Temeriki

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About Temeriki

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    Spacecraft Engineer

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  1. Just in case anyone's wondering followed the install instructions and everything's loaded perfectly. Getting all my other mods loaded now.
  2. AWESOMESAUCE! This is the combination im gonna try to get loading! GPP + GPP_Secondary + GEP + OPM: The OPM planets are added to the stock solar system. Ciro and the GPP planets are added as a secondary solar system orbiting the stock solar system. Grannus and the GEP planets are added as a tertiary solar system orbiting the GPP solar system.
  3. I have a question, I can find tons of information on how to set up GEP primary with GPP secondary, but adding OPM either Im freaking blind or is it as simple as just dropping it in? If I install gpp as primary and gep as secondary do I just drop in OPM as well, where does opm end up? Is there an option for stock primary, gpp secondary, gep tertiary, +opm?
  4. Thanks Nertea! These new packs are ahhhhhhmmmmmmmaaaazzzzinnnnnnggggg! Fyi, rolled a pure Near Future save just to get a feel for the new parts, really like their balance to stock. Are planning to have any generator function on the nuclear engines in the future?
  5. Thats what I was wondering, without nfe apparently it doesnt patch it over to kspie because theres no reactor component to patch until nfe is installed, im guessing im gonna have to mash nfe into a near future only save, then smash kspie into that. I understand its on kspie to provide that patch, I usually write my own patch to make them work together better, I just need to know what the intended behavior is first.
  6. Hey quick question about the new aeronautics pack. So im starting a save (1.4.5) and per usual Im ramming together KSPIE, near future, and MKS and sorting out the issues (kspie for tech and electrical, near future for the sexy parts, and mks cause I like to build off world). Initial ramming was done with no custom configs between them, only one load was done at this time, just wanted to make sure the game was bootable in sandbox. So one thing I noticed is the new nuclear engines dont seem to have any actual reactor component, but are very mass heavy and have the proper specs to represent a nuclear engine, is this intentional in design or is the reactor/power gen component added with nfe? These parts look freaking amazing btw, thanks Nertea!
  7. Do you have any of the near future mods installed? If you have certain near future mods installed it lowers kspie to be on par with near futures power levels. I guess their working on in the future instead near future will get cranked up too kspie levels.
  8. When you say in When you say integration with far future are you talking about making a MM compat or making stock KSPI-e integrate with far future out of the box? Either way im excited!
  9. I have a question, If I were have a pebblebed reactor, throw a thermal gen on that, and connect a mirror to the other side of the thermal gen. Would the thermal gen be able to switch to the mirror if the mirror was active and receiving more power than the pebblebed?
  10. Ive been having a similar issue with the Timberwind Engine, I THINK(havnt done that much bug testing) ive traced at least part of this issue to a "supercapacitor" part, I also had a regular MJ only capacitor. I think the supercapacitors stored charge (conversion of ec I think) throws off the mods ability to regulate the ec/mj ratio. I may have the names of the parts wrong but I think its whatever part that adds a ""stored charge" resource". Im running a lot of mods and some custom MM patches so your issue may be different, but do you have one of those supercap parts on the ship that seems to break reactors?
  11. I couldnt figure out where, but I eventually thought check the link in ckan to find the git, issue logged. In case anyone has any specific feedback https://github.com/ChrisAdderley/CryoTanks/issues/51
  12. The issue here wasnt B9 part switch pushing the patch itself, cryo tanks was pushing a B9 patch onto EVERY tank that could contain lf/ox and not just the ones looking for B9. So by looking at B9 and ifs I was missing the patch in question borking everything up, with that patch gone and a wipe of the MM caches everything is working as intended now, near future parts use B9(as their designed for both content and design switching), almost everything else uses IFS. I accidentally installed cryo tanks using ckan(suggested mod), it happens, cost of having a program download things for me. Blowfish figured it was cryo tanks that pushed that patch(didnt even say I had cryo tanks) so Im going to guess im not the first person who experienced this.
  13. Temeriki

