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ThePsion5

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Everything posted by ThePsion5

  1. Great mod! I'm planning on using it for an upcoming mothership I'm designing. However, one issue I have run into, however. I'm a big fan of using fairings to connect larger lower stages to upper stages. For example: 3.75m Fairing -> 2.5m Separator -> 2.5m Engine -> 3.75m Tank, with the fairing attached to the 3.75m tank. Normally this all works out fine normally, but after installing Recoupler, they suddenly wouldn't separate. I confirmed the decoupler was triggered by staging, and the decoupler no longer had the "decouple" option. After removing your mod, I reloaded the vessel and re-launched it and the decoupler separation worked fine. If I had to guess, I suspect your code is treating the connection between the fairing shell and it's attached part as a regular attachment between parts, so even after the fairing deploys and the decoupler is separated, there's an invisible connection between the deployed fairing and the attached node.
  2. So for some reason the Whirlijig has disappeared from my tech tree after downloading the latest couple of updates to Near Future Electrical (also using Community Tech Tree). The part files are still there and inspecting the .cfg files, everything looks right, but it's disappeared. Has anyone else experienced this?
  3. I apologize if this has been answered already, but is it possible to mine metal from asteroids? If so, do I need to do anything different than grapple to the asteroid with a Klaw and then deploy/activate the augers?
  4. So, I've just installed this mod today, but for reasons unknown it's not showing up in career mode. The parts do show up in Sandbox mode, however. I had looked at previous posts and checked for the typo in the CFG file, and even tried changing the CFG file for one of the parts to require a lower-tier technology. That appeared to have no effect, unfortunately but that appeared to have no effect. Here is the list of mods I have installed (via CKAN): B9 Part Switch Better Burn Time Community Resource Pack Contract Configurator DeepFreeze Continued Firespitter Core ForScience! (installed manually) Hide Empty Tech Tree Nodes Indicator Lights Kerbal Attachment System Kerbal Inventory System Kopernicus Planetary System Modifier Malemute Rover MechJeb 2 ModularFlightIntegrator Module Manager Outer Planets Mod (installed manually) Precise Node (installed manually) RCS Build Aid SCANSat Smokescreen Trajectories (installed manually) USI Tools Waypoint Manager Any idea what the issue is or what the fix may be? Let me know if you need any additional information as well. EDIT: SOLVED! I tried uninstalling and reinstalling all of my mods except for the Malemute, and all of the parts mysteriously started showing up in the tech tree. Go figure!
  5. @ShotgunNinja I'd like to add support for the Atomic Age mod to Kerbalism via a patch file that adds ionizing radiation to the nuclear engines. For balance purposes, here are the values I'm proposing: Engine Name Vac. Thrust (kN) rads/hour LV-N (for reference) 60 0.01 Nuclear Turbojet 0 (105 at 1 atm.) 0.015 "Candle" Radioisotope Rocket 3 0* LANTERN Engine 45 0.08 CCG-7 Nuclear Lightbulb 450 0.03** *Since the Radioisotope generator does not emit any radiation and really, who is going to use this on a manned ship anyway? **A Nuclear Lightbulb engine design does not emit radioactive exhaust, which I believe justifies it's lower radiation emissions compared to it's thrust Would you be open to a pull request with appropriate cfg files?
  6. Hi @ShotgunNinja, I love Kerbalism's added difficulty, and one of my goals is to set up a self-sustaining colony on another planet - somwhere like Duna, for example. Kerbalism makes this *almost* possible, but currently there's no way to generate oxygen - only reduce the rate at which it's consumed through scrubbers. It would be great if Greenhouses produced oxygen, and based on an admittedly high-level glance through the code and configuration values, it seems like this could be enabled by adding a few lines to the Greenhouse part configuration. Would you be open to such a change? If so, would you accept a pull request if I was interested in implementing said change? EDIT: Based on a more thorough investigation I'd also have to edit at least a few of the C# source files, but I'd still be up for it. Time to dust off my old copy of Visual Studio perhaps!
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