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Cosmonauth

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Everything posted by Cosmonauth

  1. I don't think that limited ignitions should be a thing for thermal engines and nozzles. In Kerbalism it's present for chemical engines, since they must be ignited somehow. I say this to legitimize my actions by removing reliability module from thermal engines till next KSPIE release xD
  2. I was so excited reading this, but I'm kinda disappointed after some testing: It is really nice to see KSPIE integration with Kerbalism mod, but it comes with the grain of salt! I don't know how is that balanced when Halberd engine has unlimited ignitions, and don't require reactor. On the other hand, spaceplane with the reactor and "Phoenix" engine has only 1 ignition (ok, 2 with high quality setting). What's the point of having hybrid mode then? This kind of reliability renders thermal engines useless for SSTO spaceplanes, and if these restrictions are by design, it's sad. I'm aware that it's possible to remove reliability module from thermal engines, but that's not what I want to achieve. Also, it's possible to have an engineer to repair engines after every maneuver, sounds like a lot of fun =)
  3. @Mathis Chatard Holy thrust that does look scary indeed xD It seems like my instructions were unclear, or your text editing skills aren't that good. I've reproduced you issue, then I've edited OPT_B9PS.cfg, and bam! To make some kind of excuse, I'll provide you with the file that actually works. Be warned it has different name than original file (to avoid confusion). Make sure you've deleted original OPT_B9PS.cfg before you start the game =)
  4. @FreeThinker I am sorry for tagging you, but I believe I found a bug: ModuleStorageCryostat - when added to parts with already present EC resource, removes it and leaves only electricCharge buffer. It happens when vessel is loaded (runway), In VAB/SPH all values remains as they should be. In my case it happens with OPT Cockpit parts. To make it all playable I have to remove ModuleStorageCryostat from that parts with MM patch, which makes stuff kinda unrealistic. Once again I apologize for being impatient, but I'm stuck at home quarantined, playing games, you know =)
  5. @Mathis Chatard I guess, the problem is: 1805:[LOG 10:46:32.944] Deleting node in file OPT_Reconfig/OPT_B9PS subnode: @PART[jk_3m_adaptor|k_3m_fuelTank]/MODULE:NEEDS[B9PartSwitch,!Pathfinder,!Kerbalism,!ModularFuelTanks,!RealFuels] as it can't satisfy its NEEDS This means that B9PartSwitch didn't apply, coz Kerbalism is installed OPT_Reconfig/OTP_B9PS.cfg removes Firespitter dependancy, replacing it with B9Partswitch. If you delete it, and your OPT tanks will be handled by Firespitter (you have it installed) If you want to use B9Partswitch for OPT tanks, you have to edit the file, removing every "!Kerbalism" but not "Kerbalism" in it. @JadeOfMaar You might want to look into this, also, it's great that you keep OPT alive, appreciate that.
  6. @Mathis Chatard I play Kerbalism with OPT, but I also use KSPIE which provides its own fuel switcher, so I've had to remove tremendous amount of patches and edit some lines from OPT_Reconfig xD If you provide your /Kerbal Space Program/Logs/ModuleManager/ModuleManager.log (zip, upload, lnk) - Maybe I would be able to help
  7. Ok, after some poking around I've figured out the following: ModuleStorageCryostat - when added to parts with already present EC resource causes the problem, described in my previous post. I have no idea if this a bug, or a feature.
  8. I'm experiencing an issue with Fuel Switch: I'm using parts, with fuel tanks, so they get handled by LF/O Integration patch. But these parts also contain Electric Charge Resource, and it's values somehow gets altered by Interstellar Fuel Switch. I can see correct values in the VAB, but it's always 0.04 for the loaded vessel. Part on the screenshot must have 4200 Ec (visible in VAB) according to MM Cache These are my ModuleManager.log and Modulemanager.ConfigCache Part on the screenshot is j_cockpit_qs - from OPT Space Plane mod
  9. Did "rated ignitions" thingy got removed with 3.8? My engines last forever atm with no restrictions, I want my hardcore back =) UPDATE: oh sorry, gotta apply 3.9 right now. My bad didn't pay attention =)
  10. Yay! one of my favorite mods got updated! Time to kill some kerbals xD
  11. Greetings and salutations! I have a problem with OPT and Interstellar Fuel Switch and/or B9 Partchswitch, I really have no idea atm. My current mod set relies on KSPIE and Kerbalism mods. I have B9 Partswitch installed and all that stuff works fine together w/o any conflicts. When I install OPT and OPT reconfig - OPT parts do not contain any fuel tanks at all. If I remove OPT Reconfig, they're handled by Interstellar Fuelswitch, which is desirable. If I use only OPT, w/o OPT Reconfig - OPT parts behaves weird (false EC values in VAB, no Cargo Bay radiators, etc) so I believe that OPT Reconfig is really needed for me. So my question is: how can I get OPT parts being handled by Interstellar Fuelswitch when OPT Reconfig is installed? Thanks in advance for any suggestions =) Module Manager Log UPDATE: after some wild assumptions and experimenting, I've managed to resolve my issue by deleting OPT_00Clean.cfg file. Now everything works fine, and I can proceed with killing my kerbals xD
