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Meliandah

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Everything posted by Meliandah

  1. Well it's impossible to find Karbonite & this one need it no link on main page & etc, github page dont exist anymore too Shame
  2. Hi everyone o/ I got a small problem atm, i cannot choose Monopropellant as fuel for my tanks But maybe i'm thinking it's because i don't have high researchs done ? (under 90 science points done, not more yet). Or it's a bug in the mod ? I can only place the small rounded tanks around rockets for monopropellant for now. Auto-Answer : Jebediah was right ! My Kerbs needed the "Advanced Fuel Systems" technology to get access to the Monopropellant as choice for other tanks Well , at least if someone want to ask too he have answer here "PLANT A FLAG". PS : i'm a kerbal veteran re-making a game with new mods stuff & etc
  3. Oh i found where to start to make plugin it's with Unity DL & C# ^^ But i'm also already on a 3D Web-GL game development and i'm looking for people to help me for models & graphisms By the way in the interstellar mod i also found a big bug for the VISTA Engine ... It never go more than 1200 KN instead 7000, in fact there are values who was left @ 300-600-1200 KN for upgrades and there s a ratio in definition, just need to change theses values to 1250-3500-7000 to have full power after you just need to up the ISP to reduce your KN or switch the engine mod to down a lot & consume a lot less of fuel against power in GW. Would be better now If it can help some people , because this engine can also transmit in beam after you are in orbit to power up outposts on planets. Also generators (MHD-Large or Thermal) need to be put @ 99% efficiency on last upgrade, so after you can have Stellaris + VISTA (same size & very cool reactor+engine design ) who give you near 5GW and you can transmit with VISTA wealthly (need 4GW). So with 99% on generator (who go down a bit with heat), you'll stay a bit more than 4GW to transmit I found theses config very better But forget the low fuel consumption ^^ who need near 8-10GW for each. Need anti-matter reactor , later
  4. Ha yep the Tanks like i saw with the SpaceCrane Nice one, but if i need MKits only 1 time or 2 for crates ^^ useless to stock them, i keep producing RocketParts while i'm building (1400 stock max for a 17 000 RParts production for example). But today was really painful...... I just open my crate fastly , and when i wanted to make my nuclear reactor for Duna Base, there was 1 ressource totally missing from universe to create UF4. FLUORITE is unexistant After trying lot of things, look forums & did what some people did to make it appear, nothing worked so >> i removed the fluorine from UF4 production directly XD. And finally i can start my Duna City with data scanning & co . As you can see Planetary Base is the best one to make outpost ON planets . I tried the big solar "beam", but for now i never success to make Beams working to get power Maybe tomorrow with a new Orbital Station with VISTA Fusion Engine (who can also transmit in infrared from space). Maybe it need distance to work between emitter & receiver. But i find the conversion from reactor to generator a bit useless & need to add too much piece (and like here i should need 2 generators to use 100% of my reactor, efficiency also go down with Heat if you don't cool them enoughly, anyway it's never higher than 60-64%).The reactor should create MJ or power directly, it's the goal. I tried AntiMatter creation in the SciLab but it need 5 GW for full power (1,5GW max for now, 3 with a second generator, need another reactor so to make this nicely :D) but i hope AM exist.... not like Fluorite PS : By the way the UKS mod could be nice but his buildings are too much for orbital station, not landing, he should make them like the planetary with a Flat Ground under, you'll never use them as Orbital Station because you need too much resources (like i dont see why a 2nd for building with Specialized Parts), and too much complication with too many ressources ^^ it wasn't hard but making cities is too laggy because of adding lot of vessels. it's the only mod i removed . With a 3-coupler & planetary builds + EPL you can create & build anything where you land in 1 landing (or 2-coupler + 1 Crate like i did before XD) On my picture, you remove the 2 big parts where there are Panels and Radiator on left&right in air (Fuel making & Reactor parts) then you have 3 parts added here in line (LauncherPad on extreme right), Workshop & Smelter + Drills between the huge radiators/panels in air, then you can build anything & have a launchpad .
