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  1. Hey all, thought I'd share this simple Module Manager patch I made for people using Interstellar Fuel Switch. If you have IFS installed and are using the patch that adds fuel switch to all LFO tanks, certain KFS parts will have Interstellar Fuel Switch active as well as Omni Storage, which kinda breaks Omni Storage. In my experience, this causes issues with parts like Flapjack wing tanks or structural keels. Changing a wing tank's LFO storage to instead store Fusion Pellets and Snacks using Omni Storage, for instance, will cause the vessel to regain its LFO storage when the ship is reloaded, in addition to Fusion Pellets and Snacks. This happens every time you load it(and I believe it ignores the amount of LFO you set, so you can't drain the part in the editor to fix it), and cannot really be fixed otherwise without disabling Interstellar Fuel Switch. This patch also disables IFS for the parts that store XenonGas, since you kind of need that to vent Static Charge, but if you want you can just remove the code for the wbiA51GravimetricGenerator, wbiS4EngineeringCore, and wbiS4GraviticEngineCore, and keep IFS active on those parts, since it's less of a problem, more of a little nitpick of mine. Copy and paste this into a .cfg file and put it in your GameData folder, possibly inside another folder with a name like KFS InterstellarFuelSwitch Disabler, I don't remember if that's necessary. Patch below: Angel, if you want to include this or improve it as IFS compatibility, go right ahead- I just threw this together after just (kinda) learning how to use Module Manager. I don't know if I have to specify a license for this little patch, but just in case, this code uses the MIT License: Edit- Unrelated, but while I'm at it, is there some way to calculate the dV offered by any given gravimetric engine / vessel mass / amount of Graviolium? Early testing seems to indicate that even just a little bit of Graviolium will go a LONG way, but it'd be nice to know how long.
  2. Posting because I discovered the cause of this 'bug'. I haven't seen this described ANYWHERE, but in GameData/WildBlueIndustries/Snacks, there's a SimulatorSettings.cfg file. Again, there appears to be no documentation as to what these settings do as far as I can tell, but changing the maxSimulatorCycles value changes the maximum time duration that can be simulated. The default value of 5000 is why the simulator stops simming past 1 Year, 407 Days, 1 Hour, 27 Minutes, and 35.38 Seconds. So if you want it to simulate further(why the Kraken wouldn't you), you need to increase this value. I have no idea why 5000 is the default; as this value ensures that the simulator will only be useful for calculating the duration of missions within Kerbin's SOI, and you're never gonna need more than, like, a couple months of snacks for that unless you plan on staying. The real big use of the simulator would come in for missions past Kerbin, but by default it cannot be used for this...
  3. I am using Snacks version 1.27.5, the latest version as of posting this. I would have posted this to the Github, but there is no Issues section as far as I can tell, and I'm not experienced enough with Github to figure out how to post an issue in that situation, if it's even possible. I'm getting the bug where the simulator caps out at 1 Year, 407 Days, 1 Hour, 27 Minutes, and 35.38 Seconds, no matter how many additional Snacks I add to the vessel- in the VAB and in space. Even below this threshold, adding a part with a Soil recycler(not an Ore processor, I know that's not considered) doesn't seem to affect the duration either, and nor does the level of my Engineers or even if one is present at all. It's been reported multiple times in this thread over the past three or so years, and as of yet I haven't been able to find an answer as to why this is happening, a solution for the problem, or even any acknowledgement(to my knowledge) that the issue exists. I thought it might be because the solution is obvious, or it's somehow intended functionality, but the image on the OP clearly shows the simulator predicting further than this, so that can't be it. So therefore, I was scientific about this and made sure to make the most comprehensive, by-the-book bug report possible! I've just confirmed that this occurs on a 100% fresh stock 1.12.3 install, after installing ONLY Snacks and Module Manager. Steps to reproduce: Open KSP with Snacks 1.27.5 and Module Manager 4.2.1 installed. Create a new Sandbox save file named "Test". Enter the save and select the Mk1 Pod, ensuring that there is 1 Kerbal inside, then attach the S-4500 Snack Tin to the top and play with the values. Past exactly 2449 Snacks(in the 2-4500 Snack Tin), the Snacks simulator will stop calculating durations higher than 1 Year, 407 Days, 1 Hour, 27 Minutes, and 35.38 Seconds exactly. Adding a Hitchhiker part to the craft does not change the simulated duration according to its Soil recycler, even if the Snacks in both the Hitchhiker and the S-4500 Snack Tin are drained. Player.log: https://www.mediafire.com/file/7rc9wznamrr1fvl/Player.log/file Normally I'd have used Pastebin, but this Player.log is 1.108 Mb, and you need a paid account on Pastebin to post anything larger than half that size.
