-
Posts
1,034 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Francois424
-
Possible to replace stock textures with RSS textures ?
Francois424 replied to Francois424's topic in KSP1 Discussion
okay, thanks ! -
Possible to replace stock textures with RSS textures ?
Francois424 posted a topic in KSP1 Discussion
Just a thought I've had while bored at work. Is it possible to keep the stock planet/moon's scale, while changing their textures ? I was thinking of maybe running a small game before 0,90 hits, and I'd like to change textures to experiment exploring the Solar System (well, up to Jupiter), but without the tedium of RSS. PS to SQUAD: no problem with your textures, but I want something different for a bit until 0.90 -
Not specifically for the Poodle, but for engines in general, there is a hue gap in efficiency from 380 to 800. Those "Useless/weak" engines should have better ISP to compensate, but that might make them unbalanced for the game as a whole if done (who is to stop players of mounting 10 of them and have say 550isp instantaneously ? But yeah take those 2-3 weak engines and boost their ISP to ~500-550; they'll see much more uses than in their current iterations.
-
I've given it some thought... and I came to this conclusion for really simple resources You "mine" Water (Duna, asteroid, Laythe, Vall, many others) -- bear with me. Water and lighting (electricity) using a "Greenhouse" part == Snacks! (basic life support) From water, you get H2 (liquidfuel) and O (Oxidizer) - Converting H2 gives Hydrazine (Monopropellant) - Converting O gives Xenon gas in small quantities So you have all 4 fuels, basic life support, resource mining and transformation, and it could be achieved with 6 parts no less (Water tank, drill, electrolyzer, greenhouse, and a part each to make either monoprop or Xenon). I know it's more complicated in RL, but I'm keeping it simple for the sake of it, and most likely more fun. I've been thinking about it for a while and I always come down to this "simple" solution for resources... anything else is just fluff and we already have KAS if someone likes it hardcore. LifeSupport being on rail when ship not active, I got no problem with. Anyways, just my reflection on the thing. Good night all.
-
I only use it for the Flight Computer. As such I have put all antennas to have enough range that they cover the entire Kerbol System end to end, and all dish are 360° coverage. I also found on the web a file that adds about 10 other control stations on Kerbin, meaning there is always one pointing outward to space. Oh and No signal delay too... got annoying after the first day or 2. However I still need to have satellites to cover for dark side of the different bodies. So far one per system seems to do it. I try not to put to many satellites out tho, that's how I crashed my previous game (was running out of memory from too many of them). Now the flight computer works like a charm. It's very useful for long burns (say that 90min long ion burn on one of my ship), as I can program it, hit "f5" and go to work if nothing happens for the next few hours. The fact it also follows the maneuver node helps a bunch. I really feel that the game should move to 64 bits before we start making too much part of the basic game. That and Unity5 for 1-2k part ships without lag. But on the subject of adding it ? sure, with a difficulty slider/toggle for those that don't want it, or want an easier version of RT.
-
@ Kamuchi : What is that gorgeous background you have and how do I install that ?
-
I've hit the maximum memory for my science/career game that I started in 0.23 I thought it was those new mods I had put in (RemoteTech2, ScienceContainers, and FireSpitter), so tried the texture management pack... no effect. Game loads out at 3.5gig memory usage, but as soon as I try to fly my planes around Kerbin, memory steadily rises to ~3.7 gig and crashes to desktop. Now I get why everyone wants x64 version... Now I wan it too. I can extend the life of my game by deleting FireSpitter and not use my Flying lab I spent so much time to design. But I don't really feel like it. Was planning to make it last until 0.26(0.90 now) and start a new career anyways, it just crashed 1-3 months early. So I explored Laythe with my flying lab on my other game, will try Duna this week somewhen. Oh and still have to build that Tractor ship to move around my unassembled space station. So I guess I know what I'll do until the patch comes around !
-
HMV Plays KSP! New series for 1.2: PreRelease!
Francois424 replied to Superfluous J's topic in KSP Fan Works
So you're not going to finish it afterall. You should update your signature then, it still says "Ongoing" -
If I may ask a request of the mod creator... discard if you don't want to, don't feel like it, or just find my request stupid. The flight computer provided with Remote Tech is the original reason I got the mod. It's perfect for what I need it for, and barring a few very rare and odd bugs (like not heading the correct way, or infinite spins when told to point to the maneuver node) works like an absolute charm. I kinda found out you need to have a connection for it to work, and found I started to love making this mod work to the fullest ! However, fact is I am running out of memory because I have like 25 satellites, plus all my crafts and bases and all of that. So I have to stop using it So onto the request, and I think you see me coming. Would it be possible to make a mod of ONLY the flight computer ? No parts, no signal delay, no checking if the satellite has sight of the KSP direct/indirect... I know there's mechjeb and stuff, but I only want YOUR flight computer to be usable anywhere even if not an automated ship... I would hugely appreciate if that could be a possibility. (until the day we get a x64 version that works fine, all the time) Thanks for reading.
