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Ghostshark27

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    Spacecraft Engineer
  1. So weird question, slightly spoilerish, hence the tags...
  2. Makes sense. I've been using a lot of Gemini/MOL parts in my game, it's been fun breaking into the "What could have been" aspect of NASA. Next up for me is building some some fancy Gemini/Saturn launch vehicles. Might there eventually be some Gemini DA parts in the future?
  3. Hmm, ok! Thanks for the response! I did try that, and it looked like a good fit externally, but iirc, the crew tunnels didn't really match, that's why I didn't go that route. I could be wrong though, I was kind of doped up on cold medicine and in a fever dream last night.
  4. So this might be a little out there... But I've been playing around with alternative uses to the Gemini parts, and was looking at the Bellini service module. I've been trying to figure out how to mesh it with the gemini capsules, but it doesn't seem to match with either the capsule, three man adapter, or really anything. Is this intentional and I'm just missing a part that will make it fit? There's nothing in either of the wiki's about it, it just seems weird launching a craft with an obvious diameter mismatch. Also, less of an issue with the mod, but is there a way (through other mods or patches) to produce LqdHydrogen in situ? I've running several USI and NFT mods along with BDB, and figure there's got to be a conversion to something that would allow this. I'm just hoping to squash this issue while my career is pretty slow before I actually need to refuel stuff in flight.
  5. So this happened last night... I'd been frustrated with some designs wobbling too much, and tracked down this version of KJR. Install it, load up the save, and I get this weird spaghetti thing. I've got a bunch of mods, can post more info when I get home tonight, but it was stable before adding KJR. Uninstaller the mod right away, and it was fine again. 2 things of note, I am running KCT, and this rocket was waiting to go on the pad when I opened the save with KJR active. I did fly it, and it was rock solid, but by the time the boosters dropped it looked like a big green claw was coming out of the nose of the craft, lol.
  6. Thanks for the responses! The whole INT-16 thing was more of a whim than a necessity. I'm doing a playthrough where I'm trying to make some of the more out there proposals for LV's, due to in world my space agency is second string to the main space agency and having to cobble together whatever they can find. So while I'll eventually be mainlining saturn V's or I-C models, for now its Titan hardware or experimental stuff. As for the Rogallo, I know ultimately it was a flawed design, but it would still be fun to toy around with it in game and potentially send a few Kerbals to the med center before they realize its not practical either.
  7. Two random questions for y'all... first, is there an option in the mod for a Rogallo glider for the Gemini capsules? I thought at one time there was, but wasn't sure if that was standard or if it was from a different mod. Second, and even more ridiculous... is there an adaptor plate available to make try making an INT-16 style first stage out of Titan boosters? I was scouring the parts last night, didn't see anything that fit the bill, wasn't sure if I missed something or if I just have to wing it and surface attach stuff together.
  8. Hey folks! Been away from KSP for a while, but am just now getting into things again. I've been spending some time getting a new modlist put together with an eye for colonization, and have decided to finally use the MKS and USI:LS mods for more than just a pretty parts mod. That is, I'm actually leaving on all the settings and leaning into the idea of building with habitation/homesickness in mind, and not just making something that looks cool. To that end, I have a question: According to the wiki, when a kerbal moves from one vessel to another, that's when the H&H timers reset/adjust. Does that still happen if say a spacecraft docks with a station, or does the kerbal have to physically leave one vessel to another (EVA vs. crew transfer)? Does the same logic apply if I have an inhabited space station, and add a new wing that has a high habitation rating? Will the overall vessel reset to the new limits and reset all the kerbals, or do they have to leave and come back? Additionally, I've been curious to the idea of a spacedock that is logistically supplied by Kerbin. So that I can head cannon the idea that it's getting supplied by off camera vessels, and I can focus on fueling/resupplying the spacecraft coming to and from other planets, instead of constantly launching the same mission again and again to fill the tanks of the station. Thanks in advance!
  9. Huh, weird. I thought that I had started with a completely fresh install, maybe it still had some ancient craft files in it. I'll clear out all the craft and reinstall from the download again. Its probably just user error on my part, lol.
  10. Thanks for the info. After digging through some info from the other mods I had issues with, I decided to stick with the 1.11.2 update. The main reason I was concerned about tweakscale is that a lot of the craft files in the download have it as a requirement still. But if you say its safe to use BDB as a whole without TS, I may get rid of it and just build everything from scratch.
