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Grimmas

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Everything posted by Grimmas

  1. 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...
  2. Thanks for the heads up! Using your CC fork's latest release fixed it.
  3. 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.
  4. 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.
  5. @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.
  6. 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.
  7. It's a fair question IMHO as most of the links for USI mods on the forum threads are outdated and have been for years.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* ;-)
  8. Can confirm it still works fine on 1.12.3, I use it as does most everyone else I know.
  9. 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.
  10. @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.
  11. 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.
  12. 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.
  13. 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).
  14. You can use the contract configurator settings in the difficulty settings menu to either disable or keep the vanilla missions.
  15. You installed it wrong, you need to copy the folder structure as-is. Arbitrarily changing folders will result in issues like you're experiencing now.
  16. You forgot the last screenshot where the gate jumps up and explodes due to KSP being KSP But seriously, is it gonna be OK? Tethered to the ground somehow, maybe like the ground anchor?
  17. You could work on it HT2 is already configured for RealismOverhaul, so the only thing left to do is to configure it for the RP-1 tech tree.
  18. Just missing the restaurant at the end of the universe there
  19. You could delete all of the parts. Then you will need to add appropriate MKS modules to your own or some other parts using MM patching, or use other mods that provide compatibility to some extent (like KPBS or FUR).
  20. The issue seems to be that you did not read the last few pages and used an old version of Blueshift. The current version 1.7.8 should be fine.
  21. Yes, even the launch charts provided by BDB unofficially are for "JNSQ 100km LKO".
  22. Yea as much as I like BDB and appreciate the tons of effort that goes into it - it doesn't warrant Wikipedia. To be fair, a lot of articles that do exist on Wikipedia also shouldn't be there. But that's another discussion for another day.
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