Jump to content

MacLuky

Members
  • Posts

    728
  • Joined

  • Last visited

Everything posted by MacLuky

  1. Hmm, it seems to crash my RSS install. Most likely because B9Switch is at 2.16 whereas 2.14 is the 1.8 version. Not sure if I can just force a newer B9 over an older game
  2. Hi, For those who want to pull everything from a script for installing (like using ckan) I've added this to my install script that might be of use to you: # non CKAN stuff function github_load { #location KSP_LOC=`ckan ksp list|grep Kerbal |cut -d " " -f 12-` # get the file curl -L $1 --output archive.zip unzip -n archive.zip "GameData/*" -d "${KSP_LOC}" rm archive.zip } github_load https://github.com/drewcassidy/KSP-Conformal-Decals/releases/download/0.2.7/ConformalDecals_0_2_7.zip
  3. I just realized there is an export option. Is anyone maintaining a “good” list. Meaning I always end up blocking plane parts in the vab an rocket parts in the sph.
  4. Ah ok, at Madrid I reach 3km and get a link. I think I start to understand
  5. Hi, So I tried launching my first sounding rocket from Lelystad, but can;t get a VHF connection to the rocket. After moving to FR Kourou this still didn't work on the telemetry unit. Do I need to go to Florida or am I missing something?
  6. No, this is what I did. It seems to scale okay and weight is in line with the normal science labs: @PART[StnSciKib|StnSciKibJr|StnSciCyclo|StnSciExperiment1|StnSciExperiment2|StnSciExperiment3|StnSciExperiment4|StnSciExperiment5|StnSciExperiment6]:FOR[RealismOverhaul]:NEEDS[StationScience] { %RSSROConfig = True %rescaleFactor = 1.6 %scale = 1.0 @mass *= 2 !MODULE[TweakScale] { } } @PART[StnSciZoo|StnSciSpectro|StnSciLab]:FOR[RealismOverhaul]:NEEDS[StationScience] { %RSSROConfig = True %rescaleFactor = 1.6 %scale = 1.0 @description ^= :$: Contains O2 supply for it's scientists, however there is no food or water allowed in the science facility. Ships with 1 day supply, able to store 30 days.: # @mass = 12.5 MODULE { name = ModuleFuelTanks volume = 750 basemass = -1 type = ServiceModule TANK { name = ElectricCharge amount = 43200 maxAmount = 43200 } TANK { name = Oxygen amount = 2520 maxAmount = 75600 } TANK { name = CarbonDioxide amount = 0 maxAmount = 1200 } TANK { name = LithiumHydroxide amount = 3 maxAmount = 90 } } MODULE:NEEDS[TacLifeSupport] { name = TacGenericConverter converterName = CO2 Scrubber StartActionName = Start CO2 Scrubber StopActionName = Stop CO2 Scrubber tag = Life Support GeneratesHeat = False UseSpecialistBonus = True SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 conversionRate = 4.0 // # of people - Figures based on per/person INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 0.00589121 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.01 } INPUT_RESOURCE { ResourceName = LithiumHydroxide Ratio = 0.0000085683 } OUTPUT_RESOURCE { ResourceName = WasteWater Ratio = 0.0000046828 DumpExcess = True } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.0000257297 DumpExcess = False } } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = -0.2 //200W for life support base } } }
  7. Hi, I noticed there is no RO patch for StationScience. Before I give it a go: did anyone make a good one? (before I make a lousy attempt for nothing ;-)
  8. Hi, I noticed there is no RO patch for StationScience. Before I give it a go: did anyone make a good one? (before I make a lousy attempt for nothing ;-)
  9. I've done something similar on 1.11 with the bare minimum. It's buggy but runs, trying to figure out Realism Overhaul, now that is something else ;-)
  10. Sweet! I noticed JanitorsCloset was still on 1.9.0 on CKAN but rather than bugging I can keep an eye on this page. Thanks!
  11. I guess it has something to do with this: SUBTYPE { name = LFOLong title = LFO, Long primaryColor = ResourceColorLiquidFuel secondaryColor = ResourceColorOxidizer descriptionSummary = LFO Wyvern Engine Pod, Long <br> An LFO version, primarily designed for Orbit Maneuvering and/or Propulsive Landing. Balanced so that 4 pods are the equivalent of one Terrier. Each has the same atmosphere curve of a Terrier at 1/4 the thrust. No fuel is carried, so a fuel tank attached to the command pod is needed (Pay attention to cross feed restrictions) descriptionDetail = Isp = (ASL), \n\TWR = (, 4 eng. combined)\n\DOES NOT INCLUDE AN INTERNAL TANK defaultSubtypePriority = 0 allowSwitchInFlight = false addedMass = 0.01 addedCost = 200 // resourcesTweakable = false tankType = LiquidFuel TEXTURE { texture = ArcAerospace/Assets/Engine/ArcAero_Wyvern_EngineLFO_DIF } TRANSFORM { name = B9_scaling scaleOffset = 1.0, 1.0, 1.01 } MODULE { IDENTIFIER { name = ModuleEnginesFX engineID = Mono } DATA { maxThrust = 15 heatProduction = 50 EngineType = LiquidFuel powerEffectName = running_LFO engageEffectName = engage_LFO disengageEffectName = disengage_LFO PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 345 key = 1 85 key = 3 0.001 } } } } However a module with id ModuleEnginesFX does not seem far fetched. I cant spot another error at first glance
