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StevenJ

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Everything posted by StevenJ

  1. SkyRex, on prior versions of your SKY config you had used KSC Switcher to have multiple KSC bases on Kerbin. Would you re added KSC Switcher back into the mod? 5 x Kerbin is kind of big and it is nice to have multiple launch locations.
  2. The mod has no dlls files, as long as TACLS is up to date it should work. All it does is modify the stock refinery to add additional functions to convert ore to TACLS resources.
  3. Delete the agency folder in the mod, it will fix the issue something is not set right with the agency cfg file and causes the null reference error. I had the same exact error, regardless if I started a new career or loaded an older one.
  4. I found the cryogenic engines to be not that useful to be honest unless it's a really large ship or a tiny upper stage, it's usually better to just use liquid fuel engines. You can play this config in career, just set the contract payouts and science payouts to 150 to 160% or so and it's playable. Odd I've landed aircraft at both space center locations dozens of times with no issues. I do use NuFar, the only time my aircraft blow up are due to crashes or aero stresses.
  5. MKS is confusing but not poorly documented. There are a lot of MKS OKS players out there but thanks and I understand. I just wanted simplicity with mining and Roverdude left examples in the ISRU config on how the conversion function works so I just copy and pasted it into a new cfg and changed the resources the ISRU converts ore into into TACLS. Why have additional mining mods to add more parts, resources, etc, when you can just add a few new functions to the stock ISRU and then use that saved space for other mods? That's how I view it anyhow.
  6. I think you are asking me this. What it does it lets you convert stock ore to TACLS resources, not TACLS Resources to something else. You can convert ore to waste however, it's called biomass. Also make sure you have a container to store waste resources on the craft you are testing or else when you convert the ore to waste it won't have anywhere to store it.
  7. Taranis I am glad you spotted my mod. I did send you a few private messages with the cfg file for the mod, albeit an earlier version, before release as I hoped you may consider including it in the default TACLS pack. Feel free to try it. All you need to do is put a craft that has an ore tank, an ISRU, and empty containers for water and oxygen and start converting ore away! it was surprisingly simple to write.
  8. I wrote TACLS Mining, I wrote it specifically to work for your mod and TACLS for simple self sustaining colonies to avoid having to install MKS OKS. Don't get me wrong Roverdude, if you read this, I love your work but MKS OKS is a bit big. The idea with TACLS mining was to just use the ISRU to mine for clean and waste resources for TACLS and your greenhouse. It's very simple. It just lets you convert ore to waste, waste water, and co2 which are the inputs for your greenhouse. That's it, very straight forward and you can mine for oxygen and water for tacls. I called the function biomass for waste but it still just mines waste as a resource which is one of the three inputs for your module.
  9. Does anyone here have a cfg to make procedural parts stretchy tanks work with liquid hydrogen from this part pack? I wrote a config but could only get liquid hydrogen to show and not LH and Oxygen.
  10. Skyrex, I decided to try your mod as I was looking for a good rescale and system revamp. Initially I though I'd want to rescale all the bodies to 5x but instead I find leaving at 3.7x is better, especially since a lot of people seem to be having issues rescaling stock planet atmospheric heights. I made numerous changes to the config also. I put Minimus back in orbit around Kerbin with a 30 degree inclination. I also moved a bunch of jool's moon's to syterion like laythe and pol and I made dres the outer most moon of jool, with val being the next inner. I noticed an odd bug, if you try to adjust Tylo at all it disappears, Kopernicus bug I'm sure. Also I wrote a remote tech config for the mod so both launch locations act as tracking stations, whilst removing the defunct space center location as a tracking station. I like the work you did a lot, it's a fun config that I think just needed a little extra work. I may need to send you a pm about possibly an 'alt' config. *Edit disregard remote tech config part. I reread through the post and saw you updated it for that already. I went out and wrote my own remote tech ground station config. Also did you bother to rescale antenna range 7x to compensate for the larger distances? I have a config for that.
