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eberkain

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Everything posted by eberkain

  1. Ok, I think I am sold on using this as the base for playing a new career game. I did a thorough mod list and cross referenced everything on the supported mods list to see what the situation is, what I could drop and what I should add from the list. These are the things that I had on my list that do not have support, but have parts. TAC Life Support - not sure how many parts are included in this, but there are a decent number. I don't think there are any life support mods on the supported list? I'd be go with going with just about any of them, they all have ups and downs. B9 Aerospace Procedural Wings - Fork - I'm pretty sure it is only like 6 parts, with AirplanePlus in the list, could probably just drop it, but I do really love the control you get with it. will probably just drop it. Better SR Bs - as you said, there are some boosters added by the mod, but mostly it is great since it overhauls all srbs. will still get a lot out of using it even without the parts it adds. Utility Weight - this is just 1 part, i used to use the NRAP mod, but this is a better version IMO. this part is just on the start node, so it shouldn't matter at the end of the day. Space Dust - This im not sure about, it does have some parts and can function standalone, but it is a pre-requesite of Far Future Tech, which is on the list. So I'm not sure if this is already supported on not. Far future tech also relies on system heat, and I'm not sure how well it plays with other mods on the list, my initial reading was inconclusive on that situation. MOAR Station Science - used to love using this back many years ago, thought it might be interesting to revisit, but i will probably just drop it. I know it has a lot of parts. will probably just drop it. CactEye-2 Orbital Telescope Refocused - This has a few parts and I am looking forward to playing around with it again. May just drop this too. Research Bodies - still not updated for 1.12 but it has a few parts and I do want to use it when I play a career. Probably won't wait for an update and will proceed without it anyhow, just thought I would mention.
  2. what do you recommend for the science reward % setting? I can get 50 science on my very first launch with just transmitting telemetry. With less than 10 launches I was able to completely research all of the sub 100 nodes. There are so many experiments that can transmit data that there really isn't any choice to be made in progression, there is plenty of science available to just research everything in each tier. I really am enjoying the mod, you did a great job with it. Am I correct in understanding that all mods will have to have configs for their parts to show up at all in this tree?
  3. Is there a setting to limit the number of research nodes that can be unlocked at one time, or like a que so if you pay for 10 at once, they will only get researched one at a time?
  4. FYI, mechjeb already has a feature to unlock all the functions for free, just create an empty folder called MechJebUnlocked in GameData.
  5. cryotanks and restock are both on the supported mods list, so i would assume they have been checked out. I do get these caused by the hypergolics patch. [ERR 18:46:04.515] Error - Cannot parse variable search when replacing (%) key lfo_volume = #$RESOURCE[LiquidFuel]/maxAmount$ [ERR 18:46:04.516] Error - Cannot parse variable search when replacing (%) key ox_volume = #$RESOURCE[Oxidizer]/maxAmount$ [WRN 18:46:04.516] Cannot find key lfo_volume in PART [ERR 18:46:04.516] Error - Cannot parse variable search when inserting new key amount = #$/lfo_volume$ [WRN 18:46:04.516] Cannot find key lfo_volume in PART [ERR 18:46:04.516] Error - Cannot parse variable search when inserting new key maxAmount = #$/lfo_volume$ [WRN 18:46:04.516] Cannot find key ox_volume in PART [ERR 18:46:04.516] Error - Cannot parse variable search when inserting new key amount = #$/ox_volume$ [WRN 18:46:04.516] Cannot find key ox_volume in PART [ERR 18:46:04.516] Error - Cannot parse variable search when inserting new key maxAmount = #$/ox_volume$ not sure if anyone else is seeing the same, may be one of the part mods I'm using causing the issue. . EDIT: This is caused by something in Rational Resources Squad option on CKAN.
  6. Only the regular wheels, landing legs, kerbals and deployable science parts have terrain collisions.
  7. I don't understand what you are trying to do? The BoulderCo folder is just configs. Do you see clouds in the game? If yes, then its working.
  8. I realize its a testing program, but it seens like every engine test reveals engine issues. At what point do we start to consider that using the most complicated rocket engine ever built for starship might not have been the right move. I am a huge SpaceX fan, but i really worry how they are going to get super heavy to work with so many engines.
  9. A secondary mission was launched and placed some dual band relays into a high orbit out beyond the Mun, to makin comm with the Duna mission that was in-transit. Also, more issues with the base design of the KShip has caused the engineers to return to the drawing board yet again. This new revision, model E, includes fuel drain valves, a larger cargo bay, a new crew elevator, and adjustments to the aero surfaces. Mun Mission Six is a test flight to setup an automated mining depot to provide a substrate supply to the existing base facilities. Mission accomplished.
  10. Have you used BV in 1.11? I keep getting scrambled rovers when i try to use it.
  11. ok, so here we have one more revision to the design. Tweakscale had a bugfix update which changed the lowered the drag on the scaled up parts and made the ship burn up in the atmosphere. I tried a bunch of different solutions, but the real problem was that the aero fins at the bottom were too large and had too much control vs the body size. Smaller fins worked, but they could not provide enough drag during reentry. Finally I decided to just move the fins to the center of the craft which allowed the aero surfaces to do their jobs closer to the center of mass, and that works great. I also took the opportunity to extend the cargo bay, as large as it was, I found it limiting on some of the Tundra parts from MKS and could not do the things I wanted to try. The other problem I had was that the crew elevator relied on too many moving parts and could end up flopping around in the atmo, even through it was clipped inside the vessel. I tried a dozen different designs on the elevator, there are several problems to work around. Kerbals on EVA have no friction so they can't stand on a moving platform. You can get around this by making a 'cup' like structure. Kerbals on ladders can still create physics interactions and can have weird things going on. So here we have the final design. no more clipping into the ship. we take advantage of the taller cargo bay and instead of having a cup we just have a platform, and instead of ladders or standing we have seats for each of the crew. We also resolve the issue of the elevator getting turned at an odd angle when it gets retracted back up. With this system the crew should be able to get around the seats no problem. At the end of the day the previous crew elevator was 14 parts and carried 4, this is 10 parts of the elevator, and 8 for the walkway, the struts are not technically needed, but look nice. This "final" version is 75 parts, with the booster increasing it to 94. I also have a MKS life support module that I can stuck under the fairing to give it a few months of supplies and habitat. The craft file should only require Stock + Tweakscale + KAS KShip10E.craft The Life Support module needs MKS suite. KShip Life Support.subassembly
  12. I think I finally figured out a way to do a crew elevator safely.
  13. I don't get the option to climb here. Is it only for specific parts? Even using the ladder I don't get an option to climb up onto the platform. Its a little frustrating.
  14. They are in a new category for "Rovers" if you have Community Category Kit installed.
  15. will do, i was going to but there were so many open issues i didn't know if you looked at those.
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