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Everything posted by LadyAthena

  1. Thank you very much! and Very excited for 4.0 ^-^
  2. So I had a few questions. 1) Is 4.0 coming? I remember playing this ages ago, and hearing of a 4.0 in the works. I was surprised to see it isn't out yet as it was supposed to have better mod functionality as well as letting science work better with the stock science stuff. 2) Does RemoteTech work with this? On the mod compatibility list It says "Supported" then Note: "Not yet" and more sluething online I come across conflicting information, some say yes, some say no.. and no real info for either.. Of why yes, or no, or of it's only certain things..
  3. That's not the issue. Both have the same 300mm range antenna's. THat being said, the problem seems to have fixed itself, though once in awhile it still acts oddly, but not game breaking.
  4. Holy crap its almost exactly like the mod I was gonna make XD. Thanks!
  5. I'm not sure how to mod, but I'd like to look into making this mod, or a mod for someone else to pick up, and wondering if anyone would use it. It would be aimed more for the beginner/intermediate players, who don't quite understand Delta V yet, or do, but keep forgetting how much delta V they need to get from point A to point B. It takes the approximation of Delta V required to get from point A to point B, and checks it against your ships current Delta V. It's really that simple. It would allow for a good approximation "we should be able to get there". So long as you're not doing horribly bad burns, or wasting Delta V you should be able to do it if you got a green light. How it would work: If you click the little "Green Light" Button on the toolbar, it'll bring up a screen which has all the planets and moons, with little lights on them. Green = You can get there and back to kerbin. Yellow = You can get there, but not enough to get back to kerbin. Red = You cannot get there at all. You can also click "Choose Destination" and it'll tell you how much delta V you have left over (and how much extra you need if you want to get back to kerbin). So say you want to get to the Mun as a new player, you built a ship and see that it has a yellow light. Clicking Mun as destination, will calculate the Delta V for you, and tell you how much short of Delta V you are, as well as give you a break down of how much Delta V is required for each stage. (Example: It takes x delta V to get from mun orbit to surface, etc.) So they can try to balance their craft correctly as well. This is of course prone to error still, but that's all about learning process. The mod would essentially take the Delta V from the Delta V charts you can look up online already, and puts them into a nice and easy to use calculator in-game, where it simply checks the Delta V to the ship. -------------- This could be used in mid flight as well. Perhaps you're playing with resource extractions, you were able to extract and collect some fuel, and see you have enough now to get to another Mun and back to Kerbin still. Or perhaps you play with failures, such as with kerbalism. One of your engines failed mid flight. Your new Delta V would be calculated by this calculator, letting you know if you still have enough Delta V to get back to Kerbin, or to your destination and back. There would be other options as well, all of which simply remove delta V requirements. Using the failure above. Say I lost an engine and I'm on the way to the Mun. I pull up the Green Light mod. Click "Calculate new Delta V" -> Destination Mun, and click "In Space" button. This removes the delta V from the calculations for lift off, and getting into and out of orbit of Kerbin. It knows you're already in space on the way to the Mun. From there there would be extra choices for the Mun. Such as Pass By, Orbit, or Land. In this case I want to see what my options are, so I click "Orbit" and it still shows a Yellow Light. This means I don't have enough delta V to even make orbit and get back. I choose Pass By, and see a Green light. So I know I can at least pass by it ------------------- Of course this is still prone to error, and being wrong, but that's part of KSP, and I feel like it would kind of play into the role of a Kerbal Computer. It's not perfect, but it at least lets you know basically what's possible.