  11. I didn't know KIS had updated I will update KIS on my free time and retry KAS. Thanks a lot!
  12. I'm glad you are keeping up with KAS but it keeps crashing for me while loading. At first I thought it was the cPort1 since that's where module manager was crashing so I deleted it. Then it crashed on the other parts. I can't get it to work. What version of module manager are you using? I'm using 2.6.3
  13. Nathan Just wanted to say THANKS! I had been looking for a guide to understanding the new velocity curves a few days ago and happened across your post a day ago! I figured out a lot of what you wrote here on my own such as percentage of engine power at mach value. A lot of the other things you wrote here really helped me. Regards, Steve
  14. TACLS Mining for version 1.02 I've always loved TACLS but disliked the fact there was little you could do off world to replenish your life support. This mod seeks to remedy this problem. It's one simple config file that allows the stock ISRU to mine water, oxygen, oxygen and liquid fuel, plus waste resources. To install this simply put the folder "TACLSMining" into gamedata. This mod requires TACLS for it to function. I would suggest you also download MunSeeker Mk1 Greenhouse on the KSP forums so you can grow food. TACLS Mining is designed to mine waste resources for the MunSeeker Mk1 Greenhouse so you can grow food off world. Also 'biomass' option in ISRU is waste. I just didn't want to call it waste but biomass is waste. Required TAC Life Support http://forum.kerbalspaceprogram.com/threads/40667-1-0-2-TAC-Life-Support-v0-11-1-20-5Apr Recommended MunSeeker Mk1 Greenhouse http://forum.kerbalspaceprogram.com/threads/84246-1-02-MunSeeker-Mk1-Greenhouse-(TAC-Life-Support-v0-11-1-20-add-on)-Update-May-4-2015 Download here [Download link to defunct website removed by moderator] License is MIT and is included in the download. ---------------------- The MIT License (MIT) [OSI Approved License] The MIT License (MIT) Copyright © 2015 StevenJ Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  15. I tried it and like it so far. I wish I reread your message because I uh uncommented the atmo changes and yeah lol! No big deal. Since Kopernicus has been officially released for 1.0 I am going to take your config and hack it more for fun! It's soo odd during my re-entry test, I came in at 5.8km/s then it was like a brick wall of air at 40km lol! This was with nufar. It has potential and thanks for including a rescale of remote tech antennas
  16. Yes that is correct, it has some issues such as wings don't seem to be generating lift but other than that it works fine. Though Roverdude said he's going to do some more refinement to the cfg file so it should be fixed in a day or two.
  17. Roverdude thanks but again please add part entry cost so they aren't all free! I appreciate all the work you do! Was great to see you in DasValdez' chat also.
  18. Roverdude, since you volunteered to update Firespitter to 1.02 entirely, would it be too much to ask you to add a parts unlock cost entry to firespitter parts? I know it's annoying having to do that but the mod was never update for part unlock entry cost. Thanks for all your hard work. I did test the fire spitter parts individually before you updated it by correcting nodes myself. Some wing parts did work. I use the jet fighter tail and the yaw control on it seemed to work fine.
  19. TaranisElsu Please check your pms, I sent you text to create a config file for the ISRU so you can convert ore into water and oxygen for TAC LS. I think others would want it so they can refill their life support off world. It was actually surprisingly easy to write.
  20. I agree, drag is too high. It was too high stock also as was lift low down, landing and take of speeds were much lower than in FAR. Squad always feels to me like they are compensating for 1. all the planetary bodies being 1/10th the size of Sol system, and the thrust of air breathing engines for turbo jets and basic jet engines being too high.
  21. They said they fixed parachutes and heatshields. Let's be specific, stock drag multiplier is too high. Needs to be set back to .6, there were good things done this patch as well.
  22. So is Squad going to create a MK IV system for those of who want huge SSTOs or should I be punished for wanting an SSTO with a bigger cargo bay than the MKII? Skylon's body is as wide and as tall as a MKIII, at least, nose cone is longer though to be fair. There are feasible near future technologies to make SSTOs possible. It's a reason why Squad was inspired to create a certain engine called a RAPIER than can do mach 4 + in atmo.
  23. As others have noted here, XB70 and I didn't know about the Tu-160, the B1B is huge to and can go to 1.5 times the speed of sound as well. Can't forget about the Concorde also, that was mach 2 plus with numerous passengers. Skylon will be the size large airliner and is designed to fly in atmo mode at mach 5.25. Yeah drag values on MKIII need work. I also discovered more drag bugs. MKIII fuel sections directly in front, and especially behind, a cargo bay produce insane drag. Sorry stock aero still needs work. Skylon's rough shape is the MKIII with smoother longer nose cone for less drag. Maybe there really needs to be a stock hypersonic SSTO cockpit for the MKIII.
  24. Was it a MKII based SSTO or MKIII bodied ssto? There is a gigantic difference, MKIII parts have insane drag.
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