (normal as I've reduced the mod to 2 parts, the fairing and the FTmN280) I Hit the 'Explort all to DDS' button. I Hit the 'convert' button (Keeping all default values) *BOOM* Unhandled exception again... I click 'continue' again... No files gets converted. Just my luck with computers... haha. Anybody else have any Idea ? In the troubleshooting thread of DD4KSP someone reported same issue but no answer was given...
- 13 replies
-
Well I get all sorts of exception errors... The first one when starting it (which I can bypass to get to the program. I pick the proper folder it detects 5 files I select to convert all 5, and get another exception error of the same type than the first one. something about DDS4KSP.IMGManager. I've tried coping all the DDS4KSP files into one folder... just to test; no effect. Looks like it just does not want to be easy.
- 13 replies
-
Thank you, getting a little late tonight, and just did a refuel mission to my Moho mothership, so think I'm going to try it tomorrow evening. I'll get back to you and tell you if it worked =) Thanks again.
- 13 replies
-
- 1
-