    [1.5.1] B9PartSwitch v2.5.0 (November 17)

    Im talking about the options specific to near future, a test delete of b9 part switch cause the near future parts to overlay all the textures and render the tank contents unswitchable (and the mk2-3 parts unswitchable). But ill def look into cryo tanks mm patches, thanks for the heads up @blowfish Update: Looks like Cryotanks is the one butt sexing b9 into everything, easy fix!.
  14. Hola All. So Full disclosure im using Ifs AND B9 Partswitch, yes Im well aware this causes "fun", along with the fun of combining kspi-e some near future and usi. Im well aware of the fun involved and some of the manual work required on my part to integrate the fun(this aint my first rodeo). Just looking for some advice here. So before on 1.3.x I was using IFS to manage mk2 and 3 expansion parts and fuels, near future and B9 parts were manged by b9 and everyone was happy. 1.4.2 rolls around and everything is pretty much updated to I roll a new save in 1.4.2, near future construction just updated along with the other nf part packs so I added those into my 1.4.2 save, wiped the MM configs and restarted. Now pretty much every tank seems controlled by b9 which only adds lf/ox, and hydrogen, except the IFS and KSPI-e tanks which have the rest of the CRP and KSPI-e fuels. In 1.3 it used to be B9 controlled the b9 parts (near future) and IFS controlled everything else. How would I edit the MM patches of either or to force on or the other to control certain tanks, like say If I wanted b9 to ignore the mk2 3 expansion parts ect. Or is there a way to integrate the two part switchers? Seems like IFS had an update recently to not override B9 and I wonder if it may need an recompile for updated partswitch or if FreeThinker prefers the better safe than sorry approach and this is intentional. Posting this on both b9 partswitch and IFS threads (and prolly the reddit as well), not trying to stir the excrementspot, just trying to duct tape this save together so I can finally start playing it. Nothing is in the air right now and everything in the VAB can be remade so looking for ideas on how to get them playing nice. I also flat out delete the USI_NF mode patch (in kspi-e) but that should only effect power scaling afaik. Update: Looks like Cryotanks is the one butt sexing b9 into everything, easy fix!
  15. Temeriki

    [1.5.1] B9PartSwitch v2.5.0 (November 17)

    Hola All. So Full disclosure im using Ifs AND B9 Partswitch, yes Im well aware this causes "fun", along with the fun of combining kspi-e some near future and usi. Im well aware of the fun involved and some of the manual work required on my part to integrate the fun(this aint my first rodeo). Just looking for some advice here. So before on 1.3.x I was using IFS to manage mk2 and 3 expansion parts and fuels, near future and B9 parts were manged by b9 and everyone was happy. 1.4.2 rolls around and everything is pretty much updated to I roll a new save in 1.4.2, near future construction just updated along with the other nf part packs so I added those into my 1.4.2 save, wiped the MM configs and restarted. Now pretty much every tank seems controlled by b9 which only adds lf/ox, and hydrogen, except the IFS and KSPI-e tanks which have the rest of the CRP and KSPI-e fuels. In 1.3 it used to be B9 controlled the b9 parts (near future) and IFS controlled everything else. How would I edit the MM patches of either or to force on or the other to control certain tanks, like say If I wanted b9 to ignore the mk2 3 expansion parts ect. Or is there a way to integrate the two part switchers? Seems like IFS had an update recently to not override B9 and I wonder if it may need an recompile for updated partswitch or if FreeThinker prefers the better safe than sorry approach and this is intentional. Posting this on both b9 partswitch and IFS threads (and prolly the reddit as well), not trying to stir the excrementspot, just trying to duct tape this save together so I can finally start playing it. Nothing is in the air right now and everything in the VAB can be remade so looking for ideas on how to get them playing nice. I also flat out delete the USI_NF mode patch (in kspi-e) but that should only effect power scaling afaik. Update: Looks like Cryotanks is the one butt sexing b9 into everything, easy fix!