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PocketBrotector

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Everything posted by PocketBrotector

  1. Congrats on release and thanks for the great mod! This pushed me to install TextureReplacer and my game's graphics will be the better for it.
  2. That sound you hear is me slapping my forehead in realization.
  3. Was the KK "service pack" for JNSQ ever released in any format? I know that the last full release for JNSQ was a year ago, but I think the only major changes since then have been to fix a lot of the semi-broken KK stuff. I could try grabbing the files directly from the master on GitHub, but I know that's typically bad practice.
  4. I've noticed that the Waterfall RCS effects for the Pandora from Near Future Spacecraft don't work most of the time. I think that they work when the craft is first launched, but not when I switch back to a craft in flight? Here's a log if that's helpful.
  5. Here you go. This is made with Kerbal Reusability Expansion and a bunch of Nertea's mods. The side boosters drop off with a tank of reserved propellant and a probe core so that StageRecovery can infer a powered landing.
  6. @linuxgurugamer Unfortunately StageRecovery is no longer recovering my spent boosters in the newest version. I'm using the same ship designs that had successful recoveries before, but now StageRecovery is recording neither successful recoveries nor failed recovery attempts. I'd post my logs, but KSP.log seems to have nothing of interest in it and StageRecovery.log in Logs/SpaceTux is completely empty.
  7. SpaceY and NFLV both use this size-naming scheme (size5 for 7.5m and size6 for 10m). And those links lead to discussions where community input was solicited and provided by multiple parties. To be more specific... the increase progression is consistent between size1, size1p5, and size2, but the names are not because size1p5 was invented by the community after the fact to interpolate between size1 and size2. I think this happened with HGR, which was later maintained by @Kerbas_ad_astra, who described the sizing system above.
  8. I've never seen a 6.25m or 8.75m part. This isn't the first time the community's had this discussion... I've always liked this as it describes pretty well the progression that the mod community actually uses (with a few exceptions in replica-oriented mods like BDB); including those community sizes that were "made canon" by MH. Obviously that means the "sizeX" codes are not mathematically consistent, but that's because of their historical legacy, dating all the way back to when KSP had only a couple of part diameters. Size Diam Increase 00 0.3125 0 0.6250 0.3125 100% 0p5 0.9375 0.3125 50% 1 1.2500 0.3125 33% 1p5 1.8750 0.6250 50% 2 2.5000 0.6250 33% 3 3.7500 1.2500 50% 4 5.0000 1.2500 33% 5 7.5000 2.5000 50% 6 10.0000 2.5000 33%
  9. Another non-author here but I have a little familiarity with these from using mods that use these profiles. size4p5 is 5.625m, used for BDB's Saturn parts. size6 is 10m, used in SpaceY Expanded and Behemoth Aerospace Hypothetically, size7 and size8 would be 15m and 20m, respectively, if they continue the same size progression. However, I'm not personally aware of any part mods that use those sizes. Real-Scale Sea Dragon uses size8 for its 23m parts.
  10. I’m also interested in the answer to this. I had KJR Continued and it caused mass devastation when trying out 1.11’s Construction mode. I uninstalled it and have been making do with stock autostruts, which are barely adequate at best. But EVA Construction seems to cause harm even with autostruts. If KJR Next is better, that would be great. But my attempts to search for discussion of these issues have been failing me...
  11. A new version of Reasonable EVA Jetpack has been released. This uses new fixes/features supported in KSP 1.11.1 to switch from generic stock EVA Propellant to CRP's Nitrogen as a propellant. This doesn't make much difference on its own, but has a couple of potential future benefits: If resource transfer within cargo is implemented, then "free refills" can be disabled and conservation of mass will become possible! This would require some additional patches to store extra Nitrogen in command pods and/or external tanks. If this feature is of interest, vote for it on the bugtracker. Following the above, interaction between this and other mods using Nitrogen would become meaningful. E.g., Nitrogen could be gathered ISRU via Rational Resources. Finally and least likely, if it becomes possible to have different types of jetpack, then they could have different propellants.
  12. Since Kerbal Joint Reinforcement has been wreaking havoc during KSP 1.11's EVA construction, I decided to try replacing it with FAS. It works pretty nicely so far for the most part. However, the UI window has gradually misplaced itself outside the boundaries of the visible screen. I notice that it shifts every time the AppLauncher button is clicked. I was able to work around this by deleting the Settings file so that it spawned near the middle of the screen again... but since the settings are only read on game launch, I had to restart the game to get it to regenerate the default settings.
  13. Oh, so it's deprecation that causes that bug. I had noticed the bug in my game but hadn't yet bothered to track down the cause. Try a MM patch with this: @PART[*]:HAS[#TechHidden[True]]:FINAL { !MODULE[ModuleTestSubject] {} }
  14. Does this also check to to see if a rescuee in low orbit around an airless body is at risk of crashing into the surface? In JNSQ I've lost a couple of orbital Mun rescues this way, and many of my Minmus rescues. They spawn in an extremely low, unsafe orbit (Pe < 5000) and collide with a mountain before I can rendezvous with them.
