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jandcando

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  • About me
    Sr. Spacecraft Engineer
  • Location
    Virginia, United States
  • Interests
    KSP, 3D printing, programming

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  1. I've seen some general thermal weirdness affecting mods resulting from this last update, but I'll note that FAR doesn't claim compatibility with KSP 1.11 yet so I'd wait for a release.
  2. I'll do that tonight, thanks for the reminder! Edit: It is done. Enjoy the update guys
  3. Well in that case it sounds good. Thank you again!
  4. Published! I also verified that it works on my computer. I'm happy to put this up as-is, but I am somewhat curious as to why you opted to use screenshots of the pages when the originals should have been included in the source. You can also grab them from the Imgur gallery if you want. Not demanding you make the change as it is still perfectly legible, but the pictures could be a little sharper from my perspective (could be wrong, haven't touched Unity in a long time). Again, seriously thank you! This mod is the only one I've made that I feel really adds something to the game and I've missed having it too.
  5. That sounds awesome, thank you for working on this. If you send me a new .ksp file (and your Unity source files if possible) I'll publish it to everything. It's been so long that I honestly don't know my way around Unity to work on this anymore so I really appreciate you doing this!
  6. Nope. I'm not in a position to work on this anymore
  7. You have my blessing, Lisias. I know you'll do great things with this mod. Be nice to the new management, everyone!
  8. Lisias has graciously undertook ownership of this mod! Check out their forum thread for all future updates and announcements:
  9. The plugin is involved with several miscellaneous functionalities, but I have tried to move as much functionality as I can over to existing stock modules (like the hydrogen converter). The plugin handles the following: the hydrogen intake VAB categories and icons for Impossible Innovations The poofing part (you'll still have it, but removing the plugin prevents it from being able to poof) The ionized wing functionality (power drain, extra lift, etc.) Other than those things, Impossible Innovations works just fine without the plugin.
  10. Alternatively, you could delete the Community Resource Pack resource definitions for deuterium and hydrogen entirely. This would leave Impossible Innovations to defining those resources. This solution works, but it will have the game defining the same resources twice. The REAL fix to this problem is to create special "deuterium" and "hydrogen" resources that only the Impossible Innovations parts use. I think I'll actually do that today or tomorrow... Sorry for abandoning this project for a while guys, but I've had more important things to worry about lately. I can't guarantee commitment on this mod in the long term, but I'll touch on it every now and then... if I feel like it. Just so everybody knows, you guys are free to make your own branches of this mod on GitHub as long as you use a compatible license and give me credit. I'm sure this mod could be a lot better under new leadership. But I don't anyone really cares that much Anyways, just a reminder that I'm not all that invested in this anymore.
  11. I'd tell you, but that value is never explicitly defined in the engine module. That's a function of Isp, thrust, and the fuel ratio. I would hop in-game to find that value for you but I'm getting ready for school atm.
  12. All documentation is in GitHub, where you can find the .cfg files as they are in any version. I just checked and the default consumption ratios for all 3 varieties of fusion engine is 0.1. I was also looking through the Community Resource Pack GitHub page, and I found the release where they introduced a deuterium of their own. It is probably more realistic than mine in every way, and for that reason it conflicts. I simply set the density of my deuterium to the density of hydrogen at room temperature... I think. Cause it is an isotope of hydrogen. But I didn't think about pressurized tanks or anything when I did that. The Community Resource Pack's Deuterium is much, much less dense than mine, with a density of 0.000000180. Mine is 0.000972. So the engines are eating up deuterium faster now because it is much less dense than it was. This probably means all your ships are lighter if you have CRP installed. Simply deleting the lines in CRP that define deuterium would fix this, but I don't expect you guys to have to do that.
  13. Lol that's definitely a fix. Sort of reminds me on how I made this mod in the first place! I think I'll make a "special" deuterium resource for this mod in the future, although I feel like this issue is relatively new. I don't know when I'll be willing and able to work on this mod again, though...
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