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petros_a_l

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Everything posted by petros_a_l

  1. The second download button is the stand alone version of this mod, which only uses toolbar. An icon of this mod appears on your toolbar and by pressing it you can see the various states of your ship like the gifs in the first post. The third download button if for the rpm version which doesn't use toolbar. You can only access this mod by using the monitors while iva. The first download with the complete edition have them both. You can use the mod either by pressing the toolbar button or during iva through rpm.
  2. As they should, unless Newton is wrong (only if you are talking about identical fuel tanks of course).
  3. I hope he gets well soon. I love your mod and can't wait to watch your next stream.
  4. I do, that's why I asked if it is only for people not using ATM.
  5. Am I the only one who can't see any difference memorywise between 5.2.3 and 5.2.2? My modded KSP used and still uses about 2.9 gb of ram. Is it for people not using ATM?
  6. Create a text document, paste this ACTIVE_TEXTURE_MANAGER_CONFIG { folder = BoxSat alpha enabled = true } save it as "BoxSat alpha.cfg" and place it in GameData\BoulderCo\ActiveTextureManagerConfigs folder.
  7. Great modeling and texturing, and great mod overall, but I believe the stock experiments (thermometer, gravioli, accelometer and barometer) could all fit in one bay. It is more space efficient to place them manually in the US empty bay. Also since you made your parts available for US maybe you are interested in BoxSat as well.
  8. Taverius if it is not a chore could you please explain to me what is this for? @PART[B9_Engine_Jet_Pod_Small] { @RESOURCE[IntakeAir] { intakeAirRatio = #$/MODULE[ModuleResourceIntake]/area$ @intakeAirRatio /= 0.01 @amount *= #$intakeAirRatio$ @maxAmount *= #$intakeAirRatio$ !intakeAirRatio = delete } } Great job by the way guys to all three of you!
  9. For a minute I thought I derped and lost my saturday night out for nothing (put a date next time plx ) . 22 minutes is TOO LONK!1!!
  10. In case I ****** up with the time zones based on the time you said it, you start streaming in 50 minutes right?
  11. I haven't tried this mod yet but since it is a parts mod it should work fine. I'm waiting for those solar panels/wings. If you are interested in electric propulsion check Near Future.
  12. This exactly was my only objection on KSPI lite thread. Thorium is probably the next step in nuclear reactor technology before fusion. China is supposed to have a Molten Salt Reactor ready by 2020, and the most οptimistic senarios put fusion at 2025 to 2030 although a more realistic guess would be around 2045. Maybe for simplicity you could change them to enriched uranium and thorium but droping the later completely seems like skipping a step, it is like going to uranium from coal.
  13. Any chance of letting us choose the stock toolbar even if we have blizzy78's installed (for other mods)?
  14. I really like the path WaveFunctionP chose with this mod. I believe that the hardest thing he has to do is to find just the right balance between fun and complexity. If he manages to succeed in that in my opinion he will turn KSPI from a complex and (new)user unfriendly mod which was difficult to coexist with other mods, to a fun and versatile one, trading complexity for gameplay depth. But the biggest trap here is realism. It is great to have things like reactors, engines and refineries work like their real life counterparts (or like we'd expect them to) with the right resources and chemistry but only up to the point that all this is keeps being fun. I'll make a simplified example. Let's say you want to extract Hydrogen from water and instead of just clicking "start" and the refinery pumps water in and fills a tank with hydrogen, you have to turn the refinery on, then turn pumps on, then start electrolysis, then start the filter and so on. The first is realistic enough and fun, the second although it is super realistic and maybe makes you feel like an astronaut in Europa the first time you do that, it will soon become a chore and you won't even read the buttons after the third or forth time, just mindlessly click them. That said more or less the only thing I didn't like is the removal of thorium. Thorium's molten salt reactor is probably the actual next step after enriched uranium's pressurized water reactor, which can even reprocess the waste fuel from the later one just like in the original KSPI. You could make it so the only thing you have to do is change the fuel type after some waste has produced (I know that this couldn't happen in the same reactor in real life but it is realism vs fun again, maybe Kerbals managed to put both of them in the same part!). I know that you can't make everyone happy so good luck again and thank you for not letting this great mod die. And also by no means I don't try to degrade Fractal_UK's work on the original KSP Interstellar mod. He obviously had put a great effort and time for both KSPI and ORS and I hope he will come back soon. Sorry for my grammar.
  15. node_stack_top and bottom for US_e_Dec_SafetyDecoupler250 (Universal Storage Safety Decoupler (Large)) are node_stack_top = 0, -0.180, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.212, 0, 0, -1, 0, 1 witch is the node size of an 1.25m part instead of node_stack_top = 0, -0.180, 0, 0, 1, 0, 2 node_stack_bottom = 0, -0.212, 0, 0, -1, 0, 2 I don't know if you are aware of that, just thought I should report it. Besides that thank you for this great mod and can't wait for TACLS support
  16. I don't know if it is already mentioned but the TechRequired for KW2mFairingCone (2.5m Fairing Cone Half) is flightControl instead of supersonicFlight.
  17. In case of a moon's coverage night time, is the time spent behind the parent planet while orbiting calculated as well?
  18. It is a really helpful addon. As long as the source is available and it has an opt-in, thumbs up from me! Also thank you for your great mod!
  19. You have to add/edit the following lines by either editing the antenna's .cfg file or by using Module Manager. If the antenna has an animation do the following: Find the animation's module. It will look like the example below, to do it quickly search for moduleanimategeneric MODULE { name = ModuleAnimateGeneric animationName = antenna isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna } add the line "allowManualControl = false" so it looks like this MODULE { name = ModuleAnimateGeneric animationName = antenna isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna [B][I]allowManualControl = false[/I][/B] } then find the module MODULE { name = ModuleDataTransmitter packetInterval = 0.18 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 } and replace it with the below MODULE { name = ModuleRTAntenna Mode0OmniRange = 0 [COLOR=#b22222]//this is the range of the antenna when it is deactivated/retracted, leave it 0[/COLOR] Mode1OmniRange = 2500000 [COLOR=#b22222]//this is the range of the antenna when it is activated/deployed[/COLOR] MaxQ = 6000 [COLOR=#b22222]//this is for the durability of the antenna if it is deployed in atmosphere[/COLOR] EnergyCost = 0.2 [COLOR=#b22222]//this is the charge drained per second when activated[/COLOR] DeployFxModules = 0[COLOR=#b22222] [/COLOR] TRANSMITTER [COLOR=#b22222]//this is for transmitting science and it is better if you don't mess with it[/COLOR] { PacketInterval = 0.3 [COLOR=#b22222]//this is how long you have to wait between packets being sent[/COLOR] PacketSize = 2 [COLOR=#b22222]//this is the size of each packet[/COLOR] PacketResourceCost = 15.0 [COLOR=#b22222]//this is the charge drained per packet[/COLOR] } } MODULE { name = ModuleSPUPassive [COLOR=#b22222]//this is for making the antenna able to forward the signal and be part of a relay network[/COLOR] } If the antenna doesn't have an animation do the following: Find the module MODULE { name = ModuleDataTransmitter packetInterval = 0.18 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 } and replace it with the below MODULE { name = ModuleRTAntenna IsRTActive = true [COLOR=#b22222]//this means that the antenna is activated by default like the DP-10[/COLOR] Mode0OmniRange = 0 Mode1OmniRange = 500000 EnergyCost = 0.01 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } I think that's it, and sorry for my grammar.
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