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ComatoseJedi

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Everything posted by ComatoseJedi

  1. You know, that sounds like it would work wonders and you're awesome beyond a huge exploding brofist celebration, but I will stick to keeping it simple. If it's not generating enough EC, add more solar arrays. Eventually, I will get tired of doing so and add a reactor. Problem solved. But, it's generating enough EC to keep me happy. And this is not your problem, because you are not building this mod for other solar system creations. You are building for stock. It's up to the creator of other systems to adjust your mod to their system. Which brings something to light when I used the SSTU Shuttle parts, the IVA is way back into the cargo bay. It may be my fault since I use an ASET driven IVA. But, it couldn't be that since you had configured the IVA to point to the one you made for your 7 Kerbal IVA. Just throwing that out there, in case you didn't know.
  2. This is correct. I play on Half RSS and I noticed a good discrepancy between stock and the Half RSS system EC generation with the panels. Then I realized that "Hey, this is half of 93 million miles away than from the stock distance". Oh... now that makes sense.
  3. There is an SSTU Optional folder has a .cfg to removes the stock elements that this mod replaces. You can either remove the .cfg file that removes the stock parts or remove the entire SSTU Optional folder.
  4. It's not recommended you use that mod with this one. They don't play well together.
  5. Playing is fun, isn't it? Especially with your parts in the mix. But, if you cannot enjoy your own work, then why do it to begin with?
  6. The fuel configs that the engines use already come with this mod. If you use MFT, the option to choose these other fuels will not show up due to the RealFuels patch. Either ditch MFT or delete the RealFuels patch config in the Patches folder (or wherever that darn thing is).
  7. @Shadowmage I don't use any other life support than TAC, so no help in that department. But, as for alternate base building mods, I use either Nils' Kerbal Planetary Base Systems or Angel's Pathfinder mods. Both have a different approach to building surface bases, but has EP support. KPBS has an actual launching of "core" modules to land on the surfaces until you can establish EL supply chain to build base extensions. Pathfinder uses "inflatable hab technology" you can shove into a container to land on the surface and takes a kerbal to put the modules onto the segments you inflate. I haven't played with them in a while, but from the looks of things, both mods have extended their capabilities. I'm not even sure if this is the information you actually wanted. I just like to hear myself type about things I know very little about. lol. If you could give an idea on what you are actually looking for as a base building technology, I can find information for you on that (not like you haven't done so already).
  8. I remember a while ago when these tanks were first being set up for RF configurations and the first thing that I was told to do/try is delete the RealFuels patch folder if I wanted to use MFT. Surprisingly, this still works after a good bit of not playing. I even dusted off my config editing skills to make a tiny "fuel generator" for those times which I screw up a transfer. I also wanted to say this about the mod in general. We all know that you do this for a hobby. I know I'm not pushing for anything to be released/redone due to the fact that I know you will get it done when you feel like it. Remember, 'Mage... your life comes first. If work is shoving your nose to the grinder, we do understand when things don't get done and don't think we are sweating you to do so. Take Your Time! Have Fun (yeah right, coding is FUN [for lunatics])
  9. Yeah, I thought so. But all is well, I have so many mods (sigh, can't help myself), that cutting parts is actually a good thing. Started a new game, as per usual, when I get an update of SSTU. And thank you for welcoming me back. It's great to get back to using my brain, for once.
  10. Not to sound like a total idiot and stupid beyond my years @Shadowmage (I am a middle aged old fart, mind you). The optional patches folder, do I just unpack the folder into the game data folder as is or take them out of the folder and merge to the respective folders it supports? Mind you, I haven't messed with KSP for quite some time and getting back into the swing of things will take a few weeks until I'm savvy, again.
  11. Hello, again, to all SSTU fans and of course a big round of gratuitous applause to the Legendary @Shadowmage and his creation. All I have to say is this: WOW to the power of 10! This has turned into a very awesome mod and a must have among the KSP community. I know I have been absent (DayZ Life is not just a hobby, it's very dang distracting), but I have been throwing KSP a whirl here recently and the first mod I had to have was SSTU. For someone who claims he cannot do the things he does, you do a fantastic/awesome/incredible/WOW job in keeping your mod up to date, increased functionality and not to mention the innovations in mods that EVERYONE should be using. Not to mention to actually FIX the wheel issue that was deemed "improbable" to fix, Brav-freakin'-O! Of course, big kudos going to to everyone who contribute to this mod. Keep up the most awesome work!
  12. I didn't include the legs at the time due to the fact that landing legs/landing gear were fouled up when the I originally posted the information. The IVA tools are not reliant on game physics in order to work, just as long as RPM is updated and is kept updated, the IVA will work. But, yeah, the amazing landing legs are beyond awesome!
  13. Oh, I don't have all the parts in the mod, just a handful. the wrap arounds is one of like 10 parts I have from there. The reason why I still use those is that you can put a sets on the top and bottom of the tank, smooth sailing. Your idea is a very good one, at best. But, I don't use any other mods for tanks to modify other than the SSTU ones. And I don't even tempt the Kraken mucking around with those.