  11. Grr, this had to drop just as I decided on my morning drive to downgrade to 1.10 for my new start... So I have a couple of questions to help me make up my mind, if some of you could help. I've been building up my modlist under 1.11.2, and thought I had everything ready to go last night, only to realize I had forgot Tweakscale. So when I look into it, I see that the author over there says it's not supported under the most recent version. My question is, has anyone had any issues with Tweakscale in regards to BDB and 1.11.2? I believe the issue with TS was something with vehicle recovery and funds, which wouldn't matter much since I'm going to be playing in sandbox mode anyway. I'm looking to downgrade in order to make sure I have a stable build, but I'd be missing out on some sweet new parts in the process (unless BDB 1.7.2 would be backwards compatible), as well as a few other of my go to mods not being 1.11 compatible yet. Either way, this is an amazing mod, with great people behind it! Thanks for all the hard work!
  12. Erm... Hey, what's that thing over there?! *Points at nothing, runs away when people look.* So, in my mad grab to try and squeeze USI, New Horizons, RealPlume, your mods, and all the other stuff in one install, CCC was one of the mods I thought was safe enough to get rid of. Knowing that that's where the switching ability comes from, I'll put it back in tonight. Problem solved, now if I could figure out what caused some of my ui mods to act weird, I'll be good.
  13. Kerbal Exploration Research Agency Introduction: Legends speak of a time before. When the space around Kerbin was simple, and safe. Stories are told of brave kerbals who leaped into the sky on great contraptions of metal and fire. Brave explorers that visited foreign planets, and conquered the emptiness between. That was before The Event. No one remembers the cause of The Event, or exactly how long ago it was. All that is known is that it caused a majority of Kerbals round the world to seal themselves in deep underground caves, or Vaults, if you will. Several generations had passed while the race lived underground, and only recently has the Kerbal race managed to climb out and reclaim their planet. Thanks to technology designed before the Event, Kerbals from all reaches of the planet were able to keep in contact with each other, and that allowed for an easier time reclaiming the land and searching for old remnants of civilization. Since the Vaults weren't isolated from each other, it made coordination accross the globe easier, and kerbals from all regions banded together under the goal of reclaiming their old way of life above ground. The notion of country borders and city-states were declared more for nostalgic purposes than to attempt to hold sway over another group. One thing was certain from the moment the first Vaults were opened. The skies above had become a very different place. Prominent above the horizon was a large ringed planet, the likes that old planetary records had never seen before. The night sky had many more twinkling large bodies as well. Using ancient telescopes that had sat dormant in Vault inventories for centuries, it was determined that the current solar system was vastly different than what old records showed. No one knows why or how it happened, but the amount of celestial bodies floating around Kerbol nearly doubled. The news of this discovery led to a frenzy of scouring pre-Event info for any data on space flight and tech. Among the Pre-Event records, there were mentions of facilities above ground that served to further understanding of the celestials. Search parties were organized, and sent out to discover the status of these ancient locations. Many of these sites have been lost to the ravages of time, along with much of the former markings of Kerbal society. A few scant facilities showed promise however. The site known as the Arakebo Dish was more or less intact, and could eventually be brought back to life. With that operational, the newly created Kerbal Science Administration could take readings of the other planetary bodies orbiting around the sun. A majority of our story, however, takes places at the old space center. Scouting parties found the site in much better shape than any others, with a minimal amount of work. A crew of the best and brightest kerbals from around the planet was tasked with the daily operation of the facility. In a few short months, with data from Pre-Event archives and what was discovered at the new facilities, the KSA was able to begin operations to conquer the space around Kerbin. This series of chapters is an attempt to chronicle the adventures of a budding space agency, in an attempt to uncover what happened to the solar system, and to attempt colonization of other potential planets in order to make the Kerbals a multiplanet species. As the story progresses, we'll showcase more of the kerbals responsible for making this possible. For now, we'll introduce the first few brave souls to man the team. These are the men and women who will test new and old technologies, and hopefully live to tell the tale. Current Roster: Jeb Kerman- The Dreamer. Ever fascinated by the thought of what the night sky looked like. Jeb was one of the first souls to leave the vaults once the all clear was sounded. Gifted with quick nerves and keen eye for piloting all manner of craft, his gifts come at a cost. His reckless pursuit of adventure and excitement has already cost the KSA a number of trainer craft and simulators. Kerbals have learned to trust his reflexes when the going gets tough, but when he's bored he tends to challenge himself or his craft to just to see what happens. He also claims to be named after an ancestor who was famous for space flight, but many kerbals are skeptical. Bob Kerman- The Pessimist. One