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Everything posted by Putnam

  1. I'll report that have also experienced this, on two saves in a row, the second of which I didn't even have anything in space, it just seems to happen if I warp down after ~70 days of gameplay. Unfortunately, I'm running a sort of "high-risk" mod set (i.e. featuring at least one mod marked as not compatible with 1.12), so I don't particularly think posting a save would be helpful, as I could just be having unrelated issues.
  2. I would only recommend CKAN if you are incapable of navigating your file system or unable to wrap your head around zip files. OP doesn't have problems with installing mods, just stemam doing something unexpected. In fact, since CKAN requires the user to specify the folder for most installs, it would have failed the exact same way.
  3. For what it's worth, I have succesfully written a plugin in Boo in the past implementing a part module that could be used to slow down time. No idea where anyone got the impression that only C# could be used.
  4. OPM won't cause any problems unless you do something weird with OPM's own bodies.
  5. And btw: the weird name in the NHReparent config breaks RemoteTech. Renaming it to Kirbin fixed the issue.
  6. It's the issue where any objects in orbit around Kerbin tend to end up with severe orbital decay due to issues with reparenting Kerbin, which is almost definitely a problem with Kopernicus and not something I would really go here to bother about... in fact, I'd probably end up going and fixing it myself if it really bothered me, though that's really more of a personal problem than anything (really, pointing out an issue before going gung-ho to fix it is probably a good idea).
  7. ? No, I just think any issues should be on github, but I'm also not as familiar with the zeitgeist regarding error reporting in this particular modding community. Dwarf Fortress is small enough that it's a person-by-person basis (I personally prefer github issues), but KSP seems to have a good deal of sort of unspoken agreed-upon standards for a variety of things and I don't particularly want to stomp around and yell that people should do it my way. I guess the way I asked the question sounded more like "why aren't you putting it on there" than the literal "why isn't it on there", huh.
  8. Then why exactly isn't it an issue with Kopernicus? Or am I just missing it?
  9. Oh, trust me, I know how hard it can get. I've actually cheated to make creatures I've made harder to kill.
  10. Easy mode isn't much easier than hard mode these days. Food is trivial, once you know how to farm. Really, it's just getting to know that's the hard part. Once you know how to get a sustainable fortress up, the game is almost too easy right now.
  11. No, procedural parts seems to use TankContentSwitcher in its own content files exactly the same way the CryoTanks patch patches it... unless I'm misunderstanding something real subtle. EDIT: Just tested, the fix I posted above seems to work. If it does break compatibility with those who have MFT but not PP... I don't see how, since it only seems to patch PP parts, unless MFT uses parts with the same name.
  12. The Procedural Parts patch doesn't work without Modular Fuel Tanks installed due to this: @PART[procedural*Liquid]:NEEDS[ModularFuelTanks&!RealFuels]:FOR[CryoTanks] Fix: @PART[procedural*Liquid]:NEEDS[ProceduralParts&!RealFuels]:FOR[CryoTanks]
  13. I think TAC-LS requires a config to work with UKS but then said config might also might be included in UKS, I don't quite remember. I know for a fact that it exists.
  14. Yeah, I had it at 1000 before, set it to 100, found even that was too big then forgot to lower it before posting here, heheh. Anyway, yeah, I noticed the limits as I was making them and noted them in the comments. The wording by "still basically can't do" means "the configuration provided has no tools to do this yet". As for "sideways", yeah, I meant having magnetic axis be separate from axis of rotation. The magnetic axis of Arin is stated by the Dmagic magnetometer experiment to be sideways and one particular biome is given as the pole, so if I had rotations I could pretty easily set that up correctly. That was the only one I really searched around for, I figured the quadripole and huge tidal compression by parent body would rely on some sort of big rewrite after I had figured out all the various meanings of the options by perusing the code. If magnetic axis can be separated in a reasonably trivial manner, that'd be great. Quadripole radiation I can't even imagine the appearance of, except maybe by making some sort of fake inner body with gravity too low for the SOI to reach the surface, but that sounds highly dangerous and irresponsible. Plus, it won't display right. Also, I had the radiation belt contract issue earlier today as well... I got a high radiation warning and everything, did a geiger counter test to see if that would do it, recovered the whole thing, still didn't complete the contract. I have so many mods it could be any one of them, so I didn't bother reporting.
