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Crixomix

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Everything posted by Crixomix

  1. Hello again. First of all, thank you much for your mod! Very appreciated, I've been enjoying playing through it so far along with the rest of my mod soup. However, I've noticed a couple items in some of my mods that, given your other balances, seem a bit out of place. Space-Y's two mods (heavy lifters and expanded), as well as Nertea's Cryo Engines + tanks mods. I can provide my version of a suggested place for the different engines, if you would like some ideas. Thanks,
  2. So I'm not totally understanding what this mod does. What is the purpose of this mod? Is it purely visual? To fix the spaghetti lines? Or does it actually provide different commnet operation? For example, when you combine 3 satellites into one network, do they get counted as one, larger network? If so, where is that network centered? Or do they all have the power of the three of them combined? I see that it says it turns them into one "constellation", but what does that *actually* mean? Also thanks for providing compatibility with NF Exploration Thanks for your help.
  3. Would that explain why when I used KRASH (simulation mod to let you see how craft will perform on/around other bodies from the VAB) to try landing my rover on the Mun, each time I time warped, the entire landscape changed? I haven't been able to make it to the Mun yet officially on my save, but when I simulated orbit around it, the terrain was going bonkers when I went into time warp and out of it (on-rails timewarp, not physics warp). For reference I'm playing with JNSQ & Kopernicus and a million mods. And this isn't a bug report or anything and I'm not asking for support. Just curious if you think that's what explains the behavior. Thanks,
  4. I'm experiencing something weird with science alert where it won't work on the DMagic science items (attempted with magnetometer boom and plasma wave one.) It tells me "can't be done right now" but I can just right click on the boom and make it run science. Log is provided: https://www.dropbox.com/s/o82t14e2vt0uyy6/KSP.log?dl=0 EDIT: Further, I noticed I didn't have the "dmagicanimategeneric" (or something like that, not at my KSP computer at the moment) mod installed, and I thought ooh maybe that's the issue. So I then installed said mod through CKAN, and then it didn't fix the issue.
  5. @OhioBob May I ask a question about your JNSQ dV map? If I assume aerobraking on the way back from Kerbin, and I want to get into low Duna orbit and then come back, would my total cost (after getting into LKO) be the 1855 for ejection, 1155 for insertion to Duna, and then 1155 for ejection back to Kerbin? For a total round trip of 4165? Thanks.
  6. So I'm a veteran with over a thousand hours of playtime and hundreds of mods... Ahh who am I kidding. When it comes to KSP, 1k hours is barely out of noob status! In any case, I've been playing for a long time, I have a massive spreadsheet where I calculate everything I could ever need other than transfer windows, and I've gone to all the planets many times. There's just one thing I have done. ROVERS. I've never felt like they're worth it! I've just built little hopping landers and just burn some fuel to visit all the biomes. I never wanted to sit for 30 minutes watching a rover do... nothing. But that all changed when I saw the bon voyage mod! I thought to myself, hey, there's finally an opportunity to make a science rover and be rewarded for it! Sweet! And then I tried designing a rover... Turns out I'm completely stuck on HOW to land it on the Mun properly. I can't figure out how to make a rover that's fairly stable, but also land it on the mun itself. Do you guys use monoprop? Or twitch/thud engines? I just can't really figure out what configuration of engines, angles, and whatnot to properly land a rover and then ditch the engines/fuel. Do you use more of a helicopter style where the rover is hanging below a larger craft and then it just drops it onto the mun? Idk. I need ideas!
  7. And if you look above, you can easily apply a MM patch to remove tweakscale from parts that you want to use KRnD on. For example, I still have tweakscale enabled but only on structural parts, since I don't need KRnD for those.
  8. Nertea, I can't thank you enough for figuring that out! To be fair, RemoteTech WAS installed, but I uninstalled it and the folders were gone so I imagined it wouldn't cause problems if it was gone. Guess that was a bad assumption haha. Thanks again for helping!
  9. Ah. Thanks for the guidance. Here it is! https://www.dropbox.com/s/p7umumj8a2ppjyn/ModuleManager.ConfigCache?dl=0 Sorry to bother you with basic troubleshooting
  10. I hope this is what you want. Not really sure if this is the cache file or not. https://www.dropbox.com/s/wrx8dm8mv4khrd3/ModuleManager.log?dl=0
  11. I tried multiple of the "antenna array boosters" and multiple of the "reflector" types, so I don't think it's part specific. However, in this case, I used AX-4s pointing into a RFL-1 dish reflector. Here's my log file: https://www.dropbox.com/s/o82t14e2vt0uyy6/KSP.log?dl=0
  12. Sorry if this is an easy question but I couldn't seem to find the answer on the FAQ. Is there an easy way to install a mod from github that isn't on CKAN yet (new update for Kopernicus) but then make CKAN see it as the same kopernicus that it has indexed, and then later, if Kopernicus is updated, CKAN would update it? Or is it kinda like, if you install it yourself, you'll never get CKAN support for that mod?
  13. So I have recently began to start a big modded playthrough and the goal is to play JNSQ once Kopernicus updates Soon TM. However, I was playing around with the cool new phased array antenna things from NF Exploration and I can't seem to get them to work. The "reflector buff" area is always blank, even if they're aiming right at a reflector, and the "render antenna path" buttons do nothing in the editor. Below is my modlist. I'm wondering if another mod is causing the issue. I did try uninstalling KRnD to see if that fixed it and it didn't, so I don't think that one is the issue.
