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archont

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    Bottle Rocketeer
  1. CKAN is trying to download - 404 https://kerbalstuff.com/mod/344/TweakScale - Rescale Everything!/download/v1.52 Correct URL is https://kerbalstuff.com/mod/344/TweakScale - Rescale Everything!/download/v1.52.1 I've tried to add a hosts exception so it redirects to localhost, but got stuck on it being a https request. At this point, I'm spending about as much time hacking away CKAN as if I were to do everything manually. Any way to patch the metadata or get the hash (eg. 4EF16F05-) so I can manually cache it?
  2. My mind is blown. I'm giddy with excitement, installing, will report back.
  3. I think my lander was too heavy and approaching too fast
  4. How much does this weigh and has anyone gotten it into orbit yet?
  5. Thank you very much, it would've taken me a while to figure that one out. Wouldn't suspect that mod to interfere with EPL.
  6. I'm having a problem with the EL, wondering if anybody has an idea what it might be. I'm using the mods construction time, MKS, joint reinforcement, KW, karbonite, NEAR, SCANSat, Mechjeb, Fineprint, Infernal robotics, NavHud, ProcFairings, Stationscience, Partcatalog, ScienceAlert, SelectRoot, RCSBuildAid, the NearFuture pack, Active Texture Management and TAC LS. Whenever I try to load a ship, a null craft is spawned and the load menu closes without any selection being made. The null vessel doesn't inherit parent velocity and quickly flies away when I try this in orbit. There's only one launchpad available in the menu, and that's vab-0. I can't get a vessel to load into EL, it just spawns a null vessel and closes the load menu. Loading the null vessel results in a black screen. Debug log complains about this being an uninitialized object. Using EL 4.4.0. Previous version was wiped, so there are no file conflicts.
  7. No, remotetech has a low ratio of meaningful gameplay to tediousness. Some ideas are worthwhile, like the requirement to have antennas on unmanned ships and a differentiation of antennas more meaningful than the insignificant broadcast duration. --- The idea of life support is great, because it also creates depth as far the manned vs unmanned choice is concerned. TACLS introduces three resources but doesn't do anything to differentiate them, or in fact balance them. A simple fun life support system would have two resources: 1) Short-term LS: ("air") bulky, easy to recycle, primary concern for small, short missions 2) Long-term LS ("food") less bulky, requires plenty of infrastructure to recycle, primary concern for big, long-range missions Snacks is an interesting twist, but by making itself optional by design, the additional difficulty becomes optional as well. Don't like it. --- Karbonite/Kethane/MKS/other ISRU mods/Orbital Workshop Those mods are basically a prototype of the mid/late game. The way I see the end-game, it's building an orbital drydock and assembling a mothership in orbit, homeworld style, then sending it off to another solar system. Squad needs to do some work on proper base and large-scale logistics before that can happen, though.
  8. http://i.imgur.com/6WxRYSil.jpg' alt='6WxRYSil.jpg'> Tried inclinarion 90, then inclination 0, no results. Orbital period definitely is between 59 and 1d
  9. I launched a 200-ton skycrane/workshop into Minmus orbit. It's the working end of a space station that'll be used to build my joolian mothership. Here it is, connected to a research module and the tug that brought it here It's 707 tons. I still have two modules to go, I think I can manufacture them in-orbit, though it'll require ferrying in MKS supplies. After that, it's onto the mothership. Launching payloads over 1kt from Kerbin is rather difficult.
  10. I imagine the name makes sense in-universe, I'm talking about the usability angle though. Both Karbonite and Karborundum are fuels, one has a higher ISP and can be found on different planets. Because of similarity in name and function, I can see this being confusing to players who didn't memorize the names yet or players playing on high-PPI screens where fonts have lower legibility. Carborundum is the better naming scheme with the capital C helping distinguish the two fuels from the resource panel, though I don't think there's a need for a full hungarian-notation-ish "Karbon/Carbon" prefix in the first place. When going for resource names go for short names that sound distinctive and can be abbreviated easily. Say I'm making a resupply list. I write: h20, o2, food, lf/ox, xe, mp - you'll probably decipher all of those easily. It's harder to make that work with Karborundum. I'm giving this feedback because resource naming and organization were a particular usability gripe I've had with the old interstellar. It's a small niggle, but one that could become hard to dislodge after other mods start building upon K+.
  11. I'll check it out later, always felt like having 2 tiers of extractable fuels would add depth to the gameplay. And the tier 3 fuel will be Karbounicyte? This naming scheme is unsustainable from a usability point of view. Too easy to confuse the resource names - consider renaming it to something more distinctive while it's early.
  12. Thanks taniwha, it's the first time I've encountered it. I reinstalled Karbonite and then the Karbonite-EPL conversion pack, the smelters work fine now.
  13. I'm having an issue with the smelter. When viewing the part in the VAB builder, it doesn't rotate like other parts. It scales Here you can see the part as it exploded out of my menu. The part attaches and otherwise works fine once dragged out of the part selection window, but mousing over it causes this kind of behavior. I have tons of mods but the smelters, all three of them, are the only parts to feature this weird behavior.
  14. I think contracts don't need to make sense, as long as they're possible to complete. Most contracts are pretty weird, in fact. Why would you want to test a 22-ton heavy booster in low munar orbit, of all places? You wouldn't, of course. Which means you'd skip out on the fun of building an ungodly contraption like this:
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