Jump to content

Ariel Kerman

Members
  • Posts

    62
  • Joined

  • Last visited

Everything posted by Ariel Kerman

  1. The Calabash engine's reactor reach his 1600k peak temperature and shutdown, doesnt matter how much i try to cool him down, even if the engine itself is deactivate. Im using the liquid radiators, but also tried with the ones in FFT mod and the overheat is still there. Can provide a log file but my game is heavily modded, and i dont think is a mod compatibility issue anyway. Any other engine works just fine...
  2. Now this is original and cool parts! Im wondering how translucency or subsurface scattering works on Unity. As far as i saw, only HabTech has some nice translucent solar panels on his ISS mod. Looking forward to this! It does if you orbit at 2km altitude
  3. Hi! It wasn't a power issue for sure. I remember me making a brachistochrone trajectory to Tau Ceti with GU installed while time warping, directly from LKO, wich make wonder in awe. In the second ignition to decelerate, nothing happend.
  4. Radiators that use intake atmos to work... nuclear SSTO vibes...
  5. Thanks! Updated via CKAN with the 8k textures and everything works just fine... Some screenshots from Efil. I was never been there before
  6. Nice @Jason Kerman! Cant wait to check it out! But before, due the changes in the folder structures, do i gonna destroy my actual savegame if i update to v1.1.6? Also, i have 16 GB of ram at 3800mhz and at least 90 mods installed, should i keep it to 4k textures? Thx in advance!
  7. Hi there, not JadeOfMaar but maybe i can help! seems like a bad install right there. First delete all Sterling files from your KSP folder, either in the root folder or the GameData. Secondly, unzip the files from GitHub somewhere in your PC, make sure you download them from the proper repository. Thirdly, move the entire "game data" folder into your KSP root directory, the path sould be something like this: "your disc"\"your game store"\Kerbal Space Program\GameData\SterlingSystems. Usually it should'nt be nothing else in the middle beetween KSP folder and the mod's folder. Finally, you have to do the same thing for all Sterling Systems complements, electrical, thermals, etc. If you unzip them INSIDE the Sterlings folder, thats the reason it didnt work for you. Inside the Sterling directory, the only folders you should see after download the complete bundle are: Agency Electric Engines Tankage Thermals version Cheers.
  8. Sure. This should be pasted at the end of SECTION 1 in the ComonResources config file. RESOURCE_DEFINITION { name = MetalOre displayName = #LOC_CRP_Metals_DisplayName density = 0.007 unitCost = 14.1 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true volume = 1 }
  9. Hi! im not using KSPIE right now, but is an absolutely great mod. The reason i uninstalled it a few months ago, is because the daedalus engine just get broken in flight: I give it everything needed and it fire in the 1st ignition, but right after that, or after change to another vessel, the engine just show the plume but nothing else, stops generating thrust and the DeltaV desapear, even if the Pellets tanks are OK. Is no a bad setup of mine, just a bug that i was never able to solve. I writte this just in case somebody else face the same bug before, and can guide me in the right direction.
  10. FIXED: I was unable to track down the problematic mod, so i finally created a resource definition in the CommunityResourcePack > CommonResources.cfg file, for the unused MetalOre resource, and works smoothly. Can i share the code for that here in case somebody else face this same problem?
  11. Yep, i have CRP installed, and i think i'm going to lean more towards this idea. The resource definition are just a few lines in the CommonResources.cfg right? I found "MetallicOre" in that file, but not "MetalOre", idk if it is the same resource.
  12. It looks like more like a B9 error that i cant figure it out right now. Usually i resolve most of my mod incompatibilities by firstly: avoiding them, secondly: identifying them for myself. None of this was possible in this case...
  13. Hi @zer0Kerbal! I've downloaded the Version 4.0.99 from CurseForge on game version 1.12.2 and installed as it supposed, but gave me this fatal error. I have a heavy modded game but i want to know if this actually happen to someone before before post the log file...
  14. Lovely work! Cant wait to fit my interstellar ship with those tanks! Unfortunately i don't have much time to spend on ksp lately, but i'll give this release a try for sure. This weekend is the only free one i had, but i chose to go and see Dune part 2 PD: i figured out about the waterfall configs, so i will send you the templates when they ready, if you like it some of them, feel free to add it.
  15. Thank you, i gonna take a look on it when i have time... Yeah, no problem
  16. Hi Jade, im trying to create some custom plumes for the fusion engines and the anti-matter one using Waterfall, but the normal process didnt work. When i export the new effects to the config file, and run the game again, there is no changes but the size of the plume. I noticed there is a Waterfall patch in the engines folder (zPatches), and im just wondering what that does, should i delete some files there first? I could send you a PM if you think is more appropiate
  17. Amazing stuff! I love the idea they are not just tanks, and can full fit other purposes
  18. Seven years later, i want to report the SAME bug. I search everywhere and this thread is the only thing i found. I gonna start the request in the proper section, unless someone here has ever found a solution...
  19. In theory, the bell shape of the main nozzle protects the crew and the ship's system from the strong proton radiation, the large shield just behind protects the crew from the even more deadly x-ray radiation, and the conical shadow shield in front protects kerbals from the radiation coming out of the reactor located where the small radiators are. It contains only water and does not glow, its just a red lamp that casually illuminates the shield. Im not playing with kerbalism, but its designed that way to maintain realism...
  20. Some fun with this mod so far. Note: tweakscale make this mod almost broken, but i love it anyway lol And yeah... Jeb wasnt happy with the order of "visually inspect the main engine to rule out sudden ignitions"
×
×
  • Create New...