  5. Yep i use the Launcher Pads, and i also have the ISRU who can convert into MaterialKit but without storage it will say "MKits full" non stop ^_^. Also the Planetary Base System have lot of buildings for EPLaunchPad & RocketParts production with dedicated drills & stuff. You need this because if i have to send Crates all time i need to build something , on Duna its okay but when i'll colonize Jool & moons or other Systems (Kerbol & co but i didn't tried yet ^^ 1st i conquer the original solar system. Also i want to build planes & co on Duna/Jool/Laythe to explore a bit with some quests. So sending each structure in Crates from Kerbin would be painful & very long
  6. Oh lol ! I made a backup of my game and apparently it don't work XD I think when i reloaded my backup save after each modification it made it work xD So i think the big problem is your Old GC Converter button, i remove it from GroundConstructionPatch.CFG file or i put 2 times the Ground Construction button It make it work ! But problem come from Old GC Converter and it's useless to let this because MaterialKits are not a community or game ressource, it's one created for MKS/USI Colonization mod, like RocketParts for EPL. I dont use MKS/USI Mod so MaterialKits are totally useless and i can't even stock them No storage available. And better to use RocketParts, because Planetary Base Mod add buildings specially for the EPLaunchpad. THIS : @PART[*]:HAS[#CrewCapacity[*],~CrewCapacity[0],!MODULE[NotGroundWorkshop],!MODULE[GroundWorkshop]]:FINAL { MODULE { name = GroundWorkshop AutoEfficiency = True } } OR THIS : @PART[*]:HAS[#CrewCapacity[*],~CrewCapacity[0],!MODULE[NotGroundWorkshop],!MODULE[GroundWorkshop]]:FINAL { MODULE { name = GroundWorkshop AutoEfficiency = True } MODULE { name = GroundWorkshop AutoEfficiency = True } }
  7. Ohh i remember the construction button but never saw it back since i play on 1.3 I added the Malemute only from UKS , but it change things who should not This is the OutPut_log from launcher directory, i found only 1 file here : Initialize engine version: 5.2.4f1 (98095704e6fe) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 9.0c [nvd3dum.dll 21.21.13.7849] Renderer: NVIDIA GeForce GTX 750 Ti Vendor: NVIDIA VRAM: 1993 MB (via DXGI) Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 NULL=1 RESZ=0 SlowINTZ=0 Begin MonoManager ReloadAssembly Platform assembly: E:\Kerbal Space Program v1.3\Launcher_Data\Managed\UnityEngine.dll (this message is harmless) Loading E:\Kerbal Space Program v1.3\Launcher_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: E:\Kerbal Space Program v1.3\Launcher_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading E:\Kerbal Space Program v1.3\Launcher_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: E:\Kerbal Space Program v1.3\Launcher_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading E:\Kerbal Space Program v1.3\Launcher_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: E:\Kerbal Space Program v1.3\Launcher_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading E:\Kerbal Space Program v1.3\Launcher_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: E:\Kerbal Space Program v1.3\Launcher_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading E:\Kerbal Space Program v1.3\Launcher_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain Platform assembly: E:\Kerbal Space Program v1.3\Launcher_Data\Managed\ICSharpCode.SharpZipLib.dll (this message is harmless) Loading E:\Kerbal Space Program v1.3\Launcher_Data\Managed\ICSharpCode.SharpZipLib.dll into Unity Child Domain Platform assembly: E:\Kerbal Space Program v1.3\Launcher_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading E:\Kerbal Space Program v1.3\Launcher_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain Platform assembly: E:\Kerbal Space Program v1.3\Launcher_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading E:\Kerbal Space Program v1.3\Launcher_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: E:\Kerbal Space Program v1.3\Launcher_Data\Managed\System.Core.dll (this message is harmless) - Completed reload, in 0.057 seconds <RI> Initializing input. <RI> Input initialized. desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0 <RI> Initialized touch support. Platform assembly: E:\Kerbal Space Program v1.3\Launcher_Data\Managed\System.dll (this message is harmless) Platform assembly: E:\Kerbal Space Program v1.3\Launcher_Data\Managed\System.Xml.dll (this message is harmless) Platform assembly: E:\Kerbal Space Program v1.3\Launcher_Data\Managed\Mono.Security.dll (this message is harmless) Backup file overwritten (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Local BuildID: 1804 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Windows 7 Service Pack 1 (6.1.7601) 64bit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) ExecPath = E:/Kerbal Space Program v1.3/Launcher_Data\../KSP_x64.exe (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) E5150 path: E:/Kerbal Space Program v1.3/Launcher_Data\E5150.cfg.bak (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Loading Settings... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Setting up 1 worker threads for Enlighten. Thread -> id: 8ac -> priority: 1 Last BuildID: 1804 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) NEEDS UPDATEFalse (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) I had to remove some files from Malemute who was modifying lot of other buildings data (like the directory of the company USI, but will try to re add to see). It add me a button on part "OLD GC Ressource converter" to convert into MaterialKit but i don't use the ressources of UKS mod Only the buggy Malemute i took. EDIT : OKAY ! I FOUND AND CORRECTED THE BUG !! In fact, after few tries, in your GroundWorkShopPatch.cfg i needed to invert the 2 MODULE datas like this : ORIGINAL : @PART[*]:HAS[#CrewCapacity[*],~CrewCapacity[0],!MODULE[NotGroundWorkshop],!MODULE[GroundWorkshop]]:FINAL { MODULE { name = GroundWorkshop AutoEfficiency = True } MODULE { name = OneTimeResourceConverter ConvertFrom = Metals } } AFTER : @PART[*]:HAS[#CrewCapacity[*],~CrewCapacity[0],!MODULE[NotGroundWorkshop],!MODULE[GroundWorkshop]]:FINAL { MODULE { name = OneTimeResourceConverter ConvertFrom = Metals } MODULE { name = GroundWorkshop AutoEfficiency = True } } Then now, i have the 2 buttons on Part menu, "Old GC Ressource Convert" AND "Construction Window", also it's detected now and added into Ground Workshops List. You should have a button creation order which is badly respected or bugged into your DLL (the only files i can't access, don't want to load in hexa xD), the inversion of the 2 Module brackets make all of it work But 2nd problem is that i don't use MKS mod and I DONT HAVE MATERIALKITS ressources So in the Groundconstruction/Plugins/PluginData/GroundConstruction.glob , i just needed to change the ressource used to deploy Kits with RocketParts instead of MaterialKit UseStockAppLauncher = true StructureResourceName = RocketParts etc...... Now it work fine and i can deploy kits with RocketParts on Duna My Launcher will be here in 18h lol PS : By the way , someone know where i can find DLL sources to create Mods ?? Or where to start ? I am also a senior developper & computing project management but i didn't found where to start to make mods.
  8. Heya o/ I'm playing on 1.3 and got a genuine bug, no more workshop available once i leave Kerbin for DUNA , only on the 2 Mun/Minmus. I tried everything. I should have 4 workshops available on Duna when i landed 3 Parts & my Crate but no workshops appear in the list, and if i delete on Mun or remove a EPLaunchPad (thought it come from here, too much WShop or mod mix), but nothing change, they disappear or staying from list (so the mods work fine). So i really don't see why i have no workshop available on DUNA and can't deploy my crate with the EPLaunchPad I should sent 4 Parts directly lol, landing was easy in fact Any idea plz ? I don't have lot of mods, InterStellar / EPL / Ground / Malemute / Planetary Base System (the best for outpost construction with EPL dedicated buildings) & littles MODs : KIS KAS(KitKat ) + Alarm +Engineer +IFuelSwitch +SurfaceLight(modmanager 2.7.5, maybe theses ?) & Konstruction PS : I think they work fine on Kerbin's Muns but never tried a crate but i see them and click/choose them in list with their WorkForce
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