-
electric propellors
Francois424 replied to JtPB's topic in KSP1 Suggestions & Development Discussion
There is another post in here somewhere that suggested the same thing. And obviously, I agree. No need for the whole Firespitter, only an electric propeller, and a fuel one maybe depending where it is in the science tree. I only got ONE piece from firespitter and that's an electric prop. Works like a charm. -
I love this mod (just tried it). Just one thing that irks me: I always store the science in the large mobile lab. What file do I have to edit and with what, so that I can "collect data" on the mobile processing lab? I tried adding @PART[Large.Crewed.Lab]{MODULE{name = ScienceContainer }} to the MM_ScienceContainers.cfg file, but that didn't work. Would appreciate a few tips. Thanks, this works well with ScienceAlert !
-
@impwarhamer: If the OP only take the parts that he needs. trashing the others, then he can have a lot more memory available. I installed B9 but kept like 5 parts, I also removed all the parts I never use from Squad's folder (such as the ant engines and many other). That's how I manage for now and hope for full x64 support in the future.
-
RPM and Infernal robotics ? ... What don't I do for a simple part, lol. Will give that a try in my test install of KSP later. Thanks for the pointers !
-
Thanks Kommitz; I'll update my engines with the new one, tho will be keeping the old .cfg for the thrust/weight. It was near perfect.
-
@MartGonzo Very very nice ship... what MOD is that from ? Ah found it... going to try and get the bubble part and animation working in my install if I can. That would make a very good cockpit most of the times.
-
Tried My Flying Science truck (for lack of better name, will name later) on Laythe. Few things went wrong: - The crew for the Lab didn't report for duty in time, and since Bob is still on the north pole with his Flying Lab and crew, nobody noticed it until it was too late. Oh well at least I have all the snacks and the Lab's room to myself for the trip now *smiles* - Staging had a short and ejected the beam containing all the parachutes... Tanbur Kerman kept screaming the whole time in panic, especially since we did not aerobreak enough into the atmosphere and bounced twice into orbit. - Third time's a charm and this time was flying into Laythe's skies. Only to realize the control surfaces where all seized-up. Quick thinking from Merzon's Kerman part, switched the Electric propeller to reverse at full power for a while, then back to pushing after a few minutes when we started regaining control. - ( I think this was OK right ? what else can go wrong ?) Well, the engineer who designed this Flying truck warned that the solar panels might not provide enough power to keep the engine 100% throttled at Laythe and that we should worry of the night, where 50% might be a luxury... And yet no land is in sight, all ocean. At least Tanbur had stopped screaming when we reached leveled flight... Where do they hire these newbies nowadays ? I wonder. Well after 90min of flight and slowly easing the throttle as night engulfed us, I spotted a 'deformation' at 135 heading... thinking it might be land we headed there and landed on a small island. good thing too, running at 50% throttle as the stars came out was pretty hairy. No damage, everyone landed safe and sound. - - - Since Merzon had kept so damned cool the whole trip, even smiling like a Bada55 the whole time, he went to plant a flag looking back at the truck, then control told him he'd had won his orange suit status for his act of bravery getting the team there. He was so happy and I went outside with him to take the picture : This flying Lab is really earning points with the Brass; Kerbin, Eve, and now Laythe. Next crew is heading to Duna I guess, I don't think it's going to work, but the engineers and the crews surpassed all my expectations lately ! They are calling me for supper, see you around guys !
-
Personally. there is one thing that would be cool about kerbal experience even *without* getting into skillsets and other thing like that. If a Kerbal becomes experienced enough (ie: you always bring him/her home), they gain the "Badass" status. If you want to push a bit more... add a color tier or 3 to the mix. So everyone but the big 3 startd with a white suit. And then as they get closer to the BadS, their suit changes. From white to pearl, pearl to light brown, and brown to red(or pink for ladies, why not)... that last color is the BadAss status. It would have to take a lot of time, and different action give more XP. Simply lifting off or docking give small amounts, but landing on another body gives the most. (hey just an Idea) I for one would probably pick a team of a dozen kerbals or so and try to be extra carefull with them. No need to alter performance, they just don't freak as much as they used to (like Jebediah) just a few thoughts
-
A more intuitive tech tree
Francois424 replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
I love that Idea. You could have these branches (quickly tought of) : - Unmanned flight, - Manned flight, - Plane engines(w/propellers and electric propellers eventually), - Powerful engines (ie: American), - Efficient engines (ie: Russian), - Scientific endeavors (ie: all science gathering parts amongst other things) And spread the science into these branches. As with the World of Tanks tech tree, sometimes one science of a branch could point towards another branch skipping a lot of the early researches. Say Advanced electricity might give you the magnetometer and/or electric propellers even if you haven't researched the tree up to that point yet. I would probably go for rovers and science personally, then manned flight to get my M27 cockpit or equivalent. I would also go with efficient engines, making launches a bit more tedious, but better range once in space. "Star-shaped" science is a really cool idea. Make it so ! -
