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[Min KSP: 1.11.1] Deep Space Exploration Vessels - Build NASA Inspired Ships In KSP


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3 hours ago, Krakatoa said:

If you go to SpaceDock and then the changelog tab on the bottom, you can scroll down to the last one marked for 1.2.2, which looks like version 2.0.0.9.

Right, but the Estonian lander wasn’t released until well into 1.3, and that’s what I’m after. I realize it’ll likely need some confit tweaking on my part, I just need a starting point. 

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3 hours ago, CatastrophicFailure said:

Right, but the Estonian lander wasn’t released until well into 1.3, and that’s what I’m after. I realize it’ll likely need some confit tweaking on my part, I just need a starting point. 

Scrolling back up on that page, it looks to be 2.5.0 where the Estonian was released.

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3 hours ago, harrisjosh2711 said:

@Angel-125 will this, and your other mods work with kerbalism? I'm giving kerbalism a play through and want to use this but your custom resource set-up has me wondering if they will work together.

No, Kerbalism really throws a monkey wrench into things in Wild Blue mods.

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@Angel-125

There is an issue when clicking the VTOL Manager button in the stock applauncher by curiosity what that thing is without having a proper VTOL DESV vessel in focus (this is my guess at least):
7lP5S6G.png

It's not going away until I revert to VAB and writes this to the log a lot of times until then:

NullReferenceException: Object reference not set to an instance of an object
  at KerbalActuators.HoverControlSetupGUI.DrawWindowContents (Int32 windowId) [0x00000] in <filename unknown>:0 
  at KerbalActuators.Window`1[T].PreDrawWindowContents (Int32 windowId) [0x00000] in <filename unknown>:0 
  at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 
  at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

Log:
https://www.dropbox.com/s/7t93ucdprl6j7be/2018-03-29_3 KSP.log.7z?dl=1

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  • 2 weeks later...

Just wanted to report that the Nuclear Processing Lab configuration of the D2 Science Module does not seem to be operating as listed in the description.  It claims 150ec/s from the Nuclear Reactor converter portion, but I am actually seeing 67.5 output instead.  I've tried both with and without scientists, engineers, and pilots...results seem identical regardless of crew makeup.  Anything else that would be causing this inefficiency, or is it just incorrect data in the description area? Added module config below, description appears accurate...

Spoiler

 

    MODULE
    {
        name = ModuleResourceConverter
        ConverterName = Nuclear Reactor
        StartActionName = Start Reactor
        StopActionName = Stop Reactor     
        AutoShutdown = false
        GeneratesHeat = false
        UseSpecialistBonus = true
        SpecialistEfficiencyFactor = 0.2
        SpecialistBonusBase = 0.05
        ExperienceEffect = ConverterSkill
        EfficiencyBonus = 1.2
         
        INPUT_RESOURCE
        {
            ResourceName = EnrichedUranium
            Ratio = 0.0000015
            FlowMode = NO_FLOW
        }

        OUTPUT_RESOURCE
        {
            ResourceName = DepletedUranium
            Ratio = 0.00000099
            DumpExcess = false
            FlowMode = NO_FLOW
        }

        OUTPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 150
            DumpExcess = false
            FlowMode = ALL_VESSEL
        }
    }

 

 

 

 The module config seems to show it being 150, and using specialist bonuses...but for the life of me I can't figure out what specialization it needs. or if I'm missing something else...

Edited by RaccoonTOF
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On 4/26/2018 at 11:42 PM, Daelkyr said:

@Angel-125 I was looking at your Truss System for Kopernicus and noticed that you only have the small drop tank. Will you be making larger (ie longer) versions to go with your variety of trusses or just the small one?

Maybe, the truss tanks do need some revisions.

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DSEV 3.1.1 is now available:

- Recompiled for KSP 1.4.3
- Improved resource summary in the geology lab.
- Fixed a situation where resource distribution that wouldn't distribute resources.
- Added Cruise Control to the stock ion engine and stock NERV.
- Adjusted Classic Stock resource densities to reflect the 5-liter standard used by most stock resources.
- Adjusted Classic Stock storage capacities to reflect the 5-liter standard used by most stock resources. These changes will affect new parts and when you reconfigure an existing part.
- Classic Stock is now the default Play Mode for new installs of WBI mods. Existing games are unchanged.

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  • 2 weeks later...

Is "Classic Stock" a separate mod or do you include those resources yourself? And do you know if OSE Workshop and/or Extraplanetary Launchpads can use Classic Stock instead of requiring Community Resource Pack?

Edited by Bombaatu
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  • 2 weeks later...
On 5/25/2018 at 10:16 AM, Bombaatu said:

Is "Classic Stock" a separate mod or do you include those resources yourself? And do you know if OSE Workshop and/or Extraplanetary Launchpads can use Classic Stock instead of requiring Community Resource Pack?

Technically Classic Stock is a separate mod but it's bundled with WBI mods. You can use OSE Workshop and EL with either Classic Stock or CRP.

Meanwhile, DSEV is feature complete but improvements still happen...

Ja1RQFp.png

XZ2yfkK.png

WvCtHac.png

I finally have the tri-mode engine that I originally envisioned for the Trinity! :) I have a few bugs to work out and integration with Kerbal Actuators to complete, but then you can switch between any number of engine modes.

Edited by Angel-125
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On 6/8/2018 at 10:54 AM, Angel-125 said:

Technically Classic Stock is a separate mod but it's bundled with WBI mods. You can use OSE Workshop and EL with either Classic Stock or CRP.

Thanks. CRP is listed as a dependency on the OSE Workshop thread. Is there a CS config for it bundled in with any of the Wild Blue mods or does it work with CS 'out of the box'? 

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