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JadeOfMaar

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Everything posted by JadeOfMaar

  1. Familiar card: [Cannot timewarp while vessel is under acceleration]
  2. Banned after I just ate a Chinese meat ban
  3. Banned because the debantors are not Cuban
  4. @Viisuri Are you using Kcalbeloh's home switch options? The first thing to assume is that Sun is being replaced and Kopernicus is disagreeing with the order of things between the mods.
  5. Sterling Systems Exotic Radiators The kind that everyone is expecting! This is a Liquid Film Radiator where the coolant is exposed as a contiguous curtain-like shower (flowing at several meters per second) and is caught and recycled. Each quality listed in the screenshot is associated with a catcher type (standard or magnetic) and a System Heat loop temperature (650K, 1100K, 1600K). This one and its 20m tall brother will be available on release and they include stack nodes for ease of clustering. I have some very welcome helpers working on things so these parts don't totally have to rely on a basic emissive gradient (like in 2nd pic) for the fluid film. Kerbal and Heat Control's Graphene radiator for scale.
  6. I am not sure what to hope to find in this case. I can only say, be absolutely sure that you have OPT 3.9.4.2 (the current beta), not 3.4.9 (previous beta) and always, always, cleanly install the mod (delete the the mod folders completely from your GameData before installing another version) unless told otherwise for some niche situation. No. This release is experimental and there is more that I want to add or change. A cockpit that is, itself, KH? Nope, never happening.
  7. GU would work just fine except where it alters Sun/Kerbol (it may clash with other mods that do the same).
  8. Sterling Systems Solar Thermal Where Sterling Systems really seeks to stand apart from other mods that provide solar panels is the provision of solar furnaces. In-game this means solar panels that produce ThermalPower, not ElectricCharge. This part and its kin operate much better at distance from Kerbol than the same size PV panel. Being a member of the World Power suite, this part unlocks after the previously shown World Power solar panel, has attach nodes for easy clustering and will directly compete with your base's nuclear reactor for the role of primary power source. The solar tower. Its inner clearing is 50m and its outer diameter is 120m. The reflector arrays can be configured (full, 2/3, 1/3) in case space or distance is a concern. The reflectors themselves won't have colliders (to prevent complications). This part is a solar thermal source so bring generators and radiators in order to use this. Sterling Systems Exotic Radiators Not the kind of exotic anyone was expecting, but still qualifying as far as how it works and how much it works. Per its requirement of IntakeAtm or Water in order to function and being aimed at use as part of a sprawling industrial settlement, this item is also a member of the World Power suite. An air-breathing radiator can handle quite the amount of waste heat. Just one of these fans will be more than what most players will ever need on their base. For System Heat players, the condenser block supports the fans and provides generous loop volume. This part is also intended to have some measure of loop temperature selection and not be subject to the penalty of mismatched temperature where it needs to serve.
  9. Actually, the keys for JNSQ's added planets should have the @ prefix on them. idk how but I confused myself and did that and the experiment gives the default answer "unsupported planets" for all of those. That's fixed now.
  10. @RedDwarfIV I just noticed your highly modded colonization [mission report] in which you use OPT spaceplanes. I'd really like it if you were to try out this WIP update, linked above, and give feedback.
  11. Keep a supply of survey stakes and use a single one, or a pair, and their direction functionality to control the position and heading of the segment you want to spawn. The position of the root part and the orientation of the ship editor you built the particular craft in are to be fully minded.
  12. @Krazy1 As it so happens I left a null in a JNSQ config. Please open GameData\RationalResources\Deployment\Pack_JNSQ\JNSQ_Custom.cfg and go to line 237 (if you have an advanced text editor) or (if you don't) find ResourceName = RareMetals then where you see MinAbundance with no value, give it a value. BIOME_RESOURCE:NEEDS[JNSQ] { ResourceName = RareMetals ResourceType = 0 PlanetName = Edna BiomeName = Whites Tag = Applied Distribution { PresenceChance = 100 MinAbundance = 8 // There was no value here MaxAbundance = 12 Variance = 50 Dispersal = 10 } } If the exact error continues, let me know.
  13. Release 2.0.6 Updated RationalResources: Added Kerbal Star Systems 2 support. Updated JNSQ support. Removed an odd need of RationalResourcesCompanion that resulted in B9PS fatal errors. Updated RationalResourcesKerbalism: Added MaterialKits prcoess. Updated RationalResourcesParts: Added boiloff configs to RR CryoTanks for a rather wide array of cryo resources. Updated RationalResourcesNuclearFamily: Removed Sterling Engines. RRNF will be baked into Sterling Engines.
  14. @KawaiiLucy 2021 is correct. The amount of changes I stared in the face of wanting/having to make had put me off for the longest time, but I'm finally over it. I've posted a pre-release (GitHub only, and on someone else's that I've been sharing in). It's pretty complete, except for what isn't. DOWNLOAD :: 3.4.9.2 (beta)
  15. It's bundled with FAR and Kopernicus. Download either of those. If you need the source then you might need to upgrade your search skills. I found its Git too easily https://github.com/sarbian/ModularFlightIntegrator
  16. The parts never left the stock category tabs (unlike what parts from some other mods do). They're always there.
  17. @Shadow Wolf TJC As far as "PartLoader Warning: Variable <whatever> not found in Part" is concerned, that's usually quite harmless. If, by chance, you have parts that use the Firespitter buoyancy module (namely the Firespitter parts pack, specifically) remove them and start KSP again. As for the exception you've shown me, another mod which affects docking ports and/or maneuvers is what's crashing your game and you'll need to troubleshoot and pick apart your install. I'm not going to mod my game as far as you did to investigate. That's not how the help desk works, sorry. There is a catch-all built-in. I found the need for this on my own while making this mod.
  18. @Engineer Gaming Install System Heat's extra: Nuclear Reactor Configuration
  19. @AtomicTech I got you covered. And the use of B9 Part Switch is a must (I personally don't write part upgrades that don't involve it)
  20. Howdy. You will find that all of the downloads for Sterling Systems and Psi Wedge contain a GameData folder for use as location reference. When you unzip and combine them, everything inside their GameData folder must remain positioned relative to the actual GameData folder. Any other positioning breaks the mods. You must have: GameData/SterlingSystems/<everything> GameData/PsiWedge/ You must not have: Another GameData inside your GameData Anything outside of GameData/SterlingSystems/ unless it's an optional modlet GameData/<Zip file name which tencds to also contain the version number> One mod inside another If you actually have this directory "Ksp/english/GameData/" then I figure you have entirely broken your game.
  21. Assuming you're using RealFuels Stockalike, this path exists. GameData/RealFuels-Stock/000_DEPRECATED/OPT/ Delete the OPT folder here.
  22. There is an RO-related config which makes the engines ask for LqdOxygen but I'm deprecating it in favor of Rational Resources Jet Family which provides fuel switching to them but currently doesn't provide RealFuels-alike options.
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