of the most brilliant scientific minds on Kerbin. His insight into the sciences of physics and mathematics has made him a valuable member of the team. He is able to calculate large formulas in his head, and determine the success of a given operation. His estimations are usually quite low, so people around him tend to not believe him. (Kerbals are, by nature, an optimistic lot...) Unfortunately, he's usually right. Bill Kerman- The Tinkerer. Not the most social of kerbals, but he has a knack for building things. Almost singlehandedly responsible for getting the space center's facilities up and running, he is the master of improvisation in technical gadgets. He has a knack for building things out of strange objects such as kokonuts, which is good because for some strange reason he always has a supply in his office. It kind of weirds other kerbals out a bit. Valentina Kerman- The Speed Freak. Val likes to go fast. Really fast. Three time champion Vault Racer, she joined the KSA to get the claim of being the fastest soul on Kerbin. She has aspirations of being the fastest Kerbal on the planet, and any other planet for that matter. Less reckless than Jeb, she is more calculating and precise. She hails from the region of Kerbin that used to be known as the UKKR. So, that's just a bit of the background story. I can't guarantee a regular schedule as far as when I will put out new episode/chapter, but I'll tentatively say at least one a month. There's a bit of a good news/bad news situation right now, though. The bad news is that due to some recent issues with my mods, my old save has become invalid. It's cost a lot of wasted time and some interesting things that aren't going to see the light of day now. The good news is that since my craft files are still ok, I don't have to waste a lot of time on early designs, and can get right back to hurtling Kerbals into space. Also, since the removal of some of the troublesome mods (RealPlume), I have room to add a few more parts that I had to sacrifice in order to fit RealPlume into my build. Expect a prologue and perhaps a short chapter soon, then after that I'm not sure. But like I said earlier, at least one a month.
  14. [quote name=NecroBones;2272649Yeah' date=' I've seen a couple of cases of people reporting that InterstellarFuelSwitch is installed but not doing anything. I'd try removing and re-adding it. Are you seeing the "z-fighting" thing with the tanks trying to be all of the colors at once? Or just that the menu option doesn't come up? Since FTP considers IFS (or Firespitter in its place) to be a prerequisite, it's not trying to detect whether it's there to add the appearance-switching and fuel-switching modules. However, it's trying to name the modules based on what's detected. If it ModuleManager doesn't think IFS is installed, then it'll try to use the Firespitter version instead. So I'd double check that IFS is installed in the correct directory so that MM knows what to do. So after some tweaking, I have a few more observations. Some of them probably won't apply to your mod, but I found them interesting none the less, so please bear with me. This is the order of what I've done so far. 1: Reinstalled both FTP and Historian. No change on historian. I found that with FTP, I could switch details of your custom tanks, but I couldn't change skins or contents of the stock fuel tanks. I'm ashamed to admit that I'm not sure if this has always been the case, as I never thought to look at the custom tanks if I could modify them. 2: Deleted Realplume and reinstalled Hot rockets in it's place. This has drastically lowered my RAM footprint for the game (by around 500mb!), but my problems still remained, and I was hit with the weird smoke trail in space bug I've seen attributed with Hot Rockets acting up. 3: Deleted Module Manager config files and let the game rewrite them. Still no stock fuel tank fix, and haven't had a chance to see if that fixed the smoke trail bug. This has also rendered my save invalid (good thing I backed up.) Tonight when I get home I'll try deleting FTP and IFS and installing fresh again. Two things though. Would installing a newer version of IFS possibly overwrite something to cause this issue? Also, I'm assuming that it's safe to have IFS and Firespitter installed at the same time? I think my USI stuff requires FS, so I can't just get rid of it to see if this fixes it. It's a bummer that working this issue has caused me to lose a save, but I'm not that far into it that I can't start over.
  15. Hey, great mod! This is one of my must haves, it really gives me some great options in making clean looking rockets, along with most of your other mods. But I'm running into a bit of a problem, my current KSP build won't let me switch textures. I recently started a career with the New Horizons mod, and between your mods, a few of the Roverdude mods, and New Horizons, my poor little computer is right at it's RAM limit. Is it possible for the game to push the tweakable stuff out of memory in order to load other things? The reason I think this is because I had a stable build going for about a week, then installed the cloud pack for New Horizons. That pushed the RAM requirement past what I have available, and KSP kept crashing. After careful consideration of mods and parts to remove, the game finally loads, but I think it's just barely under the cap. I can change scenes and build stuff just fine, just can't switch textures, or what's in the tanks. It's almost like Interstellar fuel doesn't load. Interestingly enough, my Historian mod doesn't work anymore either. Any insight into this would be helpful. I'll try to pull out a few more mods tonight, but there's not much else I want to get rid of for the sake of building the designs I want to.
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