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Nizrael

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Everything posted by Nizrael

  1. Quite a few Sailors following this thread! I was an avionics tech with HSL-49 at NAS North Island from 2006 to 2011 with deployments aboard the USS Crommelin (FFG-37) in 2007-8 and aboard the USS Chancellorsville (CG-62) in 2009, and at FRC West at NAS Lemoore from 2011 to 2013 when I got out as an AT1(AW). I never did have the pleasure of boarding a sub, but the frigate I deployed on definitely left us with its own kind of "boat smell."
  2. In a standard Windows command prompt. Press the Windows key + R to bring up a Run window, type cmd and press Enter in the Run window to bring up a command prompt, change directories within the command prompt to the directory ckan.exe is in, and at the command prompt type "ckan remove ZeroMiniAVC" without the quotation marks and press enter. The directory open within the command prompt window needs to be the directory ckan.exe is in.
  3. I ran into the same problem everyone else has been having and I just want to confirm that the suggested command line workaround on the GitHub issues page [ckan remove ZeroMiniAVC] worked for me and un-borked my installation on Windows 10.
  4. @DMagic's SCANsat mod is fantastic for mapping out planets prior to landing attempts. It even allows you to color your planetary maps by slope so you you can find a nice flat spot to land your spaceplanes, which you can then mark with waypoints for navigation through the cloud layer. Its compatibility listing on CKAN only extends through version 1.10.8, but it's working just fine for me so far in my latest 1.12.3 career save.
  5. Hello, @Angel-125! I installed MOLE and the MOLE CRP play mode through CKAN, and I noticed in the GameData\WildBlueIndustries\MOLE\ModuleManagerPatches folder, the RealPlume .cfg file is missing the period before the file extension; the filename is "MM_RealPlumecfg", as opposed to "MM_RealPlume.cfg". I put the period in the filename in my local installation myself and restarted after deleting all the MM cache files and I haven't noticed any wonkiness yet, I just thought you might want to know.
  6. I hope you don't mind some screenshots for your thread, @linuxgurugamer, these recycled bargain rocket parts are just what Dr. von Kerman ordered! For a first flight in a new career save, these parts are just... *chef's kiss* Perfection! A very Kerbal first rocket! Barbie 1 prepared for launch. Liftoff acheived! IT LIVES! Barbie 1 approaching MECO. Barbie 1 deploying parachutes. Returning to Kerbin. A perfect three-point landing! Turns out a charcoal grill with a fire extinguisher duct-taped to the bottom has a self-righting low center of gravity.
  7. Hello @HebaruSan and apologies in advance if this is the wrong thread for this, but the CKAN listing for "Superfluous Nodes" by @Geonovaststill shows 0.6 as the latest version, with max compatible game version listed as 1.7.1. The latest version is 0.7, uploaded to Spacedock back in May, but the change hasn't propagated to CKAN for whatever reason.
  8. Finally, now I too can make the Kessel run in less than twelve parsecs!
  9. Just a heads-up @Geonovast, the CKAN listing for Superfluous Nodes still shows 0.6 as the latest version, with max compatible game version listed as 1.7.1. I have no problem installing the 0.7 version from Spacedock manually, but it might be a source of confusion for someone in the future.
  10. Thanks for satisfying my curiosity, the CKAN descriptions don't make the distinction between the two clear, though I see now I could have spared you the bother if I had bothered to look at the readmes on Github before asking. Lesson learned! Again, thank you so very much for your efforts keeping all these great mods alive!
  11. Hiya @linuxgurugamer, thanks for all you do for the KSP mod community! This isn't a vitally important question, but I'm curious, does your Space Tux Library overlap with functions in SpacetuxSA, or do they do different things? I already have the Library installed as a dependency of several of the very many mods you keep alive, but CKAN is telling me Better Science Labs requires SpacetuxSA and warning me it isn't compatible with 1.12.3. I'm about to override CKAN and tell it to install it anyway, I was just wondering.
  12. It's a coral formation terrain scatter I found at @ 650 meters depth under Gael's oceans, so I assume it's from Galileo's Planet Pack, but for this game instance I kinda just went through CKAN's database and installed every mod that looked interesting, so it might be from another of the 223 mods I'm currently running. It takes my PC an entire 9-12 minutes to load, but it's totally worth the wait even though my GPU doubles as a space heater while I'm playing. My modlist:
  13. Gracias! Here's the Haddock Mark Two, now with MOAR BALLAST! (The Mark One was too buoyant to sink!) OCEAN SCIENCE!!!
