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About hemeac

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    Junior Rocket Scientist

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  1. Those are shrouds for the nozzle. I'll be doing some fuel tanks for 0.3125 and 0.6125. The latter is that want to give an alternate to the Oscar.
  2. Another render in Blender showing the different color variants for the Louse alongside the fins. As mentioned in the previous post, the proportions are based on the fins for the Aerobee 150 SRB. Color variants will help color match these to Stock and Blue Steel plane structural parts for those who may want SRBs for their RATO designs.
  3. @vardicd, based on your screenshot given that your description has the upgrade text and in the PAW you can see the B9 "Switchable Part", the upgrades should be there, but perhaps not unlocked. You will want to look for "Second Generation Solar Upgrade for Tier 2 Panels" in Battery Tech and "Third Generation Solar Upgrade for Tier 2 Panels" in Electrics. Further expanding on @Karin, Part Info is a mod by LGG which displays some behind the scenes info on parts. It helps me when writing configs and debugging KTT, mostly useful for those needing to patch.
  4. @vardicd, You should see something like this in the VAB to let you know where the upgrades are for that particular solar panel: If they are not actually unlocking when you have those, then that is definitely a bug
  5. @vardicd, they do, but the way I did upgrades for solar was overly complicated. Each tier of solar panels has two sets of unlocks. Thus solar panels that you acquire in tier 2 should have two upgrades (Tier 3 and Tier 4) that should also be indicated in their part description (this can change slightly for the OX-STAT's depending on the combination of mods you have installed). It appears that they should be working as I see "Cell Type: Basic Cells" in the PAW for the solar panels which suggests that the patch worked, but you haven't gotten the actual upgrade for them yet. I've simplified
  6. I started my tech tree overhaul mod which is just using MM scripts by going over existing tech tree mods as they are generally simple and then building up from there. I found going through the wiki on MM has been quite helpful: https://github.com/sarbian/ModuleManager/wiki When it comes to Kerbalism, it is definitely one of the more complex scripts that you can find within KSP and it took a while just to work out how to deal with Science experiments etc. But in general, you will find the aspects that you are looking for within KerbalismConfig/Settings.cfg and KerbalismConfig/Profiles/De
  7. Definitely, as the proportions of this srb is based off the one used on the aerobee 150, planning on adapting the fins from that to match
  8. Will keep an eye out and can do a test of them in your next release.
  9. Just a quick update, the Louse is pretty close to being done, just a couple of small tweaks. Photo with some ReStock parts for reference. Think I came pretty close to color-matching.
  10. Awesome work on the scatters. Just had a look at the updated SolarPanels.cfg and see that you are now using a new module rather than replacing the existing ones. However the patch doesn't catch Near Future Solar's "ModuleCurvedSolarPanel". The curved solar panels are working in a multi-sun game on Kerbin (ie. charging), but wanted to give a heads up as not sure if they will be working as intended in the scenarios that you were trying to fix.
  11. I haven't tested, but could the issues with the date be due to a bug in Kronometer? It's bundled with JNSQ.
  12. Kiwi Tech Tree 1.4.0 Part Upgrades are now color-coded green for easier identification (Special Thanks to @FreeThinker) Removed patch that adds 1 kerbuck to part upgrades as that is now redundant Eased transition of save games to Kiwi Tech Tree (Thanks to Freethinker) Support for SimpleAdjustableFairings-KWRocketry (Thanks @evileye.x for the patch) Fixed Swivel ASL ISP (Thanks @antilochus for logging issue) Fixed bug causing spontaneous combustion of Kerbals if mods add ElectricCharge to Kerbals (Thanks @WLLP for logging issue) Adds MechJeb Config (Tha
  13. @vardicd, I had forgotten that, but checked the MM cache and it isn't pre-defined there so guessing Kerbalism adds it to the Kerbal when they disembark similar to the way they transfer EVA Fuel (just a guess here). Since it doesn't happen when the game loads, my battery density patch wouldn't catch it. In any case, the patch appears to be working, so will chalk it up to one of those "strange" hard to determine bugs.
  14. @InfamousAsHell and @WLLP, thanks for the notes on these. I will make sure to do actual playtesting on these parts when setting them up. @flart, I tagged you in the post about Kerballoons. If LGG responds that he won't be able to get to the fix soon, which looks to be pretty straightfoward, I will add in this hotpatch to the update which should make the upgrades usable: @PARTUPGRADE:HAS[#partIcon[Sonde]] { @partIcon = universalBalloonHP }
  15. @flart made a note on my thread that your upgrades on the balloon are not working. PARTUPGRADE's for universalBalloonHP have partIcon's that point to a missing part named Sonde. I had never tried the previous iteration, so not sure if that refers to a part that no longer exists. Currently none of the balloons past the 0.625 appear to be unlockable in career mode.
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