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Grimmas

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Everything posted by Grimmas

  1. That's the biggest understatement of the week lol. I came here just to confirm whether you are the one responsible for burning my eyes with that uranium-colored goo... glad to know I am not going color blind yet.
  2. There is small a syntax error in the experiment configs, which I fixed a while ago but it has not yet been accepted into the repository - you can find the change in my PR here. That should fix your problem.
  3. In theory nothing should happen to your crafts that are already in flight, as I see nothing in the SystemHeat code that would add modules to vessels in flight. But I didn't look that closely so I could be wrong.
  4. CKAN should have the new version as of about a week ago. Before that, there was only a pre-release for about two years so it wasn't on CKAN.
  5. There are indeed no issues between SystemHeat and JNSQ. There are issues between SystemHeat and Kerbalism, this is true. There's also a bridge mod (KerbalismSystemHeat) that was recently updated, but it doesn't change the fact that out of the box those two mods don't play nice.
  6. I asked Gene to hook me up with a mission, but he gave me a tape and said it will self-destruct in five seconds...
  7. Good luck! I've been following your progress and plan to play through a BDB/JNSQ campaign with your mods soon. Too tired of seeing the Community Tech Tree already, and it doesn't work well with BDB to begin with...
  8. You can combine it in different ways, here's one example to get you started.
  9. It seems that resources with STAGE_PRIORITY_FLOW flowMode intentionally do not respect decouplers and the like. You should be seeing the same using Monoprop too, as well as ElectricCharge (both of which have that same flowMode as well).
  10. I like RP-1, but the realism part sort of went out the window for me when RP-1 told me that the Pale Blue Dot had over seven billion people living on it... in 1951.
  11. Nothing from me, I've been trying to progress my RP-1 campaign so not currently using Blueshift. In fact, I primarily want to use Blueshift with GU but my GU ships keep exploding when I land or go EVA lol, maybe once I figure that out...
  12. Thanks for the heads up! Using your CC fork's latest release fixed it.
  13. Not quite. Contract Configurator is borked in my install after this latest update - no custom contracts at all get loaded but lots of exceptions related to Kopernicus mockBody.
  14. Short version, it's working as intended. SpaceDust is compatible with SystemHeat but it's not a hard dependency. The current bussard collectors were configured for SpaceDust but not for SystemHeat. Those values you are seeing are defaults from SpaceDust (with the Heat Output being literally the EC consumption value) but these values won't do anything unless and until the part is also configured for SystemHeat.
  15. @Korfio This is common if you are also using Parallax, the textures conflict - in that case either uninstall Parallax or delete the city lights from AVP.
  16. Not much stands out to me but I do have a few comments for things you could look into: 1) You are running KSP 1.12.2 while the latest version is 1.12.3, I suggest upgrading to get any potential bugfixes. 2) You are missing a DLL, Scale_Redist - maybe from incorrectly installed Tweakscale? It could be another mod that is incorrectly trying to load it (maybe KSP Recall? Not sure). 3) You are using an old version of scatterer, I believe GU needs the latest version instead. The two are not really compatible as there were some major changes from 0.772 to 0.8+ Some other planet packs like JNSQ need the version you're using. 4) BARIS is fairly old now, not sure how well it works with the latest KSP version, I'd look into replacing it (with EVA Repairs for instance) 5) You probably do not need BoulderCo as GU has all the stock EVE/Scatterer configs you need (may be an optional install from GU) 6) You could try installing KSP Community Fixes and see if that improves anything.
  17. It's a fair question IMHO as most of the links for USI mods on the forum threads are outdated and have been for years. I know @RoverDude is planning another release of all the USI mods soon (tm), hopefully he'll update the links as well. *hint hint* ;-)
  18. Can confirm it still works fine on 1.12.3, I use it as does most everyone else I know.
  19. I have a 32:9 (DQHD) monitor and the docking cam looks squished like this. Am I out of luck with this mod? Happy to post logs if you want though I don't think it would be useful for this case.
  20. @AtomicRocketBooster I'll give this a try. I was actually in the middle of writing my own USI SystemHeat patch today but then I saw this. Though I started with the USI Reactors from the Reactor Pack, which you do not cover, so I still have some work to do One thing, FOR[X] will always trigger as it forces MM to define the keywords used if they do not yet exist. For a compatibility patch like this you should use NEEDS[X] instead. Edit: I've uploaded a SystemHeat patch for USI ReactorPack and FTT, which can be found here. Seems to work fine but if anyone sees issues please let me know. This covers the remaining USI reactors and the StarLifter reactor (which strangely wasn't generating any heat before). The only things not covered are the PackRat RTGs and the ART Jaw.
  21. Nice mod! This honestly should've been a stock feature. If I had anything to add, it would be that having a shielded docking port variant would be useful. I've gotten around it by attaching an escape tower at the top node. Also, I ran into an issue where the docking ports were not passable as I was using CLS, so I added a little patch for it - any CLS users, please see the Github PR.
  22. If you can, redo those craft files with the new BDB instead. There was a big Apollo/Saturn revamp last year and the new stuff is glorious.
  23. Holy cow, good luck getting an answer to something from five years ago If you want better Kerbalism support for BDB you do have a few options. I wrote a patch last fall that covers a lot of the early to mid game BDB stuff, and it is available here on the forums and on Github (Grimm Modlets). It was written with the Apollo revamp in mind but a few things have probably changed since then. More recently, CessnaSkyhawk published an early version of his Kerbalism config for his tech tree (Skyhawk Science System) which is specifically tailored to BDB (this replaces the default Kerbalism config).
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