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3ngin33r

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Everything posted by 3ngin33r

  1. I can't transmit science at all. It says "max transmission rate none" even if I have a working antenna that's in range, plenty of electric charge and data to transmit. It gets flagged for transmission automatically but no matter what I do, it's not transmitting. Don't know if this is a bug or what, I do have a bunch of other mods installed but they should all be compatible so I don't know if I should submit a bug report or if this is a simple issue and I just have menu blindness.
  2. What happens if there's a part pack installed that isn't supported? Do the parts not show up at all, or do they get put into the stock equivalent node like in CTT?
  3. There are solar panels generating 500 ec/s in near future electrical and the biggest nuclear reactors generate in the thousands. And it's an intentional op part, it inputs basically ore because you can convert ore into LH2 and outputs hard to get resources from CRP.
  4. It does affect all saves you make after upgrading, of course, it does. Rerolling to before upgrading would lose me a lot of progress now. It's not a technical problem, mod works just fine, I just don't want to keep my cheated upgrades. I know there's a way to remove it, I'm 100% certain it's not hard-coded into the game, that's probably impossible without dev tools or a lot of reverse engineering. I just don't know where it's stored and how to remove it.
  5. There is most certainly a reason. I was testing a bit, saved before cheating in a bunch of science to do so(it takes a cool 30 minutes to go to the title screen and back in the game), then I forgot to revert to the save before and now all my saves have the upgraded part.
  6. Basically, I love MKS but I'm not too keen on the fact that if you wanna' get material kits or supplies, you have to do the whole incredibly complex resource chain, I think there should be an alternate option that is much simpler but has some huge downsides/difficulties of its own so that rather than replacing MKS' systems, it exists in its own niche. Basically, my idea is a part named "Small Hadron Collider" (and maybe a set of parts such as a hadron collider for ants, moderately sized hadron collider, large hadron collider 2.0, and way too large hadron collider desc: do you *want* to make a black hole?). It would be a fairly simple converter that inputs liquid hydrogen and loads of EC, like 10.000 EC/s and outputs any stock or CRP resource at a very low rate, maybe 1kg/hr or something along those lines. I don't really know a lot about modding, I do know a little so I'm hoping someone will make it. If not, I'll do it, I just need someone to point me in the direction that will get me to get it done the fastest because, to me, it looks very simple to implement it.
  7. Can I roll back a part that has already been upgraded?
  8. I do that already, I just prefer asking to experimenting because it takes the better part of an hour of my HDD running at 100% making my pc unusable to get from clicking on the exe to being in the VAB.
  9. I meant putting // in before just the lines that modify the converter and leaving the rest be. I think it's called commenting out or something, I don't know a lot about coding. I'm sorry if I'm bothersome, I just want to make sure before I break my saves or something.
  10. If I just delete the lines from the OSE patch that modify the OSE converter, I assume that will just revert it to using ore or will it break something? I know it would be a bit op but I swear I'll only use it for good. I just want a simple and compact solution for small-scale operations while having the complex system remain for larger scale, Deep Space Surface Habitat Unit Pack already does that for life support. I love MKS but I wish it was balanced better for small-scale, simple things rather than being almost exclusively geared towards large and complex bases. A possible fix would be that level 5 Kerbals don't revert to tourists but instead, revert to level 0 for example. Or having a part that inputs ore, a rover, and a kerbal working in it and produces material kits really inefficiently compared to the complete chain. I'm not asking for that, I'm just explaining why I want to cheat a little.
  11. So if I'm understanding some of the recent posts right, the Emancipator can't be refueled by design but if I install the NearFutureElectricalNTR patch, it *can* be refueled. Could someone confirm this? Also, if it is the case it really should be in the readme because it's not obvious at all and I really wish I knew that earlier.
  12. Does B9 HX work without the main B9? I already have a lot of mods and I don't really want all the spaceplane stuff. Edit: So I just immediately found the answer sooooo... I don't know how I didn't see it before.
  13. Do parts having the stock aero module in their config break far in any way or is does it just ignore it? I imagine the latter otherwise it would be a huge compatibility issue and a couple of mods add lift even to cockpits. Still, it would be nice to have it be confirmed by someone who knows what they're talking about.
  14. Can you just apply the stock gravity off to only crafts with a specific part on them, or do you have do use a workaround? If the latter is the case, what kind of workaround? I'm not a modder myself (yet) so I'd appreciate it if you gave me a good idea of how I should go about doing it.
  15. I always download mods that look like dependencies so I didn't even think to mention it but I checked it to be sure, it was there then I replaced it with the newest version and still nothing. I worked around it by downloading modular fuel tanks though so it's fine. The problem was that I didn't have anything that could store karborundum.