Don't worry NecroBones, I enjoy looking at your creativity. And technically this is what you did today in KSP so it's fine ! Personally started planning about how best to bring all my station pieces from Kerbin to Jool and beyond (we all know bigger Kerbol system is coming one day, and I want to be ready by then). So far I thought of 3 options. #1- Make a 4 engine "future ion" tractor, using a derivative of the hybrid-ion pack I have adjusted to my liking, and pull the entire (unassembled) station with all of the pieces docked behind me. Might have 4 "Pylons" to split the weight around and make it less of a snake... then again in space it's not that important, but I feel a too long craft wont be able to turn at all, making maneuvers very hard. The tractor design is mostly on paper (blueprint stage), but so far this is the one I am the most leaning towards. #2- Make a lot of small launches in quick succession, and assemble the whole lot once there. The drawback is a lot of lost time and fuel with all the rendez-vous required. On the good side, if we still don't have unity 5 by then and less lag from superships, this might be a good alternative. #3- That one I've never tested, But there was a mod for mining metals and building ships in space or on moons. I believe I've seen it on 5th Horseman's channel, but it was buggy as hell back then. Anyways with that option, I only have to send a mining rig, a Kethane rig, and the first crewed "worker's" ship, and I can make all I need on spot, saving a lot of logistic nightmares from #2, or lots of preparation/dockings in LKO from #1. I would test that build around Pol (my favorite Joolian moon), in prevision for the next gaseous planets of KSP... Waiting patiently of the Uranus analogue... I guess I should take pictures if I should ever go ahead with it and make a story like Bronto's (shorter most likely, but who knows).
-
Finished my Satellite network (remote tech caused the came to hang solidly 3 times, slowing my progress down, something about mono.dll causing access violation or something) but I finally finished it, brought the carrier home with a few points of bonus science, everyone safe and sound. All of that only for the flight computer for doing my long burns (I like Remote Tech version better), too bad it's not available as stand-alone. Also learned that my upper playable limit is 600 parts. Below 600 it's easily playable, but beyond that it starts being annoying... Ok for a launch where I ditch a lot of it, but hardly worth it for inter-planetary travels. Sadly no pictures, but if you search this thread, my satellites are all "Fairies".
-
After many hours getting all the science from all the biomes of Minmus, I build this Ion Rescue ship to fetch the crew back home. So I try landing on minus near the ship and even tho I'm aimed on the node and should be vertical, I slam the ground at something that looked like 30 m/s of lateral velocity. I reload and manage to crash again and again... much to the pleasure of my friends watching me play... Only to realize I had the compass set to "Orbital" and not surface... well duh! Then I load all the science up and head to Kerban... loving my Ion craft. Get a nice intercept and landing. So I press spacebar... *Click* *click* no chutes open... "Oh for the love of f***** god, ... is happening again" *Click* *click* *Click* *click* *Click* *click* *Click* *click* *Click* *click* CRAAAASSSSSSHHHHH ! Oh.... oh damn.... Who forgot the parachutes ? What an evening... So many newb mistakes.
-
What would you want in the next update (0.90)?
Francois424 replied to EvilotionCR2's topic in KSP1 Discussion
A picture is worth many words : Here I am watching the view from one of the moons of the Uranus analogue of KSP, while waiting for my resource to fill-up... Better finish soon as I need to head back to my Uranus station afterwards. Yeah I know it's not soon on the radar, but it's nice to dream. Like I said earlier, I would settle for an electric propeller -
Also in an un-modded install, don't forget the nuclear engines or Ions, or both. When you get these two things, you can go anywhere and build landers of incredible range on some planets. Simply the best space engines in the game, hands down. (Great with something to do larges burns while you watch TV or Youtube, such as mechjeb or flight computer). [EDIT] oh yeah, all science instruments, it kinda go without saying.
-
Mostly what Pthigrivi and JumsterG said... It needs to remain rather simple and fun to use them, and heavy/costly enough not be the "magical part of infinite range" I am not as strong about life support, but I love the Idea of "snacks!", and the way it's been proposed is interesting as far as building a living, permanent, self-sustaining colony (one could think an enlarged greenhouse could act as a biodome for kerbals). I've been weighting getting into Kethane and other fun mods, but didn't feel like setting them up. Looks like it's coming to town afterall. The only problem that I have is that right now, the persistence of KSP is kept easy. A craft do not consume electricity unless being flown. And I like it like that because I often will go on a tangent (say a 2 months eve mission) before coming back to driving my rover on Dres. If persistence should change, especially with life-support included, it would force me to only play one mission at a time, which would suck. Beside that problem tho, everything's cool. If my crew doesn't eat while I am not playing them, that's fine... It does create another problem of setting a maneuver, switching to another thing, Time warp, and then return to my mission craft for a free ride... So any way you look at it, something goes sour (not that I'd abuse the trick, I don't right now with electricity, but still).