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    Colonist Wannabe

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  1. I'm not a Kerbalism user myself so I can't comment on how (if at all) it would interact with SpaceDust, but this is actually expected for normal use of the telescope. If a given resource is present at a body and you target & scan that body with a telescope that has the relevant detector, you will get notifications after a few days or so that a resource band has been discovered and then identified. If that resource is absent at that body, unfortunately the telescope will keep on scanning it indefinitely. (Apparently kerbals can't prove the absence of something.) I believe you need a fixed version of Dust Bunnies for full compatibility between Space Dust and JNSQ. And regarding the presence of particular resources at particular bodies...
  2. Indeed, this is exactly what System Heat does when the relevant extra(s) are installed.
  3. Make sure you have System Heat installed along with the optional patch that integrates NTRs from KA with SH.
  4. You may want to check out Dust Bunnies which I believe covers liquid methane along with several other resources. RSS support on the other hand is entirely new as far as I know, so that would surely be welcome for folks who use SpaceDust in RSS.
  5. This sounds like it would be more suited to ask on a USI thread. CryoEngines and CryoTanks don’t add any resources themselves if I recall correctly - they instead make use of existing CRP resources. So your question is primarily concerned with USI mechanics.
  6. I can add some comments about a couple of other options here. These are based on trying to fire off probes to Moho in the first couple of days of a new game, when the “zeroth” transfer window is just closing. MechJeb seems ultra precise in calculating exact windows and transfers. Transfer Window Planner seems reasonably close to MechJeb and probably has the nicest interface for planning in-game. I haven’t verified whether it works perfectly with KAC (or the stock alarm clock) to generate alarms, and this might depend on the exact combination of mods and versions in use. (Since TWP was made by the same author as KAC, I suspect KAC’s built-in transfer alarm calculator is similar is similar to TWP, though perhaps less precise.) The browser-based transfer planner in my signature seems to match the in-game Transfer Window Planner well enough to plan dV budgets and departure schedules. I haven’t confirmed if the TWP mod or browser-based planner are accurate enough to generate precise maneuver nodes that don’t require additional correction, but it seems like players have quite a few options overall between the various mods and tools to find one that they like or is at least “good enough”.
  7. Nice - it's good to have working versions of curios and relics such as this. I noticed that most of the country flags from the original mod are missing from your Refilled version. It would be ideal if these were included for the sake of completeness - arguably they're more useful than the soccer balls themselves. Also I'd recommend hosting this on GitHub, which would facilitate any long-term maintenance needed.
  8. Is there any way to have kerbals start EVA with their visors down? I tried the below based on the API docs but no luck. @PART[*]:HAS[@MODULE[KerbalEVA]]:FINAL { @MODULE[KerbalEVA] { %lampOn = true // helmet lights %isVisorEnabled = true // doesn't work } @MODULE[ModuleColorChanger] { %animState = true // Breaking Ground Future Suit stripes } } My guess is that this doesn't work because unlike helmet lights, visor status is stored in the sfs (under "hasVisorEnabled"). And while the main settings menu allows the user to toggle whether kerbals start EVA with the helmet and neck ring on or off, it doesn't provide such an option for their visor.
  9. Does anyone know how CustomBarnKit interacts with the new kerbal hiring cost formula in KSP 1.12? The new cost progression is a welcome change as hiring costs inflate much more slowly rather than immediately spiraling out of control. But I haven't seen any discussion of how hiring costs are now calculated, and whether it's compatible with the variables that are set up CustomBarnKit.
  10. This keeps the ugly Squad part and hides the nice-looking Restock part, which unfortunately is counterproductive since having nice-looking parts is the point of installing Restock. Ideally the Restock appearance will be applied to the Squad part at some point, but until that happens the arguably "better" solution is to use the Restock part and just ignore the Squad part.
  11. v0.2.3 release Added support for KSP 1.12.2+ overhauled versions of the Reliant and Swivel Dropped support for old PartOverhauls mod
  12. Heya - wanted to inquire about whether this is still on your radar to be addressed. (Or, for that matter if this was already addressed - I've been taking a break from KSP for most of this year, but I didn't see it mentioned anywhere in the changelogs.) If no fix is planned, may I suggest adding metadata to CKAN so that KerbalRenamer is listed as a known incompatibility for Snacks?
  13. Does this support other mods that add solar panels?? Clearly it should be beefed up using regex... something like: @PART[*solar,solar*,*solar*] { @title ^= :Photovoltaic Panel:Soiler Panel: @title ^= :Solar Panel:Soiler Panel: }
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