  15. 4) Not until 1.2. 6) Essentially, everything works with all of those. That's seriously it. Delete all the EPL parts but the survey stake and mallet and the rest works perfect. 7) Yes, TAC is still available. USI-LS is also excellent and that option is there. Which you use is up to your taste. I recently played a save doing basically exactly what you were saying (seriously, same goal including OPM, EPL, MKS, OSE and a Minmus base) and it was great.
  16. Here's a compatibility patch for New Horizons: // ============================================================================ // Radiation environments for New Horizons bodies // ============================================================================ RadiationBody:NEEDS[New_Horizons] { name = Arin radiation_model = earth // sorry, can't make it sideways radiation_inner = 20.0 radiation_outer = 4.0 radiation_pause = -0.010 } RadiationBody:NEEDS[New_Horizons] { name = Aptur radiation_model = anomaly radiation_pause = -0.010 } RadiationBody:NEEDS[New_Horizons] { name = Serran radiation_model = earth // still basically can't do weird magnetic fields (serran has quadripole) radiation_inner = 3.0 radiation_outer = 1.0 radiation_pause = -0.003 } RadiationBody:NEEDS[New_Horizons] { name = Sonnah radiation_model = giant radiation_inner = 30 //Should probably be more intense, given science data, but that would make early game WAY too hard radiation_outer = 3 radiation_pause = -0.007 } RadiationBody:NEEDS[New_Horizons] { name = Titanus radiation_model = giant radiation_inner = 200.0 radiation_outer = 5.0 radiation_pause = -0.010 } RadiationBody:NEEDS[New_Horizons] { name = Ete radiation_model = irregular radiation_pause = -0.002 } RadiationBody:NEEDS[New_Horizons] { name = Vanor radiation_model = giant radiation_inner = 200.0 radiation_outer = 5.0 radiation_pause = -0.010 } RadiationModel:NEEDS[New_Horizons] { name = tidus has_pause = true pause_radius = 0.5 pause_compression = 100.0 //this'll be towards the sun instead of vanor, but whatever pause_extension = 0.9 pause_height_scale = 0.45 pause_deform = 0.05 pause_quality = 50.0 } RadiationBody:NEEDS[New_Horizons] { name = Tidus radiation_model = tidus radiation_pause = -0.001 } RadiationBody { name = Etal radiation_model = earth radiation_inner = 10.0 radiation_outer = 2.0 radiation_pause = -1.000 } It almost definitely needs some tweaking; I said that Sonnah's inner radiation should be more intense, but last time I sent someone in they all nearly died of radiation poisoning before even dying of slamming into the "ground"... The rest of the comments are pretty self-explanatory... though tbh Tidus is a bit too weird even taking that into consideration.
  17. I made a Community Tech Tree config for the mod! @PART[massArray]:NEEDS[CommunityTechTree] { @TechRequired = aerospaceComposites } @PART[A2Reactor]:NEEDS[CommunityTechTree] { @TechRequired = nuclearPower } @PART[M5_Reactor]:NEEDS[CommunityTechTree] { @TechRequired = nuclearPower } @PART[A3Reactor]:NEEDS[CommunityTechTree] { @TechRequired = largeNuclearPower } @PART[m10reactor]:NEEDS[CommunityTechTree] { @TechRequired = largeNuclearPower } @PART[NuclearForgeCore]:NEEDS[CommunityTechTree] { @TechRequired = advNuclearPower } @PART[goddardEngine]:NEEDS[CommunityTechTree] { @TechRequired = improvedNuclearPropulsion } @PART[zubrinEngine]:NEEDS[CommunityTechTree] { @TechRequired = improvedNuclearPropulsion } @PART[pulseMagDrive]:NEEDS[CommunityTechTree] { @TechRequired = exoticReactions } @PART[CatalyticEngineR]:NEEDS[CommunityTechTree] { @TechRequired = advEMSystems } @PART[CatalyticEngineM]:NEEDS[CommunityTechTree] { @TechRequired = experimentalRocketry } @PART[CatalyticEngineL]:NEEDS[CommunityTechTree] { @TechRequired = giganticRocketry } @PART[fluxMagDrive]:NEEDS[CommunityTechTree] { @TechRequired = exoticReactions } @PART[3MPlasmaEngine]:NEEDS[CommunityTechTree] { @TechRequired = specializedPlasmaGeneration } @PART[MPD1]:NEEDS[CommunityTechTree] { @TechRequired = plasmaPropulsion } @PART[ThermalCompjet]:NEEDS[CommunityTechTree] { @TechRequired = aerospaceTech } @PART[OsirisFusionThruster]:NEEDS[CommunityTechTree] { @TechRequired = expAircraftEngines } @PART[Q-1RKannae]:NEEDS[CommunityTechTree] { @TechRequired = advEMSystems } @PART[KannaeDrive2]:NEEDS[CommunityTechTree] { @TechRequired = advEMSystems } @PART[KannaeDrive3]:NEEDS[CommunityTechTree] { @TechRequired = specializedPlasmaGeneration } @PART[MagnapulseEngine1]:NEEDS[CommunityTechTree] { @TechRequired = advAerospaceEngineering } @PART[VirtualDustTankLa]:NEEDS[CommunityTechTree] { @TechRequired = specializedPlasmaGeneration } @PART[MK4-RstasistTank]:NEEDS[CommunityTechTree] { @TechRequired = advEMSystems } @PART[VirtualDustTankMe]:NEEDS[CommunityTechTree] { @TechRequired = specializedPlasmaGeneration } @PART[MK12-M?Planck?Stasis?Tank]:NEEDS[CommunityTechTree] { @TechRequired = advEMSystems } @PART[MK15-L?Planck?Stasis?Tank]:NEEDS[CommunityTechTree] { @TechRequired = specializedPlasmaGeneration } @PART[VirtualDustTankXL]:NEEDS[CommunityTechTree] { @TechRequired = specializedPlasmaGeneration } @PART[processingunit]:NEEDS[CommunityTechTree] { @TechRequired = advIonPropulsion } @PART[refineryProc]:NEEDS[CommunityTechTree] { @TechRequired = exoticReactions } @PART[nuclearLab]:NEEDS[CommunityTechTree] { @TechRequired = nuclearFuelSystems } @PART[nuclearCenter]:NEEDS[CommunityTechTree] { @TechRequired = nuclearFuelSystems } @PART[dustpanel1]:NEEDS[CommunityTechTree] { @TechRequired = advSolarTech } @PART[dustcc]:NEEDS[CommunityTechTree] { @TechRequired = specializedElectrics } @PART[dustring]:NEEDS[CommunityTechTree] { @TechRequired = experimentalElectrics } @PART[P2N-45?Virtugenic]:NEEDS[CommunityTechTree] { @TechRequired = unifiedFieldTheory } @PART[P3N-65?Virtugenic]:NEEDS[CommunityTechTree] { @TechRequired = unifiedFieldTheory } I only changed parts that I thought deserved to be a bit later or in a more logical place in the tech tree--all in all, there weren't any vanilla-to-vanilla changes except where CTT added a higher tier in a branch and I thought it appropriate that a part would go higher (thermal compjet, dustcc and dustring are the only examples of that). Since we're on the topic of balancing, I found in the process of making this that much of the mod is OP as hell compared to many other mods. Note that I made the EC-to-VP converters require the "unified field theory" research node--one of the two final tier nodes, requiring 10,000 science each, a cost which in my current install is only shared by an alcubierre drive and a dumb little antigrav device I made as my first mod. I figure this is fair--it's basically infinite fuel, which is crazy. But with a tech name called "unified field theory", you'd damn well better be okay with crazy, ha. I made this config while testing my own mod--I was using the engines from this mod, noticed it didn't have a CTT config, noticed that it filled the exact niche my mod was holding (I only made an antigrav part for putting in the "unified field theory" node in the first place), so I just sorta stopped working on it and went to make this. Anyway, yeah, I like this mod. I'll probably tweak it some to replace Blutonium with some community resource stuff, but that's only personal taste, not a suggestion at all.
  18. RasterPropMonitor has this as a feature included, specifically for the reason you've described.
  19. Squad's policies and support towards modding are way better than Mojang's, so I doubt it'll go through the same development.
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