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JadeOfMaar

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Everything posted by JadeOfMaar

  1. @Shadow Wolf TJC As far as "PartLoader Warning: Variable <whatever> not found in Part" is concerned, that's usually quite harmless. If, by chance, you have parts that use the Firespitter buoyancy module (namely the Firespitter parts pack, specifically) remove them and start KSP again. As for the exception you've shown me, another mod which affects docking ports and/or maneuvers is what's crashing your game and you'll need to troubleshoot and pick apart your install. I'm not going to mod my game as far as you did to investigate. That's not how the help desk works, sorry. There is a catch-all built-in. I found the need for this on my own while making this mod.
  2. @Engineer Gaming Install System Heat's extra: Nuclear Reactor Configuration
  3. @AtomicTech I got you covered. And the use of B9 Part Switch is a must (I personally don't write part upgrades that don't involve it)
  4. Howdy. You will find that all of the downloads for Sterling Systems and Psi Wedge contain a GameData folder for use as location reference. When you unzip and combine them, everything inside their GameData folder must remain positioned relative to the actual GameData folder. Any other positioning breaks the mods. You must have: GameData/SterlingSystems/<everything> GameData/PsiWedge/ You must not have: Another GameData inside your GameData Anything outside of GameData/SterlingSystems/ unless it's an optional modlet GameData/<Zip file name which tencds to also contain the version number> One mod inside another If you actually have this directory "Ksp/english/GameData/" then I figure you have entirely broken your game.
  5. Assuming you're using RealFuels Stockalike, this path exists. GameData/RealFuels-Stock/000_DEPRECATED/OPT/ Delete the OPT folder here.
  6. There is an RO-related config which makes the engines ask for LqdOxygen but I'm deprecating it in favor of Rational Resources Jet Family which provides fuel switching to them but currently doesn't provide RealFuels-alike options.
  7. @MattST I take it that you need OPT tanks to hold LqdHydrogen + LqdOxygen? If so, I suggest you use Modular Fuel Tanks which causes tanks to choose their contents in response to the engine, or Configurable Containers which doesn't have that automation but (along with Modular Fuel Tanks) allows you to freely choose any resources, how many resources and what fractions you want. If you want a means to gather LqdOxygen then try the "MISPLACED" intakes in Rational Resources Parts. If you need OPT engines to use LqdHydrogen + LqdOxygen then I'm going to have to leave you hanging for a while.
  8. @mateusviccari The one standalone logistics mod I knew and tried is: But there's also the recently created Wild Blue Core and its fuel pump part, by @Angelo Kerman
  9. All interstellar system mods are compatible with OPM because OPM itself is not interstellar and does not fill a huge area that its SOI can clip those of the stars from the other mods. However, any interstellar mod which has a "home-switch" or "system replacer" function (whether on by default or you turn it on) is usually incompatible because the point is to replace the stock planets. Now, seeing as you're new to interplanetary and interstellar I'm going to have to introduce you to a meme I made based on observations of players in the Discord server of an interstellar mod:
  10. New part Supersonic ram air turbine, retractable. On request from a KSPIE user. Its purpose is to provide a very capable aux power source for spaceplanes or fast airliners where solar panels are a bad idea or when onboard nuclear power systems get very fussy.
  11. To some small degree, yes, but with how much is going on with KSPI-E and that I don't use it, largely no. Compatibility exists (as far as I'm aware) in that: Alumina, Mopedantte and Spodumene are kept around, they get placed and get abundance bonuses in some planet templates. Every compatible planet gets rich resource loadouts in their atmospheres, near space and oceans. If there's anything in particular that you're interested in, let me know. I'm curious enough but I can't simply promise it since I want to not end up committing to a big project I might not be very motivated for.
  12. This should be quite helpful. TANKTYPE { name = RRMetals UsefulVolumeRatio = 1 TankCostPerSurface = 1 PossibleResources = Aluminium 1; Lithium 1; MetallicOre 1; Metals 1; RareMetals 1; } TANKCONF { name = RR Metals TANK { TankType = RRMetals CurrentResource = MetallicOre InitialAmount = 1 Volume = 100 } }
  13. The cargo ramps and deployment bay have been confirmed cured of their krakens. (The Avatar ramp's shielding doesn't want to work right now. Maybe it'll change its mind soon.) Some new parts: Wrapper panels for J, K, KH.
