Haze-Zero

Members
  • Content Count

    118
  • Joined

  • Last visited

Community Reputation

58 Excellent

About Haze-Zero

  • Rank
    Spacecraft Engineer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. This is a mess, I am afraid to update. I restored my old install from the recycling bin without even launching the game to see if this update works or not, even though I manually backed up my save folder with the intent to. I am glad and thankful you posted all the warnings and whatnot and I was able to catch it. I would be extremely furious if this had broken my most recent save, which is actually a restart/salvage from a previous save that managed to survive 4+ years of squad updates, mod updates and numerous numerous hours of enjoyable gameplay. I don't have the patience to deal with yet another mod who has broken everything because of update. I guess this means I will be forever stuck with the version that I currently have. I realize this is not helpful in the least posting this, but I feel that I am not the only one who is frustrated, afraid and disappointed at how such a long-standing useful and straight forward mod has now because this mess of broken saves, forum complaints and what seems to be the mismanagement by the newly appointed management. I guess my question at this point is, will there ever be an update from this point forward that doesn't break or even risk breaking my current save? I refuse to start yet another new save just because of 1 mod with a broken update.
  2. I know your busy bug fixing and such, but when you are ready to add content, could you look into maybe making a KRUSTY (sometimes called Kilopower) to add to Near Future Electrical perhaps? Information about these wonderful power generators can be found here https://www.nasa.gov/press-release/demonstration-proves-nuclear-fission-system-can-provide-space-exploration-power https://www.nasa.gov/directorates/spacetech/kilopower https://en.wikipedia.org/wiki/Kilopower
  3. Though I updated, and it does seemingly work without issue, I am still getting the "Unsupported KSP version... Pleasure use 1.3.1" for the latest release from Github 1.0.4. I even deleted the entire mod and re-unzipped over a fresh copy just to make sure there were no conflicts with earlier mod installs. I know you have like thousands of mods under your care and this is one of the least utilized ones, since it still works this is no big deal, but still thought you might like to know or others might like to know.
  4. I can not test it atm, I am at work, but would the following work? @PART[ionArgon-0625,ionArgon-0625-2,ionArgon-0625-3,ionArgon-125,mpdt-0625,mpdt-125,mpdt-25,pit-0625,pit-125,pit-25,vasimr-0625,vasimr-125,vasimr-25]:AFTER[NearFuturePropulsion] { @MODULE[ModuleEnginesFX] { @PROPELLANT[ArgonGas] { @name = XenonGas } @PROPELLANT[Lithium] { @name = LiquidFuel } } } Again, thank you in advance for your assistance, time and effort.
  5. So, I love Near Future, but I dislike all the extra resources that it adds in to the game. I used to manually edit all the engine CFG files in it to change the ArgonGas to XenonGas and the Lithium to LiquidFuel, but with all the crazy updating, I thought I could just write my own lil MM config for it, but due to my lack of experience with MM cfgs, I do not know what I did wrong. @PART[*]:HAS[@PROPELLANT[ArgonGas]] { @MODULE[ModuleEnginesFX] { @PROPELLANT[ArgonGas] { @name = XenonGas } } } @PART[*]:HAS[@PROPELLANT[Lithium]] { @MODULE[ModuleEnginesFX] { @PROPELLANT[Lithium] { @name = LiquidFuel } } } Can someone please point out what I got wrong here? Thank you in advance for your assistance, time and effort.
  6. I need to do a bit more research, but it seems that Firespitters v7.3.6 Fuel-Switch module isn't working in the 1.2 pre-release. I have already eliminated a number of other mods that maybe the culprit but seems it is down to either FireSpitter or Module Manager. Initial investigations seems that Module Manager is working as intended but I still need to dig deeper. My next test, I will make sure its not module manager with a completely fresh install with no other mods. I will report back here with my findings. Edit: Fresh install with nothing but the Firespitter mod, using v7.3.6 and it is confirmed that the Firespitter Fuel-Switch module is indeed not working.
  7. I am also hoping for an update for 1.1.2. I love my retractable RCS
  8. Everyone seems to use wings as structural panels for various purposes; Sometimes to get a shape we want out of an aircraft, sometimes simply to cover more surface area for flat surfaces we want to use in space. With KSP aero being a problem and seemingly no correction being made any time soon, this means that sometimes, for the aircraft we want to make, it means we are using ugly structural panels, or clip-hiding in wings to correct for oddly tilted wings that we are using 'for fashion'. Structural panels are ugly, very very very ugly. They have their place, but the reason why I am asking for this mod, is because wing surfaces come in various shapes giving us more freedom of design. More importantly, they are white and match well with the white color scheme KSP already has. To make the ugly grey structural panels usable in this method, you would have make angular panels, and such. Why make more content and more parts, when we already have these parts serving as wings? I would like to request a mod that allows us to be able to turn off wing lift in the VAB/SPH, making the aero treat the wing as it would a structural plate. I also considered asking for this mod to somehow change the texture of the wing to indicate that it serves as a panel and not a wing, but I do not want to mess with the aesthetic and I think it would be ok to leave the texture as is. TL:DR - Toggle wing lift so we can use them as non-ugly structural panels because of KSP's broken aero.
  9. Zucal, Will this latest WIP be available for download? You have always pushed my meta, but my attempts at making this myself are coming up short.
  10. No, but you may end up using a combination of Warp Jumps and Time Warp. It is slower than just a direct warp jump there, but still much quicker. I did a Warp-Jump to Duna this way in 10 days vs like 100+ days needed to travel to Duna normally.
  11. http://forum.kerbalspaceprogram.com/threads/100798-1-0-2-Alcubierre-Warp-Drive-%28Stand-alone%29-v0-2-1-2015-05-15?p=1559987&viewfull=1#post1559987 If that linked properly, there is a method explained there. With heat being a thing in 1.0+ though, I strongly recommend NOT to do this method INSIDE the orbit of Moho. I thought potentially that aerobraking could be a method to use for like Jool, but there is a velocity limit before your ship will just instantly explode from overheating. I have confirmed that the Warp-ring soaks up ALL the heat and protects all parts inside the bubble from heat, even though the bubble will not be active/visible. I have not tested if this means you can keep panels extended or not, I suspect no.
  12. The .cfg of the 2.5 Warp ring lacks any line-items to do with heating or heat management other than a max temp value, not sure if this is intended or not. I also suspect that the bubble is taking the brunt of the surface heating effects, even though the engine is inactive and turned off, but it explodes so fast I haven't yet been able to confirm this. I will do some more testing later when I get back from class tonight. From the flight-log, the warp drive is always one part that explodes due to overheating first on the list, even though I have parts that should encounter heat/drag in-front of it and some of those parts have less max temp than the Warp Drive. One thing though that I did not realize is that with the Warp Drive, you can enter the SOI of a body with speeds not naturally seen with normal orbital mechanics. I am possibly traveling SOOO fast in my aerobrake that it doesn't matter how shallow my aerobrake is, my craft WILL overheat and explode. I will slow my velocity on my attempts later tonight to see how it will effect my aerobrake attempts.