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Revenant503

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Posts posted by Revenant503

  1. 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. 

  2. 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

  3. 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

  4. 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?
  5. @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

  6. 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 :)

  7. 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.

  8. 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)

  9. [/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
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