  6. I'm probably way over my head on this mod, seeing as how I don't even know how to code or anything, but.. I don't even know its if its possible. So anyone who does know how to mod, please let me know. Basically, I want to make a new tech mod, with tech parts, based off of theories of how alien ships actually work. (You know, the flying saucers). I'm a bit of a UFO nut, and one of the theories is that the hull of the flying saucer itself is the engine, so to speak. Hence why they seem to be able to zig zag in any direction immediately, and seem to have no actual engines. The hull of the ship is drawing energy and redirecting it from the earths energy fields itself. Which we now know do exist. The farther away you get from these energy sources, and ley lines, the weaker the thrust, and ship is. This also plays into the theory of the "mother ships". They draw substantial power from suns themselves, (we have seen this theory in sci movies everywhere, fuel scoops, etc.) The flying saucers are basically the scout ships to observe and scout planets with no fuel costs. And that's where my mod idea comes from. ------------------------ Part 1: Opening the Tech. So I want the tech to be "hidden" so to speak. You know it's there, etc, but it doesn't become actually research able until you find something , and that something is a crashed UFO on a random planet or moon in the kerbol system. Once you hit mid way into the tech tree (Based on how many tech nodes you've researched, based off of which tech tree you have installed), will open a special contract stating you've received an odd signal from a planet or moon. (I want it to be randomized each time). The location specifically on said planet isn't mentioned. You can use either stuff from mods such as SCANsat, or just a good old fashioned low orbit eyeball scan to find the anomoly, and crashed UFO. This will unlock the start of the tech tree nodes for it, once you activate the UFO. Part 2: Research. At this point you're researching this strange new tech. The initial tech for it is of course, weak and far inferior to the actual tech itself, since its the first initial reverse engineered segments of it. You'll get a weak engine for a plane which has no fuel cost, but loses power at altitudes higher than 15,000m, and is pretty weak over all. As you go up in the tech nodes, you'll get more and more powerful engine types of various kinds. Some engines will work much like the UFO, where they can be installed in the center of your plane/ship vehicle and allow it to move in all directions equally, or more plane style engines, all of these engines will functions around certain planets and moons, especially if they have atmospheres. (Certain moons, etc. you cannot use it around ever, as they have zero actual energy fields). "Fuel Scoops" which get stronger and larger the higher you go up in the nodes, where essentially the closer you are to the sun, the more effective the fuel scoop is. (Due to how KSP plays out, it wouldn't require you to be super close to the sun or anything. I was also thinking of adding some tech which would greatly minimize, or even remove G forces entirely. (Again simulating the fast zig/zag that's iconic for UFO's). ----------- Not sure how possible this is though?
  7. I'm having issues with my comm stuff not wanting to hook up or relay anything with my probes, etc. For example, having 4 antenea's on 4 probes. 1st ones are pointed at each other, second one points at KSC, 3rd points at any active vessel, 4th are just Omni not pointing at anything but on. Launch a probe, and once KSC comes out of direct line, it goes dark... 2 probes in clear line of sight and well within range, refuse to connect, despite both having not only no target on 2 dishes to pick up any random signals, but also a second which is supposed to point at any active vessel.. Still refusing to connect and relay the connection to KSC. If I switch my antenea on my probe to point at KSC it says "out of line of sight" and no probe will pick up the connection to relay.. This means I have to manually switch to every single satelite as it comes within range to keep the signal...
  8. Oh wow, well that at least revitalizes my interest.. It'll be interesting to see how that goes.
  9. I'm having issues with the Field Research not populating at all. All the requirements state Required Tech: Unmet for everything, but I have loads of science modules available.... I remember a year ago you could run tons of different stuff for temp, baramters, etc....
  10. Seriously? I didn't see anywhere it said this. So the more I'm looking into it, the more Kerbalism just seems like a dead weight mod. All the good additional mods to make KSP awesome are no longer supported by Kerbalism, such as Remote Tech and others, and while I love the way the science works in Kerbalism, not worth the hassle when the mod itself barely functions half the time due to inconsistencies, and not even supporting base stock code in KSP like Field Research...
  11. I seem to be having serious issues completing a particular field science. "Recover rare research from Kerbins Waters" I'll go to the marker, land, both check out. I'llthen collect the EVA, and Crew Reports.. Nothing.. I never get it checked off. if I transmit the science, nothing. If I bring it back without transmitting, nothing..
  12. SOrry if this isn't scatterer, but its the only atmosphere mod I use. I get super weird lighting and atmosphere effects when I use this. Such as the shadow of my ship appearing on the ground in a distorted hazy blob, evenwhen I'm at super high altitudes that shouldn't be casting any kind of visible shadow on the surface. Also get oddities like this. With weird mis colored blobs in the horizon of atmosphere planets.