  14. Thanks for the info! I did, however, mean atmospheric pressure either as an absolute or as a ratio compared to kerbin ASL. So just to be clear, in celestialbodies.pdf, the mass is rounded but the surface gravity is the "accurate" number, so I can recalculate mass or SGP as needed from knowing g?
  15. Caipi, Thanks for the thought, that's basically what I'm hoping to try to do. I'll let you know how it goes! @caipi EDIT: It went great. Pasted the following code into a cfg and was able to get tweakscale on only structural parts. @PART[*]:HAS[~category[Structural]]:FINAL { !MODULE[TweakScale] {} }
  16. Hello Galileo, EDIT: And I apologize if that data is already in the pack download. I have been waiting for the Kopernicus update to play this for the first time on 1.8.1 so I haven't rooted around in the pack yet. Is there a place to find the "statistics" for each planet/moon in the pack? I have a spreadsheet where I do a lot of my own delta v calculations (along with solar, gravity, etc). And I was hoping to get some descriptive numbers for each body: Gravity (Or SGP. I know GPP actually defined gravity exactly and calculated SGP from that, but stock KSP is the opposite) Equatorial Radius Apo Peri eccentricity (not necessary because can be derived from Apo/Peri) Atmospheric Density Atmosphere Height # biomes I'm happy to sift through files to grab these numbers too, if they're not already available somewhere.
  17. Aww Okay. Thanks again for keeping this mod alive. I'll just live without tweakscale. Actually wait. Maybe I can modify things from the tweakscale end to only apply the tweakscale module to certain parts? I'll look into it from that angle.
  18. Linuxgurugamer, thanks for keeping this mod alive! Definitely one of my favorites of all time. Makes KSP more "rpg"ish, which is really fun. Also is fun to dump science points into specific parts and then you sometimes have to find ways to utilize those parts even in scenarios where you normally would use a different one, simply because it's so efficient or what have you. I have wondered if there are any known ways to make this work alongside tweakscale somehow (even if "unsupported"), fully realizing that you can't do both on the same part. I.e. I like to use tweakscale for things like 1-4 adapters or other structural parts, but not for things like batteries, monoprop engines, regular engines, solar panels, etc, which are the things I use KRnD for. So in my case, I would avoid them fighting, but by default KRnD won't let you develop a part that can be tweakscaled. Is there a way for me to "turn off" that restriction, knowing full well that they won't play nice if I try to mix them? Thanks,
  19. I've never had a reason to build a rover until this mod! Thank you! Quick question. Are the "reserve battery" packs from AmpYear supported? Those would be a cool way to enable night rides on rovers.
  20. Just want to say thank you for this mod. Thanks to you, I literally use janitors closet to remove all of the dozens of other fuel tanks from the game and can easily use procedural fuel tanks and they look beautiful by default! Heck, even for the ability to automatically choose the texture alone I would be singing your praises, that saves me a ton of time right there! But the auto-fit is mostly what I use. The TWR I leave off but for a lifting stage I'll utilize it. So helpful!
  21. Kwebib, thanks for that tip. That's what I ended up doing. Found some code from someone else and put it in a .cfg and it worked beautifully to cut all of their torque by a factor of 5. Though I'm not sure if that's luck. Code is below: @PART[*]:HAS[@MODULE[ModuleReactionWheel]] { @MODULE[ModuleReactionWheel] { @PitchTorque *= 0.20 @YawTorque *= 0.20 @RollTorque *= 0.20 } } This felt like a good amount of nerf. Now the cost/weight of getting a certain amount of torque using reaction wheels vs. RCS is more balanced. I might nerf it a tad more to be honest. My goal is to make RCS actually provide more torque for the same amount of cost/weight, so that you're incentivized to use it.
  22. TaxiService, thanks for this mod, first of all. 1. Question for you, as a long time fan/user of RT, but only for the connectivity, would you recommend I use this mod instead? I don't end up using signal delay or the flight computer aspect of RT. I really just want it so that I'm forced to have connectivity back to mission control via satellites and therefore forced to make satellite networks. 2. Does this mod support mods that add antennas, such as all the new ones in Nertea's new NF Exploration? I'm really looking for a reason to get to use those cause they look epic 3. I also notice you had the following in the OP: So that means there's a RT2 coming? Is that something in the near future or long term future? Is there anything you're allowed to/want to share about it? Thanks,
  23. Holy cow... it just... worked. Might I suggest putting this into the .cfg that already comes with your mod aimed at procedural fuel tank? In the patches folder, there's already a procedural fuel tank patch that gives the LH/OX options, so if it's possible, it seems like the boiloff should be added there too? In my very minor testing on the launchpad, it seems like the boiloff works properly. EC costs scale with size, is toggle-able, % of LH2 boils off, etc. This is the code I copied into the procedural tank cfg. MODULE { name = ModuleCryoTank // in Ec per 1000 units per second CoolingEnabled = True BOILOFFCONFIG { FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 CoolingCost = 0.05 } BOILOFFCONFIG { FuelName = LqdMethane // in % per hr BoiloffRate = 0.005 CoolingCost = 0.02 } }
  24. I think I have a turd for a brain. Recently upgraded to windows 10 and named the file ".cfg" but dumb windows made it ".cfg.txt" lol. So I got it all fixed now. Thanks for the help!
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