  15. I think this is a stock bug that also affects other mods. It should just be a display bug in the resource panel, not actual resource consumption. I've entered a report on the Squad tracker here, and it's discussed on the Snacks thread here.
  16. Yes, I am still on 1.11.0 and need to update to 1.11.1 and investigate further before working this up as a bug report on the Squad tracker. The issue you linked to is mine and may or may not be tangentially related. Edit: added the EVA resource display bug report here.
  17. This is great! Looking forward to the documentation. I've added the "transfer into cargo" feature request on the bugtracker here (#27183).
  18. As a followup here, I've noticed that the buggy behavior is even weirder than expected. This kerbal is carrying 1 unit of Snacks as expected, but the resource panel claims he is carrying Snacks equal to 1 + the amount of EVA propellant in his jetpack. So I don't know if this is just a display bug, or if something is deeply wrong on Squad's end with how resources are handled during EVA.
  19. You’ll want to check out Rational Resources. It does exactly that and more besides
  20. This is good news, as it makes it possible to use other resources such as Nitrogen for EVA propellant. Ideally there’d be a way to disable “free refills” and instead transfer resources into parts in cargo. Then we’d even have conservation of mass!
  21. There's another difference between the non-working patch and the working patch: !SOURCE_VARIABLE[SYSR_LIQUIDFUELSTAGEPERCENT] is missing curly braces at the end. Though I don't know RPM specifically, I've been tripped up by MM syntax enough times to suspect this might have fixed the problem: !SOURCE_VARIABLE[SYSR_LIQUIDFUELSTAGEPERCENT] {} But like you said, the latter patch you posted modifies rather than deletes and replaces that node, so it's more efficient anyway.
  22. (Pre-)Release Download Like many KSP players, I've developed a collection of config files primarily for personal use. However, a couple of these have actual gameplay impact that I haven't seen duplicated anywhere else, so I'm placing them here for discussion and development. Lunar XP Tweaks Astronaut XP progression in stock KSP is unsatisfying: planting a flag on the Mun doesn't even get a kerbal to Level 2; it's impossible to get to Level 3 within the Kerbin system. This changes several bodies' XP multipliers to place greater emphasis on flags-and-footprints missions to the Mun, Minmus, and Duna. A flag on either of Kerbin's moons are sufficient to reach Level 2; flags on both will grant Level 3; and a subsequent flag on Duna will provide Level 4. As a side effect, lunar contracts will have somewhat greater rewards (and contracts in solar orbit will have lesser rewards.) This is because KSP uses the same variable ("recoveryValue") to tune both astronaut XP and contract values. Since stock career mode balance is a mess anyway, this behavior is deemed an acceptable trade-off. Dependency: Kopernicus Reasonable EVA Jetpack The EVA jetpack in stock KSP is wildly overpowered. This tweaks jetpack capabilities so that it resembles NASA's Manned Maneuverability Unit. EVA propulsion remains suitable for local spacewalks, but orbital maneuvers are more limited, and unassisted descent or ascent on Minmus is out of the question. Thrust, specific impulse, and propellant load have all been nerfed. Thrust is 12% of stock (30 N, down from 259 N). Specific impulse is 28% of stock (60 s, down from 211 s). Propellant capacity is reduced from 25 kg to 12 kg. Acceleration is now about 0.04g instead of around 0.33g. Delta-V is now 100 m/s, down from 674 m/s. EVA fuel cylinders have had their capacity and dry mass reduced. Lunar surface EVA flight is now effectively impossible, so lander ladders become critical; the basic ladder has been moved in the tech tree from Space Exploration to Survivability. This will affect all kerbals everywhere, including those already in flight; this is because KSP stores most of the relevant parameters in the KerbalEVA module, so it's not possible to create multiple types of jetpack with different characteristics. Consider installing this only on a new save; or at a minimum, back up your savegame first. There are currently several known bugs and limitations that preclude additional features that I'd like to see here, such as alternative propellants and conservation of mass. Dependency: KSP 1.11+ License All work released here is licensed CC-BY-NC unless otherwise specified.
  23. I've noticed in KSP 1.11 that the EVA jetpack expends not only EVAPropellant... but also Snacks! I presume this is a bug in stock KSP, but it's something to watch out for during those long EVAs.
  24. This sounds like an incompatibility between KSP <1.11 and parts that support KSP 1.11 cargo features. I don't think the newest version of Restock is intended to be used with KSP <1.11, but if you must, then use this hotfix:
  25. Yessir. The author of System Heat actually just pushed an update a few hours ago to address all that log spam. It certainly made it challenging to track anything when those lines were being logged dozens of times per second. It's the result of gradual accumulation... I actually try to be pretty discriminating in what I install, believe it or not. Nearly all of my part mods, for example, are from the same author. But everything has dependencies, and it does add up when all taken together.
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