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Atlas Gaming

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Everything posted by Atlas Gaming

  1. From that forum, it seems the general plan is to rewrite and extend stock to do what KIS currently does. Since stock does not have PIPES I expect that piece will remain close to current configuration. My mod - KIFA - is a temporary solution to making sure all parts including KIS parts fit into stock containers, and stock containers are on all bases and vessels (if not already defined by mod author) but I expect a full rewrite of KIS to come out at some point making my mod no longer needed.
  2. Ok... I will focus on eve next... I focused on Eve last nigh actually and it found Xenon... so at least confirmed my install isn't fugged. I guess I initially was not clear that ONLY ATMOSPHERE plants had dust. Maybe dust name rather than exosphere gas resources made me thing all objects have SOME dust around them. But now that I see it's only a few planets (I think it found something on Jool too) have these gas resources I think its working fine. Did I miss the description saying only planets with atmospheres? or is it not really mentioned? I'd suggest it should be pretty obvious in description so people don't spend hours and hours scanning Mun and others without atmosphere expecting results like I did. Very pretty MOD BTW! I've also got the far future loaded and it looks like that adds a couple more resources right? You need to be in MAP view and click on the icon for this mod to turn on the gas view... and zoom in close to the planet
  3. I had this happening and just deleted the part. Works fine without it.
  4. Ok tried scanning duna and eve with telescope... no harvestable resources... If I was scanning with Scansat, what I just did would show resources... so I'm clearly not doing something right... Only plant I have resource cloud is Kerbin. Anyone else get this mod to work? what process did you do to find dust clounds around Eve/Duna?
  5. Edit: Wait looks like I was cooping hydrogen from kerbin buble while close to mun.. SO mun and minimus don't have any dust? I'll stop hitting my head against the desk if thats the case LOL So how do you 'discover' if not with the telescope? And if with the telescope, how long does it need to constantly scan a single object to mark as discovered? Mun. Images follow: https://www.dropbox.com/s/gmhf5rw0y7g9ci8/dust3.jpg?dl=0 https://www.dropbox.com/s/ltlkaz55uop0rvp/dust4.jpg?dl=0 https://www.dropbox.com/s/xpvf456njd90dak/dust5.jpg?dl=0 https://www.dropbox.com/s/lgam5hiqfp332wt/dust6.jpg?dl=0
  6. Right... not percent.. I guess my question is what do I need to do, in order to see the halo of gases on any other plants/moons other than Kerbal... becasue so far every place I've brough parts from the mod, I can collect stuff on some, but there is no visual halo like there is on kerbin
  7. Hey am I missing something? I 've had the spectral telescope pointed at the Mun for weeks now... the info on the telescope shows hydrogen and oxidzer percentages... but when I click on the Mun itself and click the icon for this app it says no resources discovered.
  8. I think there is a bug in the Sift o tron 250. As soon as I turn it on on Kerbal it fills 5575688 units of Argon... like instantly.... Xenon took 30 sec to get to 28 and in the same time 1430 Oxidizer was pulled from air. I think Argo is broken.
  9. I'm not getting any plume on R-10A engines. They look like there is a light from inside, but no plume at all. Latest Real Plume installed.
  10. Dude! You're killing it lately! Thanks for the xmas gift! 07 Curious is this will 'play nice' with Kerbalism?
  11. Ore Tank changes causing errors in Module Manager. I'll take a look at code and post fix here to save you some time...
  12. Would this effect be possible? I think that waterfall definitely adds more realism to rocket exhaust... but one thing I don't think any of the exhaust mods do, including what I have seen so far here, is apply a blur effect for inside of the flame. If you look at 90 degrees through rocket exhaust IRL you will see what is behind it, but with a heat blur or mirage blur... would be great is this mod could apply that effect (in moderation of course) as well.
  13. Ok I found the bug.. this should fix it... just replace this file inside the mod folder.. I'll update for everyone next time I publish on ckan. https://www.dropbox.com/s/7d213aokfl4eajx/InventoryforAll.cfg
  14. Ok let me try to duplicate an d see if I can get clean log... Will post update link here for you to test before updating CKAN.
  15. LOL... I didn't mean the mod snacks... I mean that's how often they look like they are hungry Kerbals need to eat their weight in snacks every 4 days! The bigger question is why they don't produce more mulch?!
  16. Sure... But if I can suggest just a bit more space would go a long way. I set up my mod to default to enough space to store both parachute and EVA pack for all kerbals in pod and preferably a bit more room for fix-it kits . I know kerbals in stock are less than 1m tall... but as reference Souz capsule has 7500 liters for crew, 30 days of life support, and other cargo While SpaceX Dragon Capsule is 10,000 liters of pressurized space for same.
  17. Are you kidding? Kerbals eat snacks every 30 minutes 6 hours a day! You are actually skipping 1 meal with USI! Don't be trying to starve our little green critters!
  18. Effects look very good on Tantares engines. But man I would love some documentation or a WIKI.. I notice that all visible light disappears at about 15% throttle...would like to shift that down to 3-4 %
  19. Try Kerbalism... getting even a 1 year voyage is almost guaranteed to kill kerbals due to lack of resources, radiation storms, and failures. USI is a cakewalk compared to that! Every mod has a niche that it addresses... If your niche is generation ships, look for mods that focus on that or learn to code and make one that we can all play with!
  20. FYI I found the limit on the stock containers while working on KIFA and it is 30 parts, regardless of volume limit. Probably due to UI restrictions. Its fine on 4k monitor, but barely
  21. In the latest NF Spacefcraft I see you added the stock inventory... but it not sure the sizes are making sense to me... the larger capsules look good but for example the smaller 2 person Rhea has 4 slots at 200L, while the larger Tethys 3 person capsule has 3 slots and 180L. The 1 person Phoebe has 3 slots and 60L, while the 2 person Proteus has 2 sots and 50L. I agree that KIS 110L per person was overly generous, but 50L for 2 people seems downright stingy
  22. Next release will address Base, Station, and airlock inventories. Already working in beta. EDIT: Already seeing mod working as intended. When Near Future added stock inventories, this mod skipped updating it, and so now every one of their capsules has a different inventory size as defined by mod author @Nertea
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