  4. The mod has been updated with a new texture! I know it's been years, but I just decided to give the old mod a facelift. The original textures are still available in the new download on Spacedock, and if I don't mess anything up, the mod will be available on CKAN as well. Edit: The mod is now live on CKAN!
  5. Hi, could I have my name changed to "Lithium-7" ? Thank you!
  6. I hadn't thought of that. Maybe Minmus was much closer when it was captured? It could've been kicked up by the Mun.
  7. Minmar Kerbin Rings 2.1 [1.12.x] [Kopernicus] (The screenshot below was taken using Astronomer's Visual Pack and the Kerbin textures from KSPRC. Both are highly recommended visual mods!) Requires Kopernicus! DOWNLOAD HERE (Spacedock) Also available on CKAN! This mod gives Kerbin rings, intended to be the remains of part of Minmus when it was captured, eons ago- or possibly a sister body to Minmus that was torn apart? I dunno! It makes a bit more sense than sublimated Minmus ice- now I'm not really convinced Minmus actually has any ice. I hope people enjoy it! The mod has been updated, not because the original version didn't work in 1.12- it did, I've been using it this entire time- but because I've improved(at least a bit) as a visual artist and wanted to try my hand at making new textures for it. The original texture is still included in the download, as a Classic version- a preview of which is spoilered below. Changelog MIT License Copyright (c) 2022 Lithobraker Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  8. Hey, the Asclepius thread has some activity, but there's no love for Kronkus! So, I thought I'd share some custom DMagic Orbital Science defs I wrote for the bodies in this pack (nothing for Spud). Truthfully, I don't even know if Kronkus still works in 1.7, though I believe it does. If you want to include this in the main mod, Mr. Chumley, that's fine by me! No credit is necessary, although I'd appreciate some. DOWNLOAD
  9. Probably not, since the Atmospheric Analysis section had a syntax error that caused at least that part to not load. I just fixed it, though! Now the download is updated.
  10. Well, I ended up deciding to use PlayYourWay, but still, I may want to come back to this later- either in another 1.7 playthrough or after this mod is updated- and after Kopernicus stops causing problems with Breaking Ground. If you or someone else picks this mod up again, I recommend working on making it easier to configure for zero-contract or few-contracts playthroughs, since PlayYourWay doesn't look to be updating any time soon. And, I'm sure plenty of other people are like me, and want to worry about funds but without being constrained by progression contracts.
  11. Sorry to hear you're quitting modding, but it makes sense! For now though, I have a question for anyone with an answer- What values do you think might be best for a low-contract career mode? I'm planning on disabling almost all contract packs, except for some anomaly survey, scansat, ARM/Sentinel and DMagic packs, since I felt the progression system was too gamey.
  12. Oh, I've also got a bug report- there seems to be a compatibility issue with Sigma Binary. Whether I'm using OPM or not, the Eeloo-Alu barycenter is present at Duna and takes priority over Duna itself on the map. Without OPM, this doesn't change, and Alu still orbits Eeloo without any barycenter. I... also can't seem to fix this by manually deleting the Eeloo-Alu barycenter from the configs- somehow, despite the barycenter appearing nowhere in the code anymore, it stays anyway(even on new files or without the cache for Alu), meaning that since tab-switching bodies freezes the map if I select Eeloo-Alu, I'll be forced to not use Sigma Binary.
  13. Hey, uh, I'm not really sure where else to post this- or even if these actually work correctly, as I haven't quite tested them yet, but since I lost these for a while I thought it'd be a good idea to release them. Since I always play with DMagic, I wrote some science defs for every body in this pack- and added in some extra defs for stock experiments that were missing from the included science logs. LINK!
  14. Hmm... Okay, well, I see that. I suppose they're situational, then. That makes more sense of it. If you CAN lift a huge rocket, you can actually get less mass for more cost and some power concerns. That makes more sense to me, then, thank you. Still, I think the volume requirements could be toned down at least a little. It might be more realistic, but this IS Kerbal Space Program.
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