Jump to content

Ed Gauss

Members
  • Posts

    30
  • Joined

  • Last visited

Everything posted by Ed Gauss

  1. Huh, I stand corrected then. I didn't know you could modify resources themselves. Also the propellant thing is an error. Should be "RESOURCE" instead. I would correct my example, but I'll just direct people to the documentation instead and not give bad advice.
  2. How are you trying to interact with KSP's resources, and what are you trying to accomplish with them? Given your stated goal making "RealFuels Lite", I would assume that you want to directly remove some stock resources. This is impossible (and unwise), but you can do the next best thing: remove all references to stock fuels and replace them with your fuels/modules. For fuel tanks containing LiquidFuel, I would write this: @PART [*]:HAS[RESOURCE[LiquidFuel]] //This finds all parts with LiquidFuel in it { @PROPELLANT[LiquidFuel] //We want to convert the LiquidFuel to something else { @name = Kerosene //could be anything you want @ratio *= 6.0976 //Math to convert from LiquidFuel numbers to Kerosene numbers, as defined by Community Resource Pack } } Community Resource Pack is a mod that defines common resources used by different mods (like RealFuels). If you have installed several mods already, you probably already have it. More info here. Also note that RealFuel's license permits derivatives under the same license, as long as you credit the authors and state ialdabaoth's (who is awesome) awesomeness.
  3. I figured it was my end, as I had no idea what settings to use. Glad to hear it works. Perhaps I'll play around with it more.
  4. I run Arch, and this is one I use: https://github.com/ducakar/img2dds/releases. Once I got it set up correctly, it pretty much just worked. Do be warned though: It will convert everything in the GameData directory (or wherever you point it), including some stuff you shouldn't convert. Just move the Squad folder out of the way, or point it just at your mod folder. I tried using the GIMP DDS plugin, but I couldn't get any working results. I can get it to open DDS files though, so that's a plus. Your mileage may vary, of course. There's a full list of stuff here: http://forum.kerbalspaceprogram.com/threads/94638-Mod-Development-Links-Compilation-NOW-WITH-TABLE-OF-CONTENTS#4.4.
  5. Sabatier Reactor is still broken. Resources are being consumed, but nothing is coming out. It's also claiming that there's "insufficient storage". Here's a screenshot: https://www.dropbox.com/s/0ycni3l2iiu7jkt/screenshot1.png?dl=0
  6. Wow that is quite silly! I spent way too much time trying to figure out how much oxygen was getting transmuted to hydrogen before I posted here. If possible, I would suggest outputting LqdOxygen for use with the methane, though oxygen gas might be useful for TAC users.
  7. I think I've an error with KSPI's refinery module. When using the Sabatier Process, too much LqdMethane is being produced. When I have run the process with finite amounts LqdCO2 and LqdHydrogen, the vessel produces only LqdMethane without loss of mass. The Sabatier Process (with water electrolysis) should be producing oxygen in some form as well, accounting for about 61% (32 g/mole) of the product mass (52 g/mole). Attached is a craft file I used to examine this behavior. It should contain LqdCO2 and LqdHydrogen to produce 19.2 tons of LqdMethane and 28.8 tons of oxygen. Instead it produces 45 tons of LqdMethane, running out of CO2 before hydrogen. Since the refinery window gives no mention of oxygen, I'm guessing there was an oversight the last time KSPI's ISRU system was overhauled. Ether oxygen should be produced, or a loss of mass due to dumping of oxygen should occur. I could also have made some error in my calculations, but the refinery should not be able to maintain the vessel's current mass without producing some oxygen product. Whatever the problem is, thanks in advance. https://www.dropbox.com/s/j6la0c0rv2uxr3b/Test%20Rig.craft?dl=0
  8. Good news Beale! CKAN is now showing the latest versions of Tantares! Turns out that there was a problem with their indexing bot, which is now fixed.
  9. Ckan only auto updates mods from KerbalStuff. Mods that are Github exclusive need to have their metadata updated manually. Ven is pretty busy and I don't think he's on KerbalStuff, so someone will need to intervene manually to get the latest version up.