  14. You won't have the RR MaterialKits chain because the screenshot doesn't apply to Kerbalism. However, since you mentioned it, I've written a Kerbalism version of it. Is this sufficient?
  15. The ones here: PQS { Mods { VertexHeightMap { offset = -1150 // raises or lowers the terrain geometry. The sea level is static and the reference for the offset deformity = 7500 // Vertical scaling of the terrain. Makes your mountains taller and your valleys deeper ...
  16. For a beginner: Perhaps use exactly 50% gray as your midpoint, where sea level should sit. (If you know better, you don't have ot do this.) Also ensure that your heightmap uses the entire grayscale: 0 (black) ~ 100% (white). I don't know for sure but you may have problems if you don't do this. And another thing: There's terrain deformity and terrain offset. Your offset might be too high of a positive value which is why your water is all underground.
  17. Edit your terrain textures so that the perceived sea level is higher then offset the terrain down so the sea level in the texture matches the sea level in-game. And if it really matters, increase the body radius too.
  18. @AmanitaVerna I don't actually play with FFT so I was never aware of this behavior of the antimatter containment module. I just wrote a config for Sterling Systems so the containment cost scales with the height options of the tanks there so I already have a solution for this problem. That would be to make the containment cost 0 when not set to hold antimatter. Or perhaps OPT should just not offer the tank type anymore. It could be really inconvenient to have to break one's plane to eject the one or two OPT fuselage pieces that are set to hold it in case of a situation. Thanks for bringing this up. I'll have to similarly update the Sterling Tanks config (to cost 0 when set to hold something else or nothing). Also: The cost is going to go way up. By 8x (along with storage density by as much).
  19. It is a given that engines that consume ElectricCharge don't have their shown dV limited by how much or how little (even zero) ElectricCharge is currently in the vessel, however, I make heavy use of ThermalPower (which is massless and represents energy, just as ElectricCharge) and dV calculators tend to come up with < 10m/s because volume density of tanked ThermalPower for engines is quite low and KSP seems hardcoded to treat ElectricCharge a certain way. If anyone is willing and able, it would be very welcome if this feature could be extracted from KSPIE and released standalone or written anew and made to easily allow resources including, but not limited to ThermalPower to be treated as ElectricCharge is. I'd like to eventually use other resources similarly and make or update several parts to use them, hence this request.
  20. Run and scream in fear! I'm about to drop an update and mess with your craft files again! These... Are finally being cleaned of their krakenbait. CryoTanks seal of approval All parts' dry masses have been tuned. Anything that holds fuel should weigh appropriately less. I've seen 2 or 3 parts drop weight by factors of 10 and 20! Engine types I've changed these. Again. The Dark Drive is now an Antimatter type. Dark Goo and Dark Science are gone. Warpjets are Pulsed Inductive Thruster type (but still run on IntakeAtm and still have great thrust), single-mode only and may rely on the NF Propulsion function for PIT engines tweakable Isp with constant thrust. The previous B9-powered Isp selector is gone now. Any SCOOP engines no longer are. No more hybrid-plasma business. Some engines have become thermal nozzle type, namely the 3.75m Helicarrier engine and the ARI-73. Some air-breathing engines will run LFO+IntakeAtm (but be no less efficient) in order to remain useful in unbreathable atmosphere while simplifying fuel switch options. The J-61 will be changed to scramjet only (will only function between Mach 4 and 12) or shcramjet (Mach 4 to any. Its appearance lends itself well to this). The reason for this change being that the J-60 (a long engine) exists to fill the role of all-range air-breathing engine but the J-61 makes it and the HAE-02 (short turboramjet engine) pointless. LFO engines will be (or already are) properly compatible with cryofuel switching via Rational Resources Jet Family. The optional extra configs: Less Handwavium, Zero Handwavium, CryoEngines should no longer be necessary.
  21. @Bootycheeks752 You have Textures Unlimited installed so Proc Parts' config(s) for that will load, giving them their bland silver look. Delete the configs named "ProceduralsUnlimited" or "TexturesUnlimited" or get accustomed to colorizing it and keeping presets. I don't care for Proc Parts' foil look either but customizing that can get pretty good if you know the UI and you like shiny parts.
  22. Absolutely. But as this mod grows, more downloads to choose from will appear and existing ones may split. I don't want to grief the CKAN ecosystem with that.
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