  14. Yeah, this is a *recommended* way to have a stable shuttle launch. It's actually not to much of a secret. But, all the same, a lot of people don't know about it. I always put 2 sets of these wrap around reaction wheels, compliments of KW Rocketry. I actually tried to put the reaction wheel into the sstu radial decoupler, but it misbehaved rather oddly. But, putting them in the tank is a better way to do that. With the re-introduction of the shuttle parts, which I think haven't been touched since 1.0.5 (with the exception of removing the landing gear and a re-compile to operate in 1.1.x). There may be some thermal conduction problems causing the internals to heat up and explode during re-entry.
  15. LOL Yeah, we're going to have to initialize it HELLO, DOCTOR, NAME, CONTINUE, YESTERDAY, TOMORROW (if you don't get it, there's nothing I can do for you )
  16. Are you launching in that direction? Or turning the shuttle in the VAB 180 degrees so it faces east upon load?
  17. Since you asked about the functionality of the inflatables, a nice suggestion is to put the fuel switching plugin you made to put on some of these. The torus ones, are strictly habitat. I'd say the smaller ones (especially that cute, little one) could be used to store stuff for stations/craft. I wouldn't go as far as putting ore in them, but fuel would suffice. Maybe have them store life support? I'm not sure how you could switch out from a habitat to a storage tank, but these are just ideas. I've seen where the Nautilus X has several of these inflatable types on there for either hab space, storage or even laboratory work. Not going to go into texturing a lot, since that step isn't prevalent at this point and time. But, I'd say keep them white-ish. To make them separate from the rest to not make them look like they've been constructed in a kerbin sewing sweat shop, I'd say add segmented seams, especially on the torus ones. Because, I'm sure they will not be one piece of material, if you applied it to a real life material construction concept. Not really sure on how hard that'll be to accomplish on a model, but it's a thought. But, definitely for the fuel switching, a mylar/gold texture would be a nice touch. Like I said, these are just things to ponder and I am not requesting anything. If you like any of these ideas, Scooby snacks will suffice
  18. Patience. He just made the things and as you know, these things need to work first before he applies any kind of texturing to it. This is how Shadowmage does things.
  19. I think he's not going to touch the lander core until the stock landing/gears get fixed. And, I think he did address this, because he was very upset at the fact that his work on the integration switching for the landing core parts (solar, RTGs, landing gears) didn't work on U5. And he also mentioned it was a big hack to make it do that anyways. So, I am going to guess "no", unless Shadowmage says otherwise.
  20. This is what I found. P3/P4 Truss Unfolding Seems like the wiki states the solar arrays were stored in an unpressurized cargo container and attached to the rotating joint, then unfolding in the manner in which you see in the animation. Kinda makes you wonder just how fragile those solar arrays really are? "Major P3 and S3 subsystems include the Segment-to-Segment Attach System (SSAS), Solar Alpha Rotary Joint (SARJ), and Unpressurized Cargo Carrier Attach System (UCCAS). The primary functions of the P3 truss segment are to provide mechanical, power and data interfaces to payloads attached to the two UCCAS platforms; axial indexing for solar tracking, or rotating of the arrays to follow the sun, via the SARJ; movement and work site accommodations for the Mobile Transporter. The P3/S3 primary structure is made of a hexagonal shaped aluminum structure and includes four bulkheads and six longerons. The S3 truss also supports EXPRESS Logistics Carrier locations, first to be launched and installed in the 2009 time frame." Honestly, I cannot find anything quickly on this subject as far as how it got on there to begin with. Unless you can read the entire engineering schematic (or understand it), looks like you're going to have to fake it. I am sure there's more people out there that know more than I do on the subject. EDIT: Thinking on the texturing for the inflatables. I don't know how hard it would be to pull off a "hab canvas white", but that'll do. Unless you want to subject them to the tank textures, which will be fine. It could be pink and purple polka dotted for all I care.
  21. LOL.. well, to be fair, that was a couple of years ago. I don't even use that mod anymore. While it was fun to make stuff with it, the sizes were truly massive to be effective for anything but lifting things. At the same time, the solar arrays were from 5 meters to 10 meter diameter "containers". But, yeah, it's true that users of mods play more than the people who make them. It's the nature of the beast, so to speak. Those modules are looking fantastic, by the way. Can't wait to see what I can do with them.
  22. No such thing as massive or "freakin' massive". If this concept comes to fruition, keep em big. Because, I'll either use the massive solar panels or flat panels that I've always used when size matters. Then again, size really doesn't matter to me, either. I put stock XL's on small probes, because I don't believe in moderation. But, you're not the first one to come up with massive solar panels. I constantly used Behemoth solar arrays when I came back to KSP. Yeah. no such thing as freakin' massive.....
  23. I like the *pOOf* and I literally said "ta-da". "One man's magic is another man's technology"
  24. No, it doesn't. Configs are done by using text files which you can tweak. As far as the OP topic and age, I concur @Stone Blue as being past 40 and patience has run thin with the programs we have today and not to mention MS acting the fool. There are some things that have gotten easier while other things seem to involve a ton of red tape to get the simplest thing done.
  25. I know, right? Subscribed just to keep up with the latest things he's doing. That radio beacon is ingenious.
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