  10. There should be a button you can add in blizzy's toolbar should you have it installed. There might be a hotkey as well, but I would go toolbar on this.
  11. So much for throwing science at the wall. However, I was able to google off of that and found these two posts in a very familiar thread: http://forum.kerbalspaceprogram.com/threads/100067-The-Comprehensive-Kerbal-Archive-Network-%28CKAN%29-Package-Manager-v1-6-6-26-Mar-2015?p=1804311&viewfull=1#post1804311 http://forum.kerbalspaceprogram.com/threads/100067-The-Comprehensive-Kerbal-Archive-Network-%28CKAN%29-Package-Manager-v1-6-6-26-Mar-2015?p=1804520&viewfull=1#post1804520 Make sure you're on CKAN 1.6.6, and have curl installed. I'm guessing you already do, but it can't hurt to double check. I've been using CKAN since it first came out, so I might have gotten relevant certs before any updates broke things. That might be why I'm having a better time with things. Just a half-educated guess.
  12. Why not make it a separate part? You could resuse the textures from the two kerbal capsule, just have a different IVA. You could balance between the two by having the two kerbal capsule have more KIS storage or less mass.
  13. Weird. I can repeat the same errors when I run the same commands, but CKAN works for me. Have you tried running CKAN regardless? Bit of a stretch, but who knows...
  14. Hey Beale, the CKAN entry for Tantares is stuck on version 17.0. I downloaded the pack manually, but if you ever find time to fix it I would appreciate it. I've looked at the NetKAN metadata myself and couldn't find anything obvious, but I don't know much about how CKAN works.
  15. There's a zip file in the source download that contains the complied mod. Extract the source zip, then look for "MCM.zip" inside of the new directory (MCM-0.4.1).
  16. As someone who has been rebuilding all of his old lego sets for the past month, this is an instant install. Thank you!
  17. Thanks for the clarification! I'll look forward to future releases.
  18. The readme suggests otherwise: Could this be a mistake? I can't seem to make it out ether way.
  19. I'm having some problems finding the Ponderosa Module. I'm not seeing it show up in game or in the mod's assets for that matter. Tested on a clean install (UKS and this mod only). I've also downloaded and installed the mod again, moving both the WildBlue and Firespiter Folders into GameData, with no change. I can see there are Ponderosa-related assets on the MCM Github page, but none in the GameData folder. Could there be an omission, or am I going crazy? The rest of the pack is quite nice though, and solve many of the issues I have with standard MKS/OKS. Thank you very much for making this.
  20. Please do this. Anything less than a mission loss would make the crew accommodation aspect trivial. I suppose you could have the ship become uncontrollable due to mutiny, converting it into a tracked object: that would achieve mission loss as well, without outright killing the crew. It would even give the player a new, exciting objective to pursue as well! Regardless of what you do, I'm excited for what you come up with.
  21. Look awesome. Trying it out now. One piece of advice though: put your license in your post and mod folder. Otherwise this will get taken down, as per forum rules. That would be terrible if that happened.
  22. This is what I have observed, as seen in these videos: http://gfycat.com/IndolentThinFerret http://gfycat.com/BareMaleJanenschia http://gfycat.com/PeskyWeeDuckbillcat I've been tracking a similar issue in another thread. I'm convinced that this issue causes the autopilot to malfunction in cases of extreme torque-to-mass ratios. I've noticed some in this thread have observed the same thing as well.
  23. More videos, showing how the torque-to-mass ratio of the vessel affects the issue: http://gfycat.com/BareMaleJanenschia http://gfycat.com/PeskyWeeDuckbillcat Hopefully that demonstrates why I think this is an extreme case of bug #3861. Relevant thread: http://forum.kerbalspaceprogram.com/threads/103461-Power-and-RCS-are-drained-very-fast-when-using-Pilot-controls
×
×
  • Create New...