  16. Most of the kontainers are not showing up in the VAB even though the mod is installed correctly as some parts do show up. I found this line in the configs of the parts that refuse to show up: category = none subcategory = 0 I figured that's because some other mod like CTT or the (to me) new Community Category Kit assigns them somewhere but those don't do anything either. I'm using the latest 1.2.2 build.
  17. Update #2 Turns out, hitting Eve's atmosphere at 5000 m/s is quite a bit hotter than Kerbin at ~3500 m/s who would'a thunk. Thankfully there's hope:
  18. Update! Got an Eve atmospheric entry with only 110 m/s burn needed. Will probably land today.
  19. Sure, I think it's well balanced. I'll just make a note of it.
  20. So TL;DR you have three problems: -You have a different standard of what's OP which you're not willing to explain. -A stable orbit on jets is *technically* impossible because eventually, it would get an encounter. Which is a nitpick and you know full well what I meant as does everyone else. -It's impossible to land on bodies without an atmosphere with only wings. No excrements. I get what your problem is I just don't know what you expect. I only wrote points for things that are possible. I get that it's really hard to be that precise in the atmosphere at Mach 10 so I gave the option for small correction burns in exchange for a loss of some points. It doesn't defeat the purpose of the challenge as you're still doing the heavy lifting within the atmosphere, you're just correcting your errors. Also, I got into a solar orbit that almost reached the orbit of Duna with a small relative inclination. And that was my third try. It's not *that* hard to call it borderline impossible. It is challenging yes, but are you complaining that a challenge is challenging?
  21. They're not overpowered. The ones that have stock counterparts are balanced to have a similar performance and the ones that don't, have huge downsides like being dead weight under Mach 4. Edit: I made it clearer, included links as well.
  22. I'm sorry but I guess you didn't read the part where I wrote: "pretty much impossible to do it in stock so you'll have to use MK2 Expansion for that sweet-sweet Scramjet engine." The craft only uses MK2 expansion parts and OPT wings. Or is there a rule that all challenges have to be doable in stock?
  23. "How was I supposed to know that you kept all our rocket propellant, liquid oxygen, hydrazine, xenon and uranium next to my favorite barbecue spot?!?" *Somebody* blew up all of the rocket propellant reserves of the KSC and Jeb spent our entire budget for this quarter on who-knows-what so you'll have to make do with what we do still have; The gas drained from the cars in the parking lot. Your goal is to explore the solar system using only air-breathing engines and less than 100 m/s of correction burns in orbit. This is mostly a modded challenge but if you want to have a go at it stock you're allowed to "bottle" some good-ole atmosphere aka. fill a tank's oxidizer approx. 1/15th of the way and use the rocket mode of the rapier engine. Allowed mods are: MK2 Expansion The wings and only the wings from OPT spaceplanes. Stock wings will overheat at these speeds so you will most likely need them, but pretty much all engines in the mod are ridiculously op so those are strictly forbidden. Anything that doesn't affect the performance of the craft like mechjeb or K.E.R. Joint reinforcement if you don't want to bother with auto struts. Mods that look to be balanced are allowed but there will be a different category for them. Rules: -Your craft can only use air breathing engines for the majority of the acceleration. -No cheating including the infinite EVA propellant. -If you're fully stock, you can burn more than 100 m/s with no penalty. -You can only fill oxidizer tanks to 1/15th of the way. If it can hold 150 you can only put 10 in it. Scoring: Temporarily escape the atmosphere +10 points Orbit of any kind +100 points Orbit Kerbin +20 points Land on Minmus +200 points Orbit Eve +250 points Land on Eve +150 points Orbit Duna +150 points Land on Duna +100 points Orbit Jool +150 points Land on Laythe +250 points Land on then get back into orbit from Laythe +300 points Land on Laythe then get back into orbit of Kerbin +500 points Land on Laythe and land on Kerbin +1000 points -2 points for every m/s of orbital burns after the allowed 100 m/s Will upload video of example mission soon here
  24. Since when is pretty crazy a reason NOT to do something in KSP? Point is, (or rather would be if it wasn't a bad idea, see post below you) to make it worth the trouble. Thanks for the detailed answer! I guess a contract could work but that seems like way too much work for something so insignificant.
  25. So I know that this KSP\GameData\Squad\Parts\Misc\PotatoRoid part.cfg will get you to the asteroid config file and also that you can modify this TechRequired = Unresearcheable -> tech node of your choosing entryCost = 0 cost = 0 category = none -> category of your choosing subcategory = 0 and get asteroids as parts in the VAB/SHP. Does that work with the cost and does it scale with the size? I don't want to go messing around with it, my game is already quite unstable as it is.
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