  13. So I'm having issues with some parts.. and I honestly don't know what is causing it.. It seems like stock stuff like "wing connector C" for example is not giving proper amounts of lift.. I need to be going at something like 100m/s before it starts generating any type of lift what so ever. like-wise, the drag factor on stuff seems to be completely over kill. Example: Due to how the science is on stock stuff, I have to have a thermometer and Barometer on the outside of my rocket. However, even with wings and rudders/ailerons, etc. on my rocket... the drag from these tiny parts is enough to drag the entire rocket back into the ground by the time I reach 150m/s my rocket is uncontrollable as it gets dragged in the direction of the science equipment. Which seems completely ludicrous. This also seems to happens even if I have the bulb of the probe in front of the science equipment. I thought Ferram was supposed to identify whether a part should be causing drag or not if another part is in front of it. I know this is going on, because if I add 4 of them in a properly balanced layout on all 4 sides, the pull in 1 direction stops. Additionally if I put a comms unit on the top of my plane, the plane constantly wants to flip end over end by the time I hit 100m/s because of the drag factor on the comms unit.
  14. Thanks! Happy to say that fix of his fixed the Fatal error and everything else Thank you you two! @Lisias @JadeOfMaar
  15. @Lisias Will I be alright playing the game if I don't use those 2 parts? @JadeOfMaar Where do you post the update?
  16. Thanks I'll give it a go. Sorry now I feel stupid. I usually use CKan to update, and install mods. So not sure where to check to find your update :3.. >.<; The latest changelogs of the mods seem to be from 10-7-2020.
  17. In that case CKan installed it correctly. I do have it exactly as you said with two different folders in GameData GameData/Kerbalism/ GameData/KerbalismConfig/ I manually did Kerbalism/KerbalismConfig since you said that's how it was supposed to be, but that seemed like a fluke typo on your part, since it came back with so many errors, which you just said it was. No harm though That being said, the errors with the parts you mentioned don't seem to effect anything, as they still work perfectly fine with the Kerbalism mod. So.. no idea. No harm no foul though. Edit: Still trying to figure out the Tweakscale fatal error with the 2 B9 engines though.
  18. Actually I just looked myself. In the gameData/ There is Kerbalism folder, and right under that is the KerbalismConfig folder. This is how CKan installed it. I tried copying the KerbalismConfig folder into the Kerbalism folder, and that just made me get 132 errors, rather than 2 errors.
  19. @JadeOfMaar Hello! So I've been using the OPT, but lately with the latest update, Tweakscale has been giving me errors. The person who is helping me, and upkeeping the Tweakscale, needs a few files, but unfortunately an error in the OPT Config is stopping the files from being created. (Error reports). Here's a link to the post, so you can see what's going on.
  20. Oh sorry about that! https://drive.google.com/file/d/1bLmyY02xZe9iceUWzqN5Oiqh5TRJEdNl/view?usp=sharing
  21. Not sure where to post this, so I hope this is the correct spot. I have a fatal error bug with tweakscale, on only 2 parts. (So I hope its not a big issue). Both are B9 parts, due to "duplicated properties" [LOG 09:43:54.815] [TweakScale] ERROR: **FATAL** Part B9.Structure.HX.HPD3 (HX-HPD 3 Fusion Drive) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 09:43:54.816] [TweakScale] ERROR: **FATAL** Part B9.Structure.HX.HPD2 (HX-HPD 2 Nuclear Saltwater Drive) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0
  22. Alright, so the Kerbin Water still refuses to work. I did however fail to make it all the way back (Ran out of fuel and mountain range got in the way) but recovering it triggered the success of the science. Still figuring out why Kerbin Water is not triggering correctly despite having had that in the inventory as well.
  23. Now that I looked closer, it looks like it took the sample from my ship immediately since I was parked on the runway. I'm heading back and landing to see if it changes it. That's still a problem though because if I "recover vessel" like this, it doesn't count. I have no idea why its only planes built doing this. I don't have this issue with normal rockets. (I've recovered multiple biome soil samples from Mun and Minmus)
  24. So to update on my problem concerning contracts, it's becoming more strange. http://www.imagebam.com/image/d154d11360754876 In the first image you can see I clearly have "Kerbin Grassland Soil Samples" Landed. The contract clearly asks for that, yet its not flagging as complete. Oddly enough, the Shores one worked when I did it on the Runway of KSC.... It's the only one I have completed My only theory is that Samples in Sample containers don't count, or aren't getting counted for samples during Science. The only completed one is the one which is taking up the 1 sample slot in the cockpit. While the others are in a sample container elsewhere on the ship.
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