  12. I'm seeing an odd error: B9PartSwitch has encountered a serious warning. Initialisation errors on ModuleB9PartSwitch(moduleID='variants') on part ArcAero.Wyvern.Engine subtype 'LFOLong' Could not find matching module Initialisation errors on ModuleB9PartSwitch(moduleID='variants') on part ArcAero.Wyvern.Engine subtype 'LFOShort' Could not find matching module Any thoughts?
  13. soyuz:CKAN macluky$ ckan search --all KerbalConstructionTime --detail Found 1 compatible and 3 incompatible mods matching "KerbalConstructionTime". Matching compatible mods: * KVASS (2.0.2) - KVASS - Kerbal Very Simplified Simulation and Planning by flart - Additional payment for a simulation, and planing is required before a real launch. A simplified KRASH and Kerbal Construction Time alike. No new GUI - used Kerbal Alarm Clock timers Matching incompatible mods: * KerbalConstructionTime (1:1.4.8 - KSP 1.8.0 - 1.10.1) - Kerbal Construction Time by magico13, westamastaflash, linuxgurugamer - Unrapid Planned Assembly * KerbalConstructionTime-173 (1.4.6.24 - KSP 1.6.1 - 1.7.3) - Kerbal Construction Time-1.7.3 by linuxgurugamer - Unrapid Planned Assembly * KerbalConstructionTime-RP-0-Config (v0.36 - KSP 0.25 - 0.90) - Kerbal Construction Time RP-0 Config by RP-0 Group - A Kerbal Construction Time configuration meant to be used for RP-0 Interesting, should I read it as follows: its not showing up for 1.9.1 and 1.11 because its not 1.10?
  14. Hi, I have a hard time finding Kerbal Construction Time on CKAN. Can you help me what I am doing wrong? soyuz:CKAN macluky$ ckan compat list Version Actual ----------- ------ 1.11.0.3045 True 1.9.1 False soyuz:CKAN macluky$ ckan update Downloading updates... ckan search kct Updated information on 813 compatible modules soyuz:CKAN macluky$ ckan search kct Found 0 compatible mods matching "kct". Also, browsing the source code I noticed that some options have additional arguments which are not listed in the help. Is there a resource that lists all of these? Nevermind, ckan <command> --help does the trick
  15. This looks interesting! I managed to get RSS on 1.11 and most of RO, but failed at RP1. Will give it a go! Is it on CKAN?
  16. Trying to get it installed on 1.11, but shouldn't it be at least visible on CKAN if you set the compat to a lower version?
  17. Hi I am looking for this gem on CKAN but can't find it. Even if I set compat back to 1.6. I'm probably doing something wrong since I remember playing it on 1.8. Any pointers are greatly appreciated
  18. Thanks! I got hooked on factorio for a while, but with the second season of "for all mankind" coming up I rewached season 1 and discovered the beardy pinguinaut and N9's series on youtube and it rekindled the spark. Haven't fired up KSP yet, but am studying RO/RSS/RP-1 since I have never played that
  19. "This thread is quite old. Please consider starting a new thread rather than reviving this one." Neah, lets just pick up where we went into hibernation. I found these in the archives: https://kscarchives.wordpress.com/2021/01/12/the-history-of-necro-bones/ It's probably still the only delta-v map of the Cooper system:
  20. It's a thing of beauty. Thank you for creating such awesome mods.
  21. Just teasing this here. Three chapters have been written, game play is lagging the storyline now. That is new ;-)
  22. That sounds interesting, I was so frustrated by the toolchain that I gave up on it A thumbs up for all the great work, I really love it that you picked up the mod and took it further On my wish list was also the Mk2 Lander can...
  23. Great work, feel free to share and I'll add that, or if you want, I don't mind if someone adopts the mod. For the light we need to go back to unity and my setup is broken, so i won't be able to fix that.
×
×
  • Create New...