  14. Are unkerballed submersible ROVs within the scope of this thread?
  15. Greetings and salutations, @Angel-125! I'm continually impressed with how much fun your mods add to the game! I wanted to let you know that I recently found myself wanting to control the trim and ballast of unkerballed submersible ROVs without using the Buffalo's manned Guppy cab, so I hope you don't mind that I made the very first KSP mod of my own by modding your mod (strictly for personal use, of course - I certainly have no intention of distributing a personal remix of your work)! I made a modified duplicate of the Auxiliary Electronic Navigator's cfg with the Guppy's dive computer module pasted into it, and I call it the Haddock ROV Core. To reflect that the part has been engineered for aquatic use at depth, I increased its mass, cost, and battery size; I gave it an onboard science container like the HECS-2; I removed the reaction wheel module to make room for the science container and enforce reliance on thrusters and control surfaces for attitude control; and I doubled the auto-trim and vertical speed triggers in the WBIDiveComputer module to reflect a degree of remote control lag (assuming WBIDiveComputer works the way I suppose it does, at any rate). I put the Haddock in the fieldScience tech node with the same max pressure the Guppy has after it's been upgraded once at that same node (8000kPA), with one further upgrade to 15000kPA at advScienceTech, which will hopefully be enough to get to the deepest places on Gael. Its max pressure is rather higher than the Guppy's, but that makes sense to me for an ROV because it isn't trying to enclose a bubble of breathable atmosphere at kerbal-safe pressures. I'm given to understand that I could have accomplished more or less the same thing by installing Sunkworks and slapping a Kommodore Sea 64 on any sub with a probe core, but I find I save myself a bunch of headaches if I let CKAN manage my mods and Sunkworks apparently hasn't made its way there yet, so I took matters into my own hands. I've only just barely begun to get my feet wet (pun intended) with modding KSP myself, and scratching my itch for unkerballed ROVs by tweaking your Buffalo AuxEN probe core seemed like a good place to start. If you like any of these ideas you are most welcome to assimilate, incorporate, remix and/or re-kerjigger them. I may not be the only user of Buffalo who doesn't have Sunkworks installed yet, and if not, some of those others may find an underwater probe core with a built-in dive computer and experiment storage useful, too. Haddock.cfg: Pictures of the Haddock in testing:
  16. You know what? This mod is absolutely crying out for Jonesy.
  17. Has anyone cooked up a patch to integrate Snacks! functionality into the Soylent mod's parts they'd be willing to share? Soylent's solar-panel-based algae bioreactors strike me as exactly the sort of simplification/abstraction of closed-loop life support that Snacks! was meant to handle - input Stale Air and Dirt, output Fresh Air and Snacks. I'll take a stab at patching it myself, though I only just recently learned that Module Manager is a thing, let alone how to write a patch for it, so my MM-fu is presently non-existent.
  18. Has anyone cooked up a patch to integrate Snacks! functionality into Soylent parts they'd be willing to share? Soylent strikes me as exactly the sort of simplification/abstraction of closed-loop life support that Snacks! was meant to handle - input Stale Air and Dirt, output Fresh Air and Snacks. I'll take a stab at patching it myself, though I only just recently learned that Module Manager is a thing, let alone how to write a patch for it, so my MM-fu is presently non-existent.
  19. Oh, man. I might start learning to code just so I can update this mod; my Mün base landing pad NEEDS these lights, for landing guidance and for those after-hours EVA dance parties. The disco must be resuscitated!
  20. Heya, I'm loving your work, thanks for making a great game even more fun! Sorry for the n00b questions, but I'm a n00b to KSP modding and the ReadMe isn't super clear on how to use the Extras. To enable Snacks! functionality, do I rename "GameData/WildBlueIndustries/Mk-33/Extras/Mk33Snacks.txt" to "../Mk33Snacks.cfg"? Assuming I'm correct about renaming the *.txt to a *.cfg, does the renamed file stay in the Extras folder, or should I move it to the main Mk-33 folder, or the WildBlueIndustries/Snacks folder, or somewhere else?
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