Revenant503
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Posts posted by Revenant503
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Hi
Noticed a typo in MediumNuclearTank.cfg
the mass is set to 0
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Actually looking at the configs I liked the way you did that, your giving Fusion and Fission a reason but still leaving a space place for chemical which fits well.
The only thing I think it needs is a Community Tech Tree patch, although I'm not even sure of that considering how sparse the tree will be unless another mod is carried in.
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yeah but the resource converter in the hitchiker (in HitchikerStorageXontainer.cfg) reads
INPUT_RESOURCE
{
ResourceName = FissileOre
Ratio = 0.01
FlowMode = STAGE_PRIORITY_FLOW
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 60
}
OUTPUT_RESOURCE
{
ResourceName = FissileFuel
Ratio = 0.01
DumpExcess = false
FlowMode = STAGE_PRIORITY_FLOW
}
So my question is how are you mapping the resource FissionOre that is defined and you've got tankage for to the resource FissileOre which the ModuleConverter in the hitchiker uses becasue I can't see how your doing it and am obviously missing something
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Hi
Probably a silly question is the resource converter in the hitchiker right? Its converting FissileOre to Fissilefuel but has containers for FissionFuel and FissionOre (and FusionFuel) and I can't see the fissiles in resources.cfg ?
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This is definitely on my list for my next career game.
Recommending RSS - does that mean everything overbalanced vs stock?
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seeing this in the log for 19 different things (landing gear, some other mods)
[LOG 22:45:15.479] [ModuleManager] Applying node DeadlyReentry/DeadlyReentry/@PART[*]:HAS[!MODULE[ModuleAeroReentry],#leaveTemp[*]]:FINAL to VenStockRevamp/Part Bin/NewParts/LVTEngines/LvT15/LVT15
[LOG 22:45:15.480] [ModuleManager] Cannot find key leaveTemp in PART
[LOG 22:45:15.481] [ModuleManager] Error - Cannot parse variable search when inserting new key leaveTemp = #$../leaveTemp$I don't think that's a needs issue
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Didn't I remember seeing pages ago that if you had Connected Living Space a "Storm Cellar" effect was in place...so if you had major shielding on one Habitat component the crew could fit into that counted as major shielding wherever the crew were?
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Yaaay...thanks for that, This mod makes space stations much less of a chore
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@cicatrix I don't think that restrictions still there..at least my 1.1.2 Installs CKAN doesn't list any conflicts attached to CRP
Also back in the old days of KSP 1.1 (wow 2 weeks ago) I was using CRP and Kerbalism...you'd only really have the potential for trouble if you had another mod that used food or oxygen resources (which were the conflicting resources).
Its potentially more of a thing now because you've got people potentially using Kerbalism and TAC or USILS together, but I'm hoping shotgunninja is doing some magic with the resources if you use another LS mod
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Great to see this...a Nice two-man capsule has always been a big hole in the stock lineup
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Oh sorry that meaning wasn't really conveyed
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16 minutes ago, lude said:
anyone else getting this error in VAB/SPH? not caused by RT or USI LS
can't get to other screens
Have you got RT and USI LS installed?...they won't play well with kerbalism
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I hope this continues into 1.1...I always thought it was a fun mod that added lots to the whole local SOI experience
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Excellent idea. Between this and Simple Constructs and OKS (depending on how complex I'm feeling for that particular game) I think the whole "ugly part" problem with EPL has gone away.
I imagine with this you could delete just about every EPL part and just keep the DLL's to run your parts.
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Yeah untick the box and KCT and Facility reset are happy together
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Hey guys, you do know KCT has the option to disable its building management functions?
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Don't forget, more than anything else the Early Thor/Deltas were the original cut'n'shunt rocket design
Need a heavier satellite in GEO?...yeah we'll just add some castors
Not enough burn time?..Lets make a long tank Thor, or how about a bigger upper stage
Early Deltas are one of my favourite rockets, mainly because you don't see that kind of "make it work" stuff since Saturns came on the scene and they were the original lego rocket, and what could be more KSP than that
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Me tooo
I think the line
@PART[*]:HAS[@MODULE[ModuleActiveRadiator]:AFTER[DeadlyReentry]
should read @PART[*]:HAS[@MODULE[ModuleActiveRadiator]]:AFTER[DeadlyReentry]
(unbalanced square brackets)
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Purty!
And nicely stock alike rather than a FASA chinese puzzle box
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Any chance of a nice 2 man pod to slot in between the mk1 and the apollo?
I know there are a couple of other mods that do it but I thought it would go well with your apollo and lander work
Great models btw
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Now I'm really confused...Agena or Angara? Considering the rest of the Mod I thought Agena was appropriate but looking at context no I'm lost
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Weird thing a few packages like ModuleRCSFix
running CKAN on a 1.0.5 system, I can still see the ModuleRCSFix package visible and showing a max KSP ver of 1.0.4.
Also for that particular one, I remember seeing a reddit comment from NathanKell that that wasn't required in 1.0.5 (and the release thread now says "obsolete in 1.0.5)
If your recording max KSP versions why is ckan showing packages out of version?
Also...I'd love a better filter mechanism in future ckan for 1.0.5 is currently 8% single aircraft releases if you count packages for example, which is useful for some but kinda noisy for others.
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On 11/27/2015 7:05:53, Yarbrough08 said:
I definitely need feedback on stuff like this. My rationale for having 250 electric charge (back when I first released it) was to maintain control through reentry in RSS sized KSP. I could lower the value for stock though and provide a MM patch for those with RSS, 6.4x, 10x, etc..
An RSS or even more preferably a RO config would be splendid (RO really needs more 2Kerb pods, come to think of it...everyone needs more 2Kerb pods)
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[/QUOTE]
Just confirming it works...I didn't particularly like uninstalling all of RO and bunch of other things, so I just deleted solver Engines and downloaded a new copy of V1.11 and installed it - The way CKAN seemed to put he upgrade in was troubling.
Hopefully 1.14 when it comes around will be nicer.
Oh...it seems AJE and Animate emissive are tied together..downgrading AE requires a downgrade to Advanced Jet Engines to 2.4.1
KSP Interstellar Extended Continued Development Thread
in KSP1 Mod Development
Posted
Toolbar is currently at 1.1.2 but it works fine for 1.1.3 according to the toolbar forum. I noticed that when I change the version file in toolbar so max version is 1.1.3 and do a refresh KSPI appears (yay). Its probably because toolbar is a dependancy in the metadata .