  12. And still no joystick/game pads support on Linux?
  13. After CRP installing and providing converters with right resources, all works like a charm. Ability to turn on/off things automatically, insane! Maybe it worth to mention somewhere that CRP is a dependency for Kerbalism?
  14. Thanx for the answer. Is that mandatory to turn converters on in the editor? I've tried them during flight with no success =/ PS: CRP installed
  15. I played around 8 hours in Science Mode: First of all, I want to play this game again, because this mod is awesome! I love new science system, finally I have a reason to get to the orbit and stay for a while instead of "flyby the system, collect your data". This is what science model of KSP should be. But I have few questions: 1 In early stages of career, it's almost impossible to get science due lack of power. No solar panels, no batteries, misery. Converters aren't provide any power generation options, which makes start of the game a bit frustrating. 2 My planner not showing food/water values and rates. Environmental values are there, like humidity and CO2, but nothing regarding supplies. Is it intended? UPD: My guess it that I need CRP, which I didn't install =/
  16. Just installed 3.0 Kerbalism was my fav mod, but now it's even better. I'm so happy, speechless...
  17. I think he meant "stock" radiators. Btw, i wonder, if Interstellar radiators can be used instead of stock radiators to manage stock heat?
  18. It would be really nice to know, if there is a typo or not. Coz last few days I'm trying to build something flyable with FAR, and OPT parts has kinda strange behaviour. Unfortunately I expiriencing a lack of spare time to investigate this. UPD: After a bit of googling I can say there's definitely a typo.
  19. For those who interested 'bout FAR patch. OPT parts generate negative lift without that particular patch, so I assume it's mandatory, if you want to fly with FAR xD
  20. I'm curious 'bout FAR compability patch. What exactly it does? I got my hand on FAR just yesterday, and without patch my crafts flies like a charm.
  21. Just save it as *.cfg anywhere in GameData folder. Name doesn't matter.
  22. Hey man, I am using OPT and can't report any issues or conflicts. Only thing missing is Interstellar Fuel Switch support by OPT (It uses Firespitter by default). This patch was made by ABZB, and it makes everything perfectly compatible xD, but make sure you don't have Firespitter installed, coz it that case it would do nothing =) //sets up these parts to be handled by the main patch file @PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer]|@RESOURCE[MonoPropellant],!RESOURCE[ElectricCharge],!MODULE[InterstellarFuelSwitch],#author[K.Yeon]]:NEEDS[InterstellarFuelSwitch]:FIRST { OPTRsave = #$/RESOURCE[LiquidFuel]/maxAmount$ @OPTRsave += #$/RESOURCE[Oxidizer]/maxAmount$ !RESOURCE[Oxidizer]{} amIforIFS = TRUE } @PART[*]:HAS[#amIforIFS[TRUE]]:AFTER[OPT] { !MODULE[ModuleFuelTanks]{} !MODULE[FSmeshSwitch],*{} !MODULE[FSfuelSwitch],*{} %RESOURCE[LiquidFuel] { %amount = #$/../OPTRsave$ %maxAmount = #$/../OPTRsave$ } }
  23. Well, in that case it's really weird, coz I have that node, and Hydrazine is displayed in the VAB popup, but still it can't be selected =/
  24. I think I can live with that xD It's dense and heavy, but very efficient for thermal propulsion. Would you please clarify, which node I need to research to make it available?
  25. Sorry man, I wish to be helpful but I'm not programmer. One thing I can suggest is about Generic IFS Script, you can edit it yourself the way you want since it's just MM configs, which define content for stock tanks. You can find these configs at /GameData/InterstellarFuelSwitch/patches. If you don't like functionality of IFS tanks, maybe you should use IFS core plugin instead of IFS mod, to satisfy dependencies from other mods @FreeThinker FYN, I think I've found a bug, which